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GRUMLIN

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Everything posted by GRUMLIN

  1. You think you lot have bad friends - I BOUGHT a copy of CMBO for a mate of mine who I know would love it, and he still hasnt installed it 5 months later. He says the CDV box doesnt look pretty enough. SHEESH G :eek:
  2. OK, how do i get a screenshot in movie mode? G
  3. OK guys, I revert to my original post - it was DEFINITELY HC - straight pen of 82 across the board. In fact, I'm off to rerun it and get a frickin screenshot. G
  4. Sorry guys - as usual I forget the details in me first post . It was september 1941. The STUG had a flank shot on a KV1. The range was under 120 meters (clever Ol' Grumlin). He had tried AP himself 3 minutes previously on a KV1 and seen it bounce off. My point is - if I was the commander given probably my ONE chance to kill a monster tank, I'd use the best fricking round I had. As it happened, the KV1 rolled its turret round and nailed the STUG before it could fire again. G
  5. Hello boarders. Just played a very tough fought QB in which a bunch of KV1s handed my panzers their heads on a plate. My issue is this - I had a STUG which had 2 rounds of HC and 9 rounds of AP left. I had withdrawn him into scattered trees to hide as the KVs ran past, then popped him out to HUNT for a flank shot. Stug rolled up the hill and caught a KV against the skyline - fired, hit lower hull, but it BOUNCED cos the dumb fecker used AP. So, why did the Stug load AP? he had already backed out of a firefight after seeing his AP rounds bounce off front and sides of KVs like confetti, if he had HC why not use it? And dont try me with the old 'oooh, combat is confusing' marlarky - this was a vet.... Grum
  6. Spoiler . . . ..... . . .. . . . . . . . well, i'm working through all the scenarios and just got a minor vic on this one after three attempts. Its more like a chess game than a battle, and what you HAVE to do is RUN your arty guys to the right straight away until they have LOS to just in front of the forest. Make sure all your non-exitpoint troops get ready just out of sight of the woods too. Meanwhile, runs a single platoon upn the middle culvert. Aim smoke from both arty observers as far fowards as you can, just in front of forest is best on right flank. The culvert platoon (also known as the forlorn hope!) then advance up culvert until firefight starts. The Germans then drop a ton of arty on them. They all die but get medals anyway. The arty takes 13 minutes or something stupid, so meanwhile you wait, sneak 2 mgs up right flank. Line up all your exit point troops behind the first wave of attackers. Then...HUMAN WAVE em once the smoke arrives. Germans can't see nuffink, your first wave of expendables rolls over em and mops up, second wave exits FAST, get em running. The timing is really tight, and to my mind the scenario would be greatly improved by dropping the arty time to 8 minutes or so...give you more room to maneuver. Grum.
  7. Slappy and my other opponents - my isp trashed a whole load of emails so please SEND AGAIN and we will continue. On the buttoning issue, my grouch is that if they buttoned up cos of a sniper, and havent been told that he is gone, WHY OH WHY open up again? G
  8. Jim R - good points, but I bet that even if I had paused the hunt command for 30 seconds the buggers would have still unbuttoned to have a fag or two..... What annoy me in this is that the threat was identified by the stug themselves, and was being dealt with...but the AI showed no 'memory' as you said. G
  9. Sigh. I know this has been mentioned before, but tankcrews unbuttoning under their own steam is a real problem. I just lost a stug at a vital moment in a game - I knew there was a sniper in a nearby patch of woods, and buttoned the stug up whilst I 'advanced' a unit of grenadiers through some dead ground to wipe the nasty sniper out. The stug was to hunt over a hill and take an IS-2 in the rear (I had spent 28 turns manuevering to get the rearshot), this was turn 29 Next turn, stug unbuttoned of its own accord. PING. dead commander, stug shocked, no movement this turn (and prob next). My infantry assault into the sniper 30 seconds later and wipe the floor with him, but by then its all too late. Any chance of a 'DONT UNBUTTON OR I'LL KILL YA MESELF' command? Grum :mad:
  10. Just running a few tests on the 'human wave' (I wanted to know if it actually was worth using). The russians stormed 4 mg posts, and one of the posts surrendered (status changed to 'captured'). The ruskies didnt take this for an answer and continued to lob grenades into the MG nest until all the prisoners were dead. Is this normal? This wasnt just one or two grens, but a shower for up to 30 seconds after surrender. Obviously, after the first few the remaining team members panicked and started running back and forwards... Is this normal? G
  11. Yes - Hope sunflower gets twatted round the head. I only sell games on Ebay when I have finished playing with them and know I wont be using them again. (I.e. CMBO and CMBB are not gonna be sold by me for 3-5 years..). Twats who claim that piracy is not theft are exactly the sort of student wankers who think that all property is theft - until you start taking THEIR stuff. Sunflower, can I have your home address? We would like to burgle your pc and hifi... G :mad:
  12. Heh Heh - well thanks for the English lessons guys, but I was on my way out of the door to see the Two Towers and didnt check my wording. And, yes Slappy is spot on about my point - I just would like to be able to roll arty over a LOS blocking feature without having to expose my FO. At the moment, FO's have to run around waaaay too much, and TRPs are not always available. btw, anyone who points out errors in this post (grammatical or otherwise) will get a dead hedgehog posted to them. G :mad:
  13. Don't make fun of the Canadians. Its not very nice to mock the afflicted. G
  14. Going BACK TO THE THREAD TOPIC, I have learn to my cost that you must get LOS at all times - but what does annoy me is when I have LOS, drop a few ranging shots and then want to move the whole lot 50m into the lee of the hill behind which I can see, but I think a company of cooks is waiting. Nope, it appears to be randomised all over the fricking board. Surely, if I only want to move it a short distance out of LOS, the gunners can do this for me? Comments please... And on the tank hitting issue - I have found that if you drop arty on a bogged/immobalised tank the crew bugger off pretty damn quick. Can get rid of something that otherwise sits there as a pillbox....
  15. well in a game i have just about finished, i forgot to look at ground conditions and out of the 2 stugs and one panther, the two stugs got bogged MILES away from anywhere. Flush those points down the drain. Alls well that ends well though cos the panther has killed 2 soviet TDS (the biggie SU200s) and three T34s by itself......move and fire, move and fire oh, i just remembered that in the same game I sent 160 80mm rounds into the great blue yonder cos i didnt have LOS and then forgot about them. still dont know where they went. p.s. any of my oppos who get beaten by me should now be REALLY embarrassed. Grumlin
  16. Who says bren tripods are rare? At my old school we had a bucket of them when i was in the CCF and I recall several exercises when i was able to let rip with the bren 'blanks' using a tripod and shred bushes (wooden tipped bullets i was told) heh heh Grum
  17. I had great fun with a flamer halftrack in an ip game last week, and it ended up winning the game for me. However, I havent learnt my lesson from losing loads of others, and the lessons are: Hide your flamer till well into the scenario when you should know where all other AV and AT guns are. Only bring it up when the front lines have solidified and you need to crack a section Rush it up (fast move), skid to a halt and flame the buggers. Reverse at top speed cos the nme will now be targetting it with all the infantry left...if the timing is right lay the orders on the end of the fast rush...you should get a couple of squirts in anyway. Repeat until well done. Grum
  18. well, just to keep you updated i've since found two more mgs hidden in light buildings to further lay down the law. attacked both light buildings with mortar he, and the mgs have run away - i think cos clever nme withdrew em. have found a dip in the ground i can use to crawl up with 3 platoons, and have smoked los from two bunkers for the hundred yard dash from my startline to that ditch. the third bunker doesnt have los. I'll keep you posted how badly the dash goes; the turn has just been emailed.... G
  19. Well, I find that the majority of german tanks have to be treated like mobile pillboxes - hold em in position to take out nme at a distance, whislt pushing infantry well forward to hold ground and identify good hulldon / non LOS positions that you can scoot pIV to. Also, dont forget the assault halftracks for cheap mid-range tank killers...if you get them in good positions that is.... btw, I have the worst luck with german tank accuracy, so my tactics have been forced to be defensive - in one PBEM I have running, two veteren tigers missed with 4 shots each against a stationary sniper shocked sherman at 500 meter range... G
  20. Right then, lets make it tougher. I am facing three wodden Mg bunkers, loads of open ground, and only on board mortars (6 teams in total). No AV, no arty. Fair numbers of infantry. 2 bazooka but no H/T. can i knock out the bunkers with the mortars? G p.s. this really is an ongoing PBEM I have. The scenario designer was smoking crack
  21. I've noticed that too; it can be when the endpoint is in a direct line from the startpoint that runs through a building - they get all messed up. I have also noticed that because you cant see doors and stuff, if you issue an order to infantry to move between two adjacent buildings, sometimes they have to run out into nme los and get mown down, even though you planned a safe route. Wish there was some way to blow holes in dividing walls so you didnt have to go outside... G
  22. About sound decoys - I'm doing a PBEM and losing badly - he has two sherman jumbos left and i've got one halftrack flamer. gulp. Luckily he hasnt seen it and by driving back and forwards in cover so he hears the noise and 'hinting' in the emails he now thinks I have a panther. As a result he is holding his shermans back on overwatch - and I might pull off a minor win as a result... G
  23. just a rant to say that hulldown is a fricking nightmare to find....i had a king tiger roll up in hunt mode out of a depression, pretargetted on an unsuspecting TD, and still the TD rotates turret and nails me cos my fupping tiger rolls too far up after spotting target. arghrghrghgrhgrhgr G
  24. Well, you say that AT guns die like a bag, but I am playing a nice chap from Japan (I'm in London) in a scenario called 'too little..too late'. My AT has taken out 2 shermans, 5 halftracks, and two scoutcars. The trick? Positioning so that it is in woods on a downslope (so rounds eitehr sail over it or hit well in front), with infantry on either flank to protect it and some PIV popping up and down over on a far flank to distract the Amis. Having said that, I still expect to lose Grumlin
  25. I am going to send an email to all interested parties with details but need your email address! cheers Grum
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