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Austrian Strategist

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Posts posted by Austrian Strategist

  1. Originally posted by Panzerman:

    I can tell you this much, that as the tournament goes on the battles, will get larger, and harder. They will start off with simple attack, meeting and defence scenarios, around company sized. Then as you move from round to round they will get a little bigger, and harder. We are trying to let newbies see and learn to use as many elements of CM as possible, like weather, ground conditions etc. While using historically realistic forces. That's all I will say for now.

    Sounds great! smile.gif
  2. Originally posted by Panzerman:

    We have not worked on any other tournaments, but the other battles we have done are all at the scenario zone or the CM Scenario Depot.

    My mistake; I assumed you made the scenarios for the previous Newbie Tournament(s) as well.

    I have downloaded rhe Lorraine Pack, and it looks highly interesting!

    Can you tell us anything not confidential about the Tourny Scenarios? smile.gif

    [ June 11, 2002, 06:05 PM: Message edited by: Austrian Strategist ]

  3. Originally posted by Priest:

    And I heavily agree with the Hetzer arguement. Use the guns to protect the Hetzer and two 76mm Sherms do not stand a chance in Hades.

    There´s a problem with this: If he buys something like, say, 4xRifle44, 3xM10, 1x105mmArtillery, then, I believe, you are in deep trouble. smile.gif

    (Explanation: Rifles will kill your men, relying on numbers, M10s will kill your Hetzer, Artillery will kill your guns.)

    [ June 11, 2002, 03:27 PM: Message edited by: Austrian Strategist ]

  4. Originally posted by Scheer:

    But now, after I send my setup to my archenemy , I´´m thinking that I had better be of, with only fourteen Churchill VII and VIII and only seven wasps. For the saved points I could have bought three 81mm mortar FO´s.

    And then try that smokescreen thing ...

    You are too infatuated with vehicles; they aren´t cost-effective. If he uses lots of AT Guns, you are dead. Try Infantry. (If you don´t, I think you will rue it.) :D
  5. Originally posted by xerxes:

    no, no, no.

    Here's the shingle.

    Go british. They talk cool.

    Buy a glider batallion, heck make it two. Make them green.

    Buy 10 wasps. (green)

    Buy 10 mmg. (conscript, what the heck, they're bait anyways)

    Buy enough universal carriers to carry your piats.

    Flood one flank with 30+ universal carrier look alikes, lead with the mmgs. Send a batallion of infantry with the horde of locusts. Run over and kill everything.

    He'll never know what hit him.

    Too complicated, and too risky.

    Here´s what you buy, if you know what is good for you: smile.gif

    3x Rifle44 Company (Regular)

    2x Bazooka (Regular)

    7x M18 Hellcat (Veteran)

    2x Artillery 105mm (Regular)

    Advance everything except Hellcats cautiously towards Victory Flags. Spread them somewhat, so his Artillery can´t hit everybody at once. Where you find enemies, overwhelm them with numbers, or drop Artillery on them.

    When his Hetzers appear, rush out your Cats with 'Hunt', and kill them.

  6. Originally posted by Fionn:

    I think the idea you seem to be peddling that recon is worthless vs a defence in depth and that you'd be better just charging towards it ( even though you don't know where the MLR actually is) is incredibly dangerous and naive. Maybe that's not what u are saying though since it really does seem quite far off base. Perhaps you could clarify your position?

    Fionn, you got me totally wrong. I wasn´t arguing for no Recon. I was arguing for no Counter-recon. If I am Defender, I let you do your Recon to your heart´s content and watch the clock. I am arguing about best Defense here, not best Attack. And my Defensive Doctrine is: Do as little as possible, and watch the clock! :D

    I do not (very much) disagree with your ideas about Attack. I do (very much) disagree with you about Defence, which should be an entirely different thing. The main advantage of the Defender is: He has the VLs already, so nothing happening is to his advantage. Therefore, his priority should be for nothing to happen. As a Defender, I am not interested in destroying the Attacker (which you seem to assume). I am interested in keeping the VLs, and watching the clock. This is what I would do in real life!

    Edit: Reading your post once more, I should add 2 more things for clarification:

    -I 'specialize' in battles of 2.000pts or less. All of my experience is with small-to-medium scale, and I consider 1500pts 'medium'. So the question is: Are you of the same opinion for a 1500pts battle?

    -Regardless of this, I am convinced your Recon -necessary as it is!- won´t give you very much against what I consider 'Defence-in-depth'. It is very usual for me to put 50% or more of my forces into reserve. So my MLR will be weak everywhere; but that´s the point of Defence-in-Depth!

    Finally: In a Tactics game, I do usually view 'value' in 3 dimensions: Material, Space, Time. Defence-in-depth, imo, is about trading material and space for time.

    [ June 10, 2002, 05:13 PM: Message edited by: Austrian Strategist ]

  7. Originally posted by Fionn:

    I haven't played all or nothing but for movement to contact the answer is always the same:

    Find the enemy using as little force as necessary to win the recon fight and get to his MLR and provoke a response. Get him to overcommit ( less experienced players often need a LOT of forces to achieve a certain objective within a given time frame. This means that they often, to more experienced eyes, overcommit) and then when he is extended and off balance either counter-attack his attack ( preferably at its base) or smash through his lines somewhere else ( at a previously identified weak spot) with that large reserve you've saved by winning the recon battle with far fewer forces than your opponent used.

    What if he doesn´t (actively) commit to the Recon battle at all? Then you will have a large reserve, but so will he. You will have used some time (and lost a few men) just to identify the forward-most part of his defence-in-depth, so what now? smile.gif

    (This is assuming you are the Attacker, turn limit is short enough to be a serious consideration, and the Defender´s strategy is 'Delay-Delay-Delay'.) :cool:

    [ June 10, 2002, 02:02 PM: Message edited by: Austrian Strategist ]

  8. Tools:

    Your 75+50 AT approach I find well worth trying out. Note you have some points left-over in your first example, so you could afford another HMG. I don´t like the Rifles44 so much, and I prefer 2 Cracks with Crack Support to a Company of Vets anyway, that´s the reason behind my choice of infantry, but it´s sure debatable. Your 2nd example would seem a tad risky to me; what if your opponent buys 5+ Platoons of Regulars? He might overrun you, or attrit you to death, I think.

  9. Originally posted by redwolf:

    In small defenses without Fionn limits it is hard to be prepared against all kinds of attack. If you are prepared for two routes of advance by thick Churchills or Jumbos you don't have points left to defend against a pure infantry and artillery attack. A mass of M8 HMC and Greyhounds will also pass AT defenses that are built for few slow tanks.

    I know most general advice already. ;) That´s why I made the problem very specific. Note that 'Americans' disallows Churchills, 'July44' disallows Super-Heavys, 'Combined Arms' makes all-out Infantry, all-out Armour, all-out Greyhounds impossible. I was really more interested in discussing precise (point-wise) solutions to a specific situation, because I believe there are no general rules that apply to every set-up.
  10. Simply to get another discussion rolling: smile.gif

    You defend with the German Army in a 700pts QB against an American Attack.

    Both sides use Combined Arms limits.

    Americans have Regulars and/or Veterans, you may choose Veterans and/or Cracks.

    Small map, July44, 20 turns, clear day, agricultural terrain, moderate amount of trees, small hills.

    ----------------

    This is what I would buy:

    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

    Mines channel enemy soldiers into kill zones; Infantry, MGs and Artillery kill them. Flak stays hidden until I am confident it will kill all enemy tanks in the same turn. Panzerschreck is insurance in case a tank escapes Flak.

    What would you use? Why?

  11. Originally posted by Fionn:

    MLRs don't have to be relatively linear, contiguous defensive positions. A series of positions fortified for all-round defence ( such as you seem to describe) are actually, doctrinally speaking, the Soviet's preferred way of developing an MLR in the post-1943 time period.

    The Germans`, too. This was called an Igelstellung, (Hedgehog Position); MLR was called HKL (Hauptkampflinie).

    [ June 08, 2002, 08:20 PM: Message edited by: Austrian Strategist ]

  12. Originally posted by MajorH:

    TacOps does model "good" morale and good training.

    TacOps does not model "poor" morale.

    I understand; but then it won´t apply to most real-world situations -which are not full-scale wars between super powers.

    Armed struggles in the past -and probably future- few decades were/are more likely between 3rd world countries, between a 3rd world country and a primary power, between a 3rd world country and a secondary power, between two secondary powers, between paramilitary groups in a civil war...

    In all those cases, mediocre and/or poor morale, training, equipment and experience are to be expected on one or both sides. So I still think not modeling bad morale/insufficient training etc is limiting realism most drastically. :(

  13. Originally posted by Paul Harrington:

    Should I just switch to choosing my own troops or is this sort of force mix reasonable?

    In this case at least, it was.

    Imo, what you should have done:

    Keep your Tank Destroyer hidden (best behind hill), until enemy PzIV is spotted and within a few 100 metres. Then jump out of your cover with 'Hunt', and you should get the first shot and (probably) kill the enemy tank.

  14. Originally posted by redwolf:

    It is really a different game. Don't think of it as CM without morale. The morale is more hidden by the different game scale than by programmer choice. And the SOP entries are way better than the move/sneak/withdraw/delay/scared-chicken control mechanism in CMBO, IMHO.

    Hmmmm. I´m not really sold on this feature. I´d find it really fun -and realistic- to simulate combat between two third-rate forces, where the major problem is that absolutely no one wants to put up a fight. :D
  15. Originally posted by redwolf:

    In CMBO terms, TacOps units always perform as advertisted, no morale, no different training quality.

    No experience/morale? Then it will be hard to simulate a fight between factions of vastly different motivation level. :( How do you simulate Elites vs. Militias? :confused:
  16. Originally posted by redwolf:

    I know you are into CM, so I answer with references to CMBO.

    Thanks; great!

    Pink^H^H^Hred force actually has a wider range of weapons and vehicles, both in general and as a mix in typical scenarios.

    Can you 'mix' to simulate some neutrals or 3rd world countries who have both Blue and Red equipment?

    Some of red force's limitations and shortcomings are usually switched off for challenging and balanced gameplay. You give Red-equipped forces better warheads, comparable to blue warheads, and you give them thermal sights.

    My concern here was not so much about technology but hard-coded 'doctrinal' disadvantages for Opfor. [such as less flexibility/slower reaction time/fewer orders options] So there are none of those?

    I'm preparing a TacOps tactical primer for CM players.

    Looking forward to it!
  17. Major H,

    Thanks!

    Originally posted by MajorH:

    What is "QB"?

    It´s a kind of 'Random Scenario' mode in CM. (Computer creates random map, both players 'buy' their forces with points.)
  18. Stoffel,

    Thanks!

    Originally posted by Stoffel:

    ...but you can employ reallife tactics many which will not work in CM.

    Any examples? I´m curious. smile.gif

    Sounds like yet another 'must-have' game from Battlefront!

  19. Is Tacops Pbem fun, too? Can you Pbem at all? Is the game real-time or turn-based?

    What about playing Opfor? Interesting, or are their options more limited, which would make them stereotypical and boring to play?

    Is there something like a QB in Tacops? Can you make your own scenarios/maps? (I had never heard about this series -is it possible to shortly explain where it differs from CM? -Thanks.)

    [ June 05, 2002, 02:03 PM: Message edited by: Austrian Strategist ]

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