Jump to content

pavlov

Members
  • Posts

    134
  • Joined

  • Last visited

Posts posted by pavlov

  1. The actual game routine you have encountered is contested entry to defended cover. . . . I hope this helps.

    Yes that is actually very informative and helpful. I was unaware of those detailed game mechanics. Yet again it makes sense to assault guns from more than one direction. In this case the the PaK did have a shield which added to my problem.

    The phenomena of assaulting infantry stopping short of unsuppressed entrenched defenders (outside of bayonet range) certainly seems realistic to me--which is why one should suppress and approach from different angles. Okay.

    I still question the realism of a field gun firing [at] point blank range like that . . . but I don't really know having no real world experience with such things . . . is it in fact realistic for an ATG to fire HE at infantry 10m away in a combat situation--in this case shooting into its own trench?

    [iRL I would expect the crew to defend with small arms fire. I suspect that most crews carried basic infantry weapons or had them nearby especially when placed in a front line trench. Of course I also understand that CMx1 does not model this.]

  2. Its worth using area fire on trenches for at least a turn before assaulting it. It would either pin, or uncover, any enemy units hiding in the trench. Had you done so, and the gun uncovered, you could have utilized the MMG, BAR and section HQ to pin it down while assaulting with the squad.

    I think you make a very good point here. I generally don't think to do that. (taking notes)

  3. Used 'assault' and 'fast' with units that can't assault. I have better success with placing waypoints on two or three sides of the target, but of course in this case I did not know there was a gun there.

    My complaint about CM is that, (1) when inf units are assaulting or running they always stop a few meters short of [an enemy unit] regardless of where you place the waypoint. And, (2) this is always within the firing range of a gun of any kind which unrealistically (I think) will turn and point the muzzle down and shoot 10m in front of itself while under small arms fire from 10m away. I would think this game mechanics problem could be fixed by increasing the minimum range of any large guns.

    That's my opinion but I'm only whining about a known flaw and the obvious solution, as you say, is to spread out the assaulting forces more, splitting squads if necessary.

    (edit in brackets [])

  4. Okay, this still bothers me about CM. I sneek a reduced platoon to the crest of a hill (playing Government Issue Joes vs Krauts in N Africa). Just over the crest on the reverse slope there is a trench 20-30m away and so far I am not taking any fire. So I charge a squad, a BAR crew, and Section HQ toward the trench while keeping a MMG for covering fire. As the units run foward into the trench, they encounter an PaK38 in the trench.

    All advancing units stop almost exactly 10m in front of the gun and appear to just sit there as the PaK slowly turns, gets off three point blank shots, eliminating all my units in one turn. Keep in mind that two of the four eliminated units were in the trench.

    IRL that gun crew would have surrendered or been killed. But then again, I have to ask myself, why do I keep trying this tactic when I know what will inevitably happen.

  5. I've read several accounts that describe US artillery using proximity fuses that result in air bursts even when there are no trees. I believe these were available in Tunisia and thereafter.

    Does anyone know if this is modeled in CM at all. I don't think it is anyway.

  6. I only own CMBB now but I love it, so I might get CMAK also. I found it quite difficult to find the game at a reasonnable price on ebay, and NWS doesnt have it in stock and Amazon also, why CMAK is more rare than CMBB?

    Well, there is the summer sale this month here. I just took advantage of it, finally giving in and buying CMAK. I had given up on C/M a couple of years ago when I finally moved to a new mac running OSX and I just didn't want to keep booting back to OS9 just for CM, but now I decided to dust off my old mac and run it on OS9 just so I can return to playing CM again (much to my wife's disappointment I might add).

  7. Oh, yeah, I should say that I used both spotters as prepatory barrage, choosing not to use smoke which was likely a mistake. I consentrated fire on the hard right flank where I laid the barrages, but hadn't thought to feint on the left. Things moved along pretty well, took out the front line defense with very little problem, but ran into problems at a well defended trench near the back of the map--didn't realize til the end that there were a couple of pill boxes providing covering fire from the woods. Oh yeah, I just remembered I added 25% to the Axis forces, just to make it harder on myself, hehe.

  8. The turn length I would not choose again - it was one of the first CMBB scenarios I did (obviously), and the turn length was based on experience from CMBO, which did not translate well.

    All the best

    Andreas

    Sure, 10 more minutes would go a long way . . . but a challenging scenerio and fun to try against such difficult constraints.

    I played this once--I think it was the last of included scenarios that I finally tried. Total Defeat. Two platoons totally eliminated and about three platoons pinned. However I did manage to get a single pioneer squad into the pine woods and knocked out the MG nest there. That opened up a pathway through and I have a column marching into the pine woods on turn 20 but too late--I didn't get a single man off the board.

    Now who is going to pay for my PTSD treatments? . . . Hmm, I don't remember the Red Army recruiter saying anything about mental health benefits . . .

  9. Originally posted by V:

    So, I assume BF.C did not add them to the German unit list because of rarity?

    Hm. I would guess rarity and lack of direct relevance to CMBB. Why spend all that time coding it in when use of captured jeeps and trucks have no real impact on game play?

    Remember all those discussions about horses and motorcycles?

    However, that reminds me of something I read about the Ardennes offensive (I know--wrong front). The Germans used captured US jeeps in some areas during the initial assault (or maybe it was those special units disguised as US soldiers), but anyway, the Ames were immediately suspicious because the Germans sat four to a jeep--4 seats--4 soldiers--makes sense I guess. The Americans rarely if ever sat more than two to a jeep simply because they had so much transport available. That doesn't really relate to your comment, but I thought it was interesting.

  10. Originally posted by Buq-Buq:

    I like using the soundtrack to "The Battle of the Bulge" (1965) when I play Combat Mission. Sure, the movie generally sucked. . .

    Now that's an understatment. That movie didn't just "generally" suck--it sucked hard. tongue.gif

    On another note, if you want to leave the orchestra and come down to the level of the popular masses, you might try listening to "Spanish Bombs" by the Clash the next time you play a Spanish Civil War based scenario. :cool:

  11. I always play scenarios vs AI and QB vs human for reasons similar to those mentioned by others.

    Furthermore, when playing PBEM games I like use the AUTOPICK units feature. I know most CM'ers out there don't seem to like this very much, but I think it makes the game more challenging and interesting when you don't get to choose your units. It also helps avoid the unrealistic all-monster-AFV syndrome.

  12. All this is well and good (not to mention fiendishly clever [and I wonder, to boot, if the originator of this thread suffers from OCD or maybe a severe caffeine addiction, but I digress]), however, one thing bothers me, if just a little. That is, the whole "resupply" concept. Is this a realistic use of the half-squad as modeled in CM or (and I wonder what people think) is this an exploitation of the game dynamic for unfair advantage???

    Hm. Maybe I should check out the older threads on this topic.

  13. Poppy,

    I think alot of people who play CM, like it because of the authenticity as a tactical simulator. People who want intense graphics and fast action will lose interest quickly. Alot of us, including myself, come from a background of playing tedius cardboard wargames that took many hours days or months to play--for us the graphics are a great improvement but definately a second order in priority.

    From what I have seen on these forums, BFC/BTS know their customers well and are of the same ilk themselves. I for one am not too worried.

×
×
  • Create New...