Austrian Strategist
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Everything posted by Austrian Strategist
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Now here for some good news: Everything well in the game between Pawter and me. Maps look GREAT; we have arrived at turn 5 in both scenarios, and are having a lot of fun. (Mostly we are firing jokes at each other, not many shells yet, because our forces have some difficulty finding the enemy; this will soon change, I suspect.) [ June 28, 2002, 08:13 PM: Message edited by: Austrian Strategist ]
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Elite LMGs: I think they can be useful to cheaply stretch your line. Here is an example of what I mean: x x x - o o o - x x x - o o o - x x x Mines Platoon Mines Platoon Mines - 1 ----- o ----- 1 ----- o ----- 1 LMG -- HQ -- LMG -- HQ -- LMG ...and so on. [ June 28, 2002, 11:46 AM: Message edited by: Austrian Strategist ]
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Not so sure about the LMG. Hard to kill, very cheap, even if Elite. Adding an Elite LMG to a platoon can definitely strenghten that platoon. Or put an Elite LMG into a foxhole in trees or wood; it will delay enemy infantry and soak up a lot of small arms ammo, before it dies. It can also be reasonably useful as an observation post, instead of a half-squad or sharpshooter.
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German Tactics
Austrian Strategist replied to Michael Dorosh's topic in Combat Mission Archive #4 (2002)
Not really. Real life differed from CM in (mostly) one thing: At the tactical level, when attacking, you tried to have 3:1 or even 5:1, not just 1,5:1. And this allows for less subtle tactics, because with such an amount of superiority, you can attack with tanks only, for example, and still overrun a defence. CM only simulates relatively balanced engagements, for obvious reasons. But balanced engagements, at the tactical level, were unusual, because irl you try to attack with overwhelming force. -
Major Patch Needed For CM
Austrian Strategist replied to Seph's topic in Combat Mission Archive #4 (2002)
More could, and did, happen. Here is a little war story from my father, Russian Front, 1942: A single Russian Officer with a Machine Gun stopped the advance of an entire Batallion for half an hour (a full game of CM ). -
Major Patch Needed For CM
Austrian Strategist replied to Seph's topic in Combat Mission Archive #4 (2002)
. Sure Seph does himwelf wear the Armour Underwear he talked about. If not, his posting tactics were a bit rash, perhaps. :cool: -
Defensive constructions in CMBB???
Austrian Strategist replied to KNac's topic in Combat Mission Archive #4 (2002)
Hmmm; maybe random maps do look good, and QBs with reinforcements are in; who knows? -
Defensive constructions in CMBB???
Austrian Strategist replied to KNac's topic in Combat Mission Archive #4 (2002)
Oh no. It´s fun to pick your own force. And in the final analysis, I will be happy with any pricing system that comes close to giving historic results. If 'Rarity' does that, I give it my blessings. Edit: Btw, back to the original topic: What spectacular new Fortifications are in? (My favourite would be the 4-storey-deep super-bunker-systems of Sevastopol; to knock them out we would also need the Railgun Dora; how about that? ) [ June 20, 2002, 05:23 PM: Message edited by: Austrian Strategist ] -
Defensive constructions in CMBB???
Austrian Strategist replied to KNac's topic in Combat Mission Archive #4 (2002)
Yankee has good points; on the other hand I do not understand the two problems above. -Do you mean that fighter bombers would be very common? They were: The main reason why the Allies won the campaign. Goering probably should have come up with a set of Fionn Rules. -All units in a CM game are 'rented'. Therefore: Artillery = price of the Battery; yup. -
Defensive constructions in CMBB???
Austrian Strategist replied to KNac's topic in Combat Mission Archive #4 (2002)
I don´t think it would be so unbalanced. Equal price tags should mean similar combat effectiveness most of the time. If it turns out one side is disadvantaged, give them more money (similar to Attacker getting more money). -
Defensive constructions in CMBB???
Austrian Strategist replied to KNac's topic in Combat Mission Archive #4 (2002)
Actually I would prefer unit prices being directly related to production costs. This would be- 1- More realistic. 2- Solving the issue of 'Rarity'. Those items that were common were so because they could be produced cheaply in large numbers. 3- Solving many play balance issues. King Tigers and such would be insanely expensive. -
I think my original plan looks still good. ---------------- 1x Security Pl (Crack) 1x Mot Inf Pl (Crack) 1x Mg42 light (Veteran) 2x Mg42 heavy (Crack) 1x Panzerschreck (Crack) 1x Flak 88mm (Crack) 1x Artillery 75mm (Veteran) 5x AP Mines Redwolf: I think 2 88-Flaks are overkill. Note: Attacker must use Combined Arms Limit, too. He won´t be able to afford too many Shermans. And a Crack 88 can definitely kill ~3 Tanks/Vehicles in a single turn.
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CMBB--New Proposal For Rarity System
Austrian Strategist replied to Col Deadmarsh's topic in Combat Mission Archive #4 (2002)
To put it differently: There is a category of units that are 'common-but-in-limited-quantity'. Treating such units as 'uncommon' would mean overpricing them. Treating them as 'common' would mean you could get too many of them. With such units, a pool would definitely work better than rarity. This is very different from the issue of rare tanks, for example. -
CMBB--New Proposal For Rarity System
Austrian Strategist replied to Col Deadmarsh's topic in Combat Mission Archive #4 (2002)
I think you didn´t quite get my joke. Engineers and such are an asset of every Division; therefore not, in any sense, 'rare'. The comparison with HQs served to illustrate my point. -
CMBB--New Proposal For Rarity System
Austrian Strategist replied to Col Deadmarsh's topic in Combat Mission Archive #4 (2002)
There could be a problem with units that made 10% or so of most historical forces. Such units were not 'rare' in any historical sense, but they were 'rare' in a purely statistical sense. This could sure produce pretty counter-intuitive results. Did you think of that? Any official word here?