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Sardaukar

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Posts posted by Sardaukar

  1. Originally posted by Biltong:

    Sardaukar - That's the idea smile.gif If these Rules work as they should anyone should be able to modify them to their taste...

    Your modifications sound good - a lot of guys will be interested to hear if you get it right.

    Maybe have a look at Decreasing Arty/Air & Fortification points as well...

    Some time in the future I want to have a look at giving some favor for killing Inf - you might need this - want to have a look at it and come up with some suggestions?

    Will like to hear how it goes

    Biltong[/QB]

    I have spare time smile.gif ..so I'll have a look what I can add to enjoyment. I have been playing 4 tank core for 5 battles now. It's been hell of a ride smile.gif . Just when I thought I might get something upgraded, I lost 3 out of 4 of my core... Fortunes or war smile.gif .

    I think your rules are very capable to be adapted to full armoured core, up to 10 tanks maybe. I'd recommend having 4-5 tank core, but more can be handled by just upping aux forces.

    Modifiers to battle types, enemy, and aux forces can handle it easily. I think best benefit of armoured core is that one can buy vehicles/tanks separately and thus modify them without going to editor. That makes it bit faster and automated.

    Cheers,

    M.S.

  2. I have no problem with infantry model in CMBB. I have found it very realistic and have others who have experience from military. Sure it's frustrating when your squads get pinned/routed/crawling and exhausting themselves, but that's how it is. I doubt that many really understand how hard it is to get troops to move again if they are pinned by enemy fire. It's inherently against human nature to even try to return fire in that situation. I have no problem that it might take 10-15 mins to convince squad to move again...and I have no problem with fact that if they don't have cover, they usually die or get wounded within few minutes. That is how it is. Key is not to get into that kind of situation...but it'll happen eventually..just have to accept it.

    Cheers,

    M.S.

  3. Originally posted by Soddball:

    I've run some tests at between 1.5 and 3km. Nashorns aren't especially accurate, although they are more accurate than SU-100s. However, the Nashorn, equipped with kitchen foil rather than armour, has to be almost unbelievably lucky to survive a duel against SU-100s.

    One could always bring in something really nasty for long range, like Jagdpanther smile.gif

    Cheers,

    M.S.

  4. That will be a problem when playing with infantry company. Individual platoons might be better, but then you lose company commander. That is one of the reason I started to play with armoured core, since one can buy individual vehicles and track individual crew experience. Since one cannot buy single squads, I think tracking average experience is the way to go. Of course it's possible to edit units with scen editor and import troops with map too, but it's more time consuming task. And you have to import that map too, which can be pain in butt since you need to set flags and setup areas yourself...thus losing lot of randomness in battle.

    Cheers,

    M.S.

  5. I think that these rules are easily modified for armoured campaign core too. Experience gain should be toned down, especially after reaching regular. Aux infantry maybe doubled or at least 50 % increase (I'm thinking about all armoured core). Chances for meeting engagement/probe/attack increased. Chances to meet mechanized enemy increased. I think with these modifications it'd be totally playable.

    What do you think ?

    Cheers,

    M.S.

  6. Originally posted by Engel:

    What goes around, comes around... In the early war, Germans are in deep trouble with KV's smile.gif

    Apart from getting mobility kills, or knockouts by 88's, there's very little that can stop a KV before the Tiger comes along.

    Absolutely true. It's interesting how the advantages shift during years when both sides react to other's new equipment bringing in their own. Tiger to counter T-34 and KV...T-34/85 to counter tiger..so on.

    Cheers,

    M.S.

  7. Originally posted by Biltong:

    Great Sardaukar!! You're using the rules as I wanted them to work - adapt to your own taste!

    Would like to know more about the "toning down" of the experience points - there seem to be a problem there - points climbing too fast - how did you do it? And the upgrade story - tell us more...

    Biltong

    I reasoned that since it doesn't take long for troops to become "regular" from "green" in real combat (mostly after couple of fights, since "green" are fully trained troops, just with no combat experience). It does take long for them to be considered "veteran". Thus I took only 10%-20 % of achieved exp gain in battle after they are regular. I'm still experimenting what the ratio should be.

    For upgrades I use accumulated scrounging points (after replacing casualties of course). After consulting Excel availability tables for South (made by Chris, cannot remember his full name, but his website can be found from forum search) and if I have enough accumulated scrounging points after several battles to get new model and it's available, then I can get new tank.

    I play with 4 tank core, mine were PZ IVDs, I even randomized that by rolling d20 at start (conviniently there were 20 models to choose June 1941), and I play them as platoon but buy them as individuals so to enable individual replacements/upgrades/exp.

    For aux I usually double the points from die roll to get infantry, other aux is unmodified.

    I hope this gives some ideas to others too...and I have to say: Great job, Biltong !

    Cheers,

    M.S.

  8. I'm using the rules to run platoon of Pz IVDs through campaign. Of course I had to modify rules a bit to get enough infantry, but seems to work. I use accumulated scrounging points to determine if I can upgrade a tank in some point of campaign. I also tone down the experience gain a lot after those tanks get regular. Also crew casualty for tank for me prevents any experience gain due to need to train replacement up to current standard.

    So far 2 battles, 1 major, 1 tactical victory. 1 Pz IVD out of 4 lost, all crew KIA/WIA (killed by inf.). Replacement Pz IVD green.

    Cheers,

    M.S.

  9. Originally posted by laxx:

    this is quite funny as there is another thread in Tips Section on 1941 German tank tactics against Russian tanks.......

    Yep..I started this since tide turns to German favour when Tiger arrives.

    Suddenly those who were complaining about tough KV-1s and T-34s are driving even more dangerous beast. Tiger is very lethal to infantry too, good blast value and lots of both HE and MG ammo. I think bogging is the most serious problem that Tiger has. Then comes enemy infantry...at least up to arrival of T-34/85.

    I usually play Germans 1941-43 and Soviets 1944-45. I've learned to love T-34/85. King Tiger is much too overrated 1944 smile.gif . Panther is good, but nothing compares to the superiority enjoyed by T-34 and KV-1 1941-42 and by Tiger 1942-43.

    Cheers,

    M.S.

  10. During that time Soviets don't have any tank/TD/Ass.G. that have much chance to punch through it's armour. Well, maybe SU-122 (no turret, slow ROF) or Valentine IX (very slow tank, not much use try to stalk with that).

    T-34/57 M41 dissappears end of 42 (very good, long 57 mm gun) and T-34/57 M43 comes to play Aug or Sept 43. But then you start to get 85 mm equipped vehicles.

    So, ideas how to stop early 1943 Tiger menace ?

    Here are few:

    -mines

    -pioneers

    - 57 mm ATG (with rarity, costs almost as much as Tiger)

    -luck

    Cheers,

    M.S.

  11. Originally posted by Michael Dorosh:

    Gotta love that quote:

    "So many of them, so few of us, how will we ever bury them all?" Did any Finn in particular say this?

    It's quoted at least in book "Winter War", written by Engle & Paananen. I don't recall who actually said it, but I assume it was one of those things that just pop up with no sure way to find out who did actually say it smile.gif ...like Molotov's Coctail.

    Cheers,

    M.S.

  12. Hmm...I didn't find what the radio car is used for from those links. At least not with cursory glance...someone just write it here in plain english smile.gif .

    Edited: Found it finally...they are used as HQs for other armoured cars.

    Cheers,

    M.S.

    [ November 07, 2002, 09:59 AM: Message edited by: Sardaukar ]

  13. It'd be nice to import units only too. That way it'd be possible to use QB map and enviroment randomizer easily. One can always create scenario and edit units in that, then importing from last quicksave, but then the map would be always same.

    If one could import units only and replenish them, that would allow sort of "dynamic campaign".

    Cheers,

    M.S.

  14. Originally posted by wwb_99:

    Yeah, units in LOS is the biggie. I have one very evil op set above the arctic circle (read NO TREES WHATSOEVER). Not too huge (~3 bns plus support on map) but once things get rolling computations were taking 15-25 minutes on my trusty old celeron 800. Reason being all the LOS computations.

    Also note that fortifications are included in LOS computations, and that map had 120+ trench units alone.

    WWB

    Thanks, WWB !

    Again, another Band of Brothers club member to rescue smile.gif . I thought that LOS had to be the reason, didn't make sense otherways, but I wasn't sure.

    Cheers,

    M.S.

  15. Originally posted by Juju:

    Sorry, no help here. I just came in here to inquire about the name Sardaukar. Rings a bell as being some bad guy in a book I've read/game I've played/movie I've seen. Or something. Wasn't it soldiers?

    Can you refresh my memory?

    It's from F. Herbert's book Dune and it's sequels. Sardaukars were the imperial troops, also present in (to me) blasphemous computer game with same name smile.gif .

    I kind of got stuck with that name after owning most of those books and serving in Finnish military :D .

    Cheers,

    M.S.

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