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walpurgis nacht

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Everything posted by walpurgis nacht

  1. Pzkpfw I, you have said, "I havent experienced any of this I lose PzKpfw IV H's to front hull penetrations to T-34-76s out to 1400m & the PzKpfw IVH fails to penetrate the T-34-76's armor above 1200m." I just ran a test to help you better understand. 15 pzIVH's again 15 t34/76 (late model). 1400 meters. no one is hull down. all regular experience. turn 1) 9 dead t-34, 0 dead panzer IVs turn 2) all t-34s dead, no dead panzers So maybe you should save your " ", for something you are right about.
  2. Unless you're using demo, you should be able to have as many squads as you like right on top of the bunker and they will still throw grenades. Xerxes, for using demo you should have all friendly units at least 15 meters away. You could probably swing it with 10 meters, but I wouldn't mess with it. One poorly aimed demo charge and you'll be unhappy. I just ran another series of tests with russian smg squads attacking pillboxes with 1.02. I placed 15 kraut pillboxes in a row, 5 wooden, 5 concrete mg boxes, and 5 75mmAT gun boxes. I placed the smg squads in various formations from 33meters out (behind of course), to right on top the pillboxs. Easy kill right? Wrong . . .this is still a problem. After 5 turns, 3 wooden bunkers, and one concrete mg were knocked out. After 15 turns, all 5 75mm AT gun boxes remained. This is not realistic. [ April 23, 2003, 03:06 PM: Message edited by: Walpurgis Night ]
  3. I'd like to see that. I'd like to see that. Are you talking about CMBB? [ April 23, 2003, 05:13 AM: Message edited by: Walpurgis Night ]
  4. I can't tell if you were being sarcastic or not? You shouldn't be . . .it is a very effective way, works virtually every time if done right, and is the most cost-effective way. Consider this: A "regular experience" platoon (3) of t-34/76s in Sept '43 with standard rarity is 291 points A single "regular experience" tiger is 263 points. That means even if you lose 2 t34s, you still made your opponent spend more points. It is an even more reasonable exchange if you consider that 1 t34/76 with canister, is equal to 2-3 tigers for killing infantry, and roughly equal to 2 IS-2s for killing infantry. The t34/76, with tungsten, is a far better solution than wasting lots of points on expensive, far less diverse, IS-2s, with slow ROF. And anyway, head-to-head the IS-2 will almost certainly lose to the tiger. Take 2 IS-2s in Sept '44, regular experience. They cost 359 points, JUST FOR TWO. And THAT's the early model which is cheaper, with VERY SLOW ROF. Totally worthless bang for buck. You want the middle model IS-2s that still have SLOW ROF, that will cost you 431 points . . .you can almost buy 5 t34/76s for that price!!! And you mentioned some problems with t34 firing tungsten? strange, it works every time, and very well for me. The only thing I can think of is that you are too far away if it won't fire tungsten. If you are over 150 meters away, you shouldn't be engaging tigers with t34s anyway. [ April 23, 2003, 05:36 AM: Message edited by: Walpurgis Night ]
  5. It isn't that is doesn't work, it's more that there are several other more effective and lethal ways of dealing with soviet tank "cowardice". Jagdwyrm said 1.03 makes it more effective, I'll give it a whirl with the latest beta and see.
  6. If you are playing with russian infantry, this is likely the known bug . . . .I think 1.03 is supposed to fix it.
  7. I find this command utterly useless except to do one thing: If you're setting up an armor assualt with tanks against enemy armor from different flanks, time one of your tanks to "shoot and scoot" forward . . .not in the hopes of actually hitting enemy armor, but to distract his turret from targetting your flanking armor. Make sure you time it so that the enemy tank is sure to "lock on" to your "shoot and scoot" tank FIRST. Otherwise, "shoot and scoot" is likely just a waste of AP. Also, there have been a lot of threads posted on this topic, you will find a plethora of info if you do a search on it. Hope this helps. [ April 20, 2003, 10:48 PM: Message edited by: Walpurgis Night ]
  8. I'm not sure how to report problem posters, please check the "opponent finder forum" for a thread started by Fiaros. I don't know who this is, but I ask you to please do something about him.!!!
  9. 1) Don't bother pitting IS-2s against tigers. In fact, don't bother using IS-2s at all, except perhaps, once the armor battle is finish and you want infantry bashers. 2)Around August '43 the late model t34/76 has tungsten. THIS is your weapon to wax the mighty tiger. They are cheap, cheap, cheap (-10 to -5 rarity). Buy hordes. Here's what you do: Move "fast" ALWAYS, swarm the tiger with your T-34s in the typical fashion, a few front, a few left, and a few right. Lead with the t-34/76s that were not lucky and didn't receive tungsten. These are the ones you want the tiger to target first, as you will surely lose a t-34 or 2 (BTW, 2 t34/76s cost less than 1 tiger, so it is acceptable loss). Swarm them close on the tiger's flanks. If you start wide, aim the endpoints to get closer to the tiger as they move in on the flanks. You do this because the tiger's turret rate is slow, and the closer you get, the more the turret has to turn to reach you once it has nailed the decoy t34(s) approaching from the front (the timing takes skill and practice). Make the flanking t-34 waypoints go well past the tiger, so that they cannot possibly reach them during the turn, but will likely be close beside the tiger, or towards the back-side flanks. The reason you move "fast" throughout the turn is to avoid the "cowering" problem we all know about, while getting that initial "aim" on the tiger setup. It is not perfect, but I have only seen them stop from "cowering" ONCE (in many, many attempts!). At the beginning of the next turn, STOP the "fast" movement order. The t-34/76s with tungsten will already have a decent "aim" on the tiger from the prior turn, so when they "stop" immediately the beginning of this turn, they will fire the tungsten on the FIRST shot, and almost always kill the tiger on the first shot, if not, the second. They will not "cower" under these conditions, I promise. Granted you need "hordes" of t-34/76s to do this . . . at least 4 per tiger, preferably 6, expecting to lose 2. Terrain, and an infinite variety of other variables can make it a folly tactic (i.e. hidden enemy AT assets covering the tiger). But if you know what you're doing, and conditions are right, (you can almost always find a way to make this work if you're clever, unless the terrain is completely open) it will work! This also works with t34/85s, but they are more expensive than the t34/76 until late-war, so the "hordes" are a little more difficult to achieve, and the losses less acceptable. Besides, you have many more options with commie armor in the last 12months of the war. In early '44, I'll take 76s with tungsten over the 85s any day. If rarity was off, I'd take 76s over 85s in MAY '45 (god I love that canister, and obscene HE load!) Lastly, you can also do this with t34/76 that do not have tungsten, but you've got to get in REALLY close on the flanks (under 100 meters, preferable 30 or less). Much more dangerous, and cowering becomes more and more likely as shot bounce off the tiger. Hope this helps. Cheers, Walpurgis [ April 23, 2003, 01:42 PM: Message edited by: Walpurgis Night ]
  10. First thing, most *good* players just don't buy KTs to begin with, because it often doesn't reflect any skill whatsoever to win with them. But considering some have no scruples, the "buy lots of infantry and spread out" tactic is the best way. It honestly tickles me a bit when I see my opponent has wasted points on an Elephant or a KT. KT is more dangerous because it has more HE, but we're talking 40 rounds max. So split your squads and spread them out. Force him to spend his HE . . . .count the rounds he fires, you'll know he's getting close to kaput when he reaches 35 shots. In a 2000 point QB, you can easily exhaust his 3 KTs with an infantry heavy force. Hope this helps.
  11. In the manual it says you can do this, has anyone had any luck with it?
  12. In the manual it says you can do this, has anyone had any luck with it?
  13. if the weather is not clear/mid-day, you will not be allowed to "waste" points on air support. even with "random" settings.
  14. 1) yes it's in the manual . . . but there's no reason to be trite about reading it in general, because .09% of what you need to know to be good at cmbb is in the manual. Editing waypoints/movement orders is one of the most important fine-tuning elements in the game. Let's say you're playing an ME. Your movement orders on the first turn tend to be longer and more elaborate than later in the game. And these movement orders can take 2-5 full turns before your units reach their endpoint. Thing is, you gather intel while you move (spot enemy troops/armor, etc.), so you want to be able to reshape your forward movement where necessary to give you the best tactical options to react to what is thrown at you in a fluid manner. That's where editing movement orders becomes an essential technique. You don't want to have to "stop" every time there is a problem . . .you want to try to "adjust" every time there is a problem. "pulling" a waypoint a distace even as little as 5 meters can often keep you out of newly discovered enemy LOS. Another thing, there are almost no units . . .on defense or offense, that you should not assign movement orders to EVERY SINGLE TURN. You are not going to actually move all these units every turn, you are just going to prepare them to move immediatly when the next turn begins. Use the pause function, and set the time so that the unit will be ready at the very beginning of the next turn (i.e. 63 second delay) to move. Most of the time, you will just cancel the move and reset it every turn because you don't want to move. But sometimes opportunities pop up really quickly, and if you happen to have the right movement order "locked and loaded" . . . you can release it instantly the next turn. Very useful. Take an MG42 deployed in the forward end of a small patch of woods on a hill. There is no reason why every turn you should not give him the movement order to "sneak" to the back of the patch (with 60+ sec delay). This is in case the enemy opens up on the MG42 with unexpected HE from a newly positioned AFV (or whatever). You then have a "sneak" retreat locked, loaded, and ready to go immediatly the next turn. Or how about assualting armor with pioneers? Go absolutly nuts and choose ridiculous movement orders for them. You never know where that armor may move the next turn . . .so be daring in your choices . . . .you're likely just going to cancel and reset the orders next turn anyway . . .but if he moves that tank into just the right spot. Bam! Hope this helps
  15. Hehe . . .let's bring this into to context shall we? CMBB is the greatest game of all time. period. this bug is a biggie for sure . . . but they will fix it!
  16. "rushing" anything with the t-34/76 in numbers is extremely effective. T-34/76 sprays accurate MG fire while moving "fast", so when used in numbers, they can rush an ATG and quickly suppress it. Even if an ATG is hidden and opens up mid-move, the t-34 MG finds and suppresses quickly + t-34 moves really fast and is difficult to hit while doing so. Throw some infantry on the tanks and prepare a "tankodesanti" style attack from the tanks. If the terrain is right to cover the t-34 movement enough, you've got yourself the only "blitzkrieg" available in CMBB.
  17. If anyone that post here attempts to justify this they are wrong. The game designers themselves consider this a "bug". Considering that we have to live with it however, the suggestions above are good. You just have to manuever your tank a few meters forward, often out of hull down, in order to reach your target. This is very dangerous and wholly unreasonable, but it is the only way.
  18. It IS a bug, verified by Steve himself . . . and an annoying one at that. The latest patch did not help this at all. If you have LOS, you should be able to theoretically hit your target. If not, you should get a "gun blocked" warning like "MG blocked". No *intelligent* tank commander is going to allow 17 rounds of HE to dig a ditch in front of it when it's target is 100's of meters away. This one problem is so bad, that I think it seriously tips the balance in favor of the defender. i.e., it is really annoying when your attacking tank encounters an AT gun, both have LOS, but your tank loses because he cannot hit the AT gun, while the AT can hit you. CMBB is a great game, the best in fact, but this is its greatest flaw. [ February 23, 2003, 03:44 AM: Message edited by: Walpurgis Night ]
  19. Blackhorse, I have seen dozens of request for a "rocky" mod. Surprisingly no modder has picked the project up yet. I second the motion.
  20. The entire point of a "soft attack" tank is to withstand and destroy small-arms/MG fire elements. </font>
  21. Sublime, The Panzer IV was a "regular". The entire point of a "soft attack" tank is to withstand and destroy small-arms/MG fire elements.
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