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Underdog

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About Underdog

  • Birthday 12/24/1968

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  1. I personally would close in closer on the TD. Your guys are already there so just tighten around the TD. Your men will start chucking grenades when they get closer and good chance you will toast the TD. Again that is just me, I hate running away from things and have my guys get lead poisoning in the back. Underdog [ March 22, 2002, 08:20 AM: Message edited by: Underdog ]
  2. Thanks all for responding. More I ease myself back into play more I am seeing this. Thanks again for the replies.
  3. I had a Stuart fire at a Puma and got a frontal penetration and the Puma kept fighting. This is the first time I saw a round penetration that didn't knock out the tank or cause the crew abandon the tank. The Puma fired off 3 more rounds until another Stuart round did a frontal turret penetration and the Puma was knocked out. I have never seen this before and was wondering if others have seen this. Underdog
  4. Thanks all! I picked Move It or Lose It and we played it last night. I was the allies and my friend was the Germans. It started out bad for me since he pressed so hard and so fast. However, by turn 9 I had everything under control. He pressed to hard and in the end he didn't have the men to hold the ground he had taken. Plus with my 105 arty shelling the woods he was hiding in really helped me reduce his inf to nothing. I had a flamethrower crew I would like to mention. Splashed a StuH twice on the second splash took it out! Had to replay that part a few times since you don't see that everyday..hehe. Got to turn 15 and he surrendered. He didn't think he had a chance and states he made some big mistakes. He was so use to playing against the AI he tried the same tactics on a real player and found out it doesn't work. Thanks everyone for the suggestions, I just got done down loading all the suggestions people mentioned. Underdog
  5. After finishing The Wrong Hill I am biting at the bit to start another battle. I got two friends into the game so I am looking for a battle to wage against them. They are still new to the game but have played the hell out of the demo. So what would be a good battle to play against these guys? I am looking at one that isn't huge and a billion turns but not a tiny 10 turn game. I guess a battle around 20-25 turns, no larger then medium map with good mix of units so they can experience them all. I know I am asking a lot here and for that I applogize. Just need a good battle for these guys to cut there teeth on and make sure the CM hook is lodged firmly in there mouth Underdog
  6. Well I finished the battle and it was a blast! Playing the allies I came away with a tactical victory. I held both flags and had 5 tanks left. I basically dug in and played the waiting game for the enemy armor to come up the hill after turn 15. Had a key holed Firefly that took 2 lead tanks out and then came over the hill with the other 3 tanks for the turkey shoot on the last two. I found a "gamey?" move that really messes up the AI. I found out by accident but wanted to mention it but I think everyone who plays know this one way or another. I had a kangroo fast move over a little hill and right past this enemy assault gun. The AG tracked the 'roo as it went on its scouting mission behind enemy lines. As the AG tracked the 'roo it ended the turn facing opposite the hill. Had a Firefly come up over the hill hull down and plant one up the AG's arse. It was a cheap move and I didn't need to do it but found out the AI targets things that cannot hurt it. Just had me scratching my head on why it did it. All in all this battle was a real treat and great fun to play. I recommend it for anyone that wants some armor fun on a challenging map. Great job Wild Bill!!!
  7. Turn 15 was a wild one and a little disappointing. If you can believe it I had my Chruchill flank the ever pressing German armor. The Shermans did what they usually do when they are hit with an AP round, brew up. As the Churchhill starts it crawl (started it back on turn 10) he makes contact with a panther. Lobbed a shell and knocked out the panther. Second panther it found it knocked it out in one shot at around 70M. So now on turn 15 my mighty Churchill crawls up this little elevation and when it get to the top a panther is sitting in front of him at around 25M with its back to the Churchill. I am laughing in my seat watching this, the speedster Churchill has got a close shot to a tank that is facing the wrong way. Again the Churchill lobs its massive round up..and MISSES! I don't freak out, only 15 seconds into the playback I should get another shot before the end of the playback. The panther turret starts it spin to fire at the Churchill. I am starting to get nervous since the Churchill hasn't fired again. The panther gets targeting on the Churchill and fires. Arrgghhh...Gun Damage on the Churchill and the playback ends. I check each front on what is going on. I held off all the assaults on the hill from the enemy inf. All the fronts look good but the one where I lost the big gun on the Churchill. I count 4 tanks all moving up that front. I have a firefly keyholed through a set of woods half way up the hill. Due to the LOS being so bad I set him up there to get that one shot when the tanks start rolling through. It isn't a real sweet spot since there is lanes on both side so I have to keep eye on what route they take up. If they come up both lanes it will be ugly but I should get one or maybe two. I also have a sherman left there but he is going to have 3 tanks in his face very soon. Don't want to move him up the hill for fear of getting a flank shot on him. I might use him and try to flank the enemy tanks like the Churchill did. Will have to decide it this turn since his window to move through the open area will be this turn, after that the enemy tanks are to far forward and will have LOS to the area he needs to run through. My inf in this area are broken and some have recovered. The Platoon HQ got killed and I don't think I could have prevented. If I backed the men out it would have been a turkey shoot with the tanks firing on them and the enemy inf. I had them hold there ground and from what I can see they gave better then they got. Enemy inf on that side is not a threat, really did a number on them as they exited the scattered trees. It was the tanks that really hurt my inf. Silenced those tanks but the damage was done. Oh yeah had a PIAT team have a lock on a Puma for 30+ seconds at 35M and never fired. Puma backed off and brought down "great vengence" on the two man team then melted into the wooded terrain. This turn will be a tactical move turn for me with a holding action. I don't have the units to toss away on recon to find out everything out there. Holding action until I can free up a side to assist. Underdog
  8. I will review it when I am done with it, count on it. Will try to write an AAR, will have to see how that comes out. Spent 4 turns last night showing two friends this game and it goes without saying they are placing orders for the game today. I played CM around a year and something ago but stopped when my son was born. Now that things have settled down I fired up CM again and found out what I have been missing. The mods and scenarios are just wonderful.
  9. I am currently playing Wrong Hill and I have to say it is a blast. Action going on all around the hill and my much needed reinforments just arrived and has helped out a bunch. The LOS is crazy, on and around the hill. Never played a battle like this and I have to say I am really enjoying it. For the others that have played this battle, what are your thoughts on it? Underdog
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