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walpurgis nacht

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Everything posted by walpurgis nacht

  1. You can throw magnetic mines and the like while sneaking if the target is within your forward LOS window. This is extremely useful. If done correctly there's vitually no way you'll be spotted until you toss a few mines. Also consider experience is a huge factor in the stealth of a sneaking unit. It's very difficult to pin the precise distances that various units are spotted, because the terrain, weather, time of day, and wind have a big impact on it. But here's a related example to demonstrate the point: On a clear mid-day, an elite sharpy can sprint over open ground at 115m+ distance from an enemy unit and he will not be seen by anything. Even if elite binocular equiped enemy units out at 116m and staring straight at him! In sharp contrast, a green sharpy can be seen running out somewhere closer to 400m+ under the same set of circumstances. Huge difference.
  2. Neither, your opponent was an idjiot leading with tanks. Shorter range, yeah yeah, all the common sense stuff, sure sure. One thing not mentioned is the synergy you get by combining AT weapon fire on a given turn. This is very important. A piat becomes a cannon-fodder god of war the moment you open up with him, at virtually ANY range theoretically possible, so long as you have armor or a clear AT gun shot timed to release 10-15 seconds into the turn, from a contrary direction. So, the piat opens fire, the Panther begins to turn his slow turret AWAY from your real kill shot----an AT gun or quick armor flanking move. It's that extra few initiative shots that make or break the kill. Otherwise a Piat is just fodder, unless your opponent is clueless.
  3. For the record, MEs are ridiculous If you must, the answer is, getting there first is more effective. Except, don't really worry about getting units right on to the flag, worry about rushing units to the terrain patches that will allow your firepower to control the enemies ability to get to it.
  4. I'm beginning to get nervous about this. I'm not even half-way through a single game yet, and we're coming up on one month left. If anyone in my section doesn't intend to finish, then step the **** up to the plate and say so already so we can get a replacement player. Otherwise, let's roll already.
  5. Agreed! Very cool idea. I'd love to see them work something like into a ROW VI.
  6. Plenty of good info in here, plenty of bad. In the end both sides of the 75mm/150mm coin have some light. The 75’s round out as much more useful. Particularly in AK, 75mm HC is absolutely devastating. It can take out any Sherm, M10, or medium tank with ease at virtually any range . . . and is quite accurate out to 1000m at that (probably way over-modeled but what the hell do I know). So in essence when you go with the 75mm sIGs you’re buying cheap and powerful AT guns who can more of less fire at will because you don’t have to worry about them losing a few due to their inexpensive pricing. Not to mention they double in the obvious anti-infantry role. Not to mention they move so fast you can “shoot and scoot” with them. I would take 2 75mm sIGs over 1 pak40 without a second thought. Here are a few other cents . . . --“securityguard - Does anyone actually move AT or Infantry guns mid QB battle? How does that work? The first turn you fire with the gun, everything sees it. It will almost always be fired at and the gun will abandon, unless your opponent is unlucky and doesn't have mortars. If he doesn't have mortars, then there’s no reason to move it - huge waste of time.” Negative. Moving AT guns is extremely useful. The majority of setup time in a game should be spent on gun positions. Take the time to study/think about where you want to place them at the start (if at all), and what forward positions you will likely move them to depending on the variables. See the skeleton of the whole battle all the way through, right from the start. With the lighter guns like the 75mm sIG, have them open fire from one keyhole, with a movement order to a new position set for 40 seconds into the turn. If you do this in thick concealment terrain before the attacker gets close, he won’t even notice you’ve moved. You can also aid the gun movement if you know he’ll be under fire when he opens up by firing smoke in front of your own AT gun. Just remember it takes 30 seconds into a turn before smoke begins to “appear”. Practice the timing and you’re in business. This is your best way to get your opponent to waste all of his ammo on . . . nothing. --“David Chapuis -I'd take a pair of 75's over a 150, unless I knew my opponent had no mortars. But, like you say, maybe I don’t know how to use them right.” Keyholing is the way to go in tight terrain. Here’s an approach to a broad flat map: Place your 150mm sIG in “rough” terrain as far away from the enemy as the map sloping permits . . . . out to 1500 meters+, with broad LOS over enemy positions. If your opponent has mortars (only 81mm can reach you), they lose a good clip of accuracy at this range, and in “rough” terrain there will be no treebursts. There are never any guarantees, but you’ll be remarkably resilient setup in this way. Another tip is to place your guns in carefully selected terrain at the start. Setup so that, they have the dullest blue line keyhole to one possible enemy position. Once that position is captured or destroyed, be set so that if you move just a meter or 2 forward, you’ll have another few keyholes. Rinse and repeat. Setup time is crucial because you can test an entire movement lane in one patch of terrain all ahead of time. This requires you get lucky with the terrain card you’re dealt. --“Nemesis Lead -150mm infantry guns are only one of the many reasons why one should almost always bring medium mortars to a fight.” What he said. --“Nemesis Lead-150mm IGs are devastating in those situations where they have some time to work (e.g., when your opponent has no mortars or his mortars are not overwatching properly). Having said that, a good player will deny you this opportunity. . . . . they are VASTLY OVERRATED by players who don't know how to fight them.” What he said. --“JasonC -The amazing thing is that people who think they are good at CM believe it is physically possible to overwatch every keyhole location that bears on places their forces have to move through. Their countermeasures only work against dumb wide LOS gun deployments. They also say things like "use reverse slopes, they completely counter them" without noticing the same is true of mortar countermeasures. Somebody has to crest. And if there is a sIG on his side, the crest is exploding.” This is apples to grapefruit. Mortars can use spotters and stealth . . . and so can remain totally protected in their work. If the terrain is so tight, and the 150mm keyhole is so tight, that you can literally only hit 1 small building or something . . .well . . . . it’s easy enough to get out of that situation with little loss, and the mortars aren’t even needed. --“YankeeDog -One very important difference is that a single 150mm HE shell landing near a tank will quite frequently cause gun or track damage.” This is a very important point. BB and AK are different beasts in this regard. In BB it isn’t usually worth it to bother unless you can get a very close area target. In AK, if you can get within 30m . . . . very nasty. --“YankeeDog-Another big difference is the effect on buildings -- 1-2 150mm shells will knock down a large building, often before enemy infantry can get out.” Negative. It takes 4 shells to take down a large light building, 8-9 for a large heavy (in BB and AK). --“YankeeDog-In my experience, the AT performance, both in accuracy and BAE, of the 75mm IG is substantially toned down in CMBB/CMAK.” I don’t know CMBO, but the difference in the 75mmIG from BB to AK is night and day. In BB the HC rounds could barely get the job done on t34s at close range. In AK the HC can take down just about anything. As with the 150, 75mm area firing is also much more effective in AK as well.
  7. For the life of me I still don't get how I was supposed to know the last scenario we an ME? The briefing lead me to believe it was an Axis probe/attack. So that is pretty much what it turned into since I didn't rush forward at the very beginning. Those flametanks really caught me off gaurd. 75m max range in an 82m LOS map! Most if not all of my armor lost was to those flames! It was such a cool visual shock when it started to happen I can't say I minded all that much. I came in as a replacement player getting my ass kicked in the first scenario so I don't have much opinion on that one. The middle scenarios were ok, but this last one stole the show. An absolute riot. Thanks for all the hard work H. I had a lot of fun playing in this tourney.
  8. What Ted said, except I do mean to sound harsh. :mad: Actually A1steaks was good in ROW about returning turns, even when things weren't going well for him so I'm thinking the problem was on the other end. Either way, it would be a shame to wait for a slacker or 2 after there has already been an extension.
  9. It seems the moment an opponent perceives they are starting to lose, the turns trickle to halt. Then you have to nag to get turns returned and it ruins the positive energy between the 2 players. Plenty of opponents also choose to just up and quit early on. These things happen like clockwork, in my experience, with few (classy!) exceptions. Why post this in tips and tricks? Well here's the best tip that's ever been posted in this section of the BF forums: You want to get good at this game? Only play games that you are sure to lose, and only continue to play games if you are losing. Tactics "learned" when you're winning are next to worthless.
  10. Depends. If you have LOS to the enemy tank with another unit, you should target the tank with your tanks, give your tanks an armored cover arc in the precise direct of the enemy tank, then button up and roll forward. You will pick the enemy tank up just as quickly as if you were unbuttoned. If you're sure the enemy tank is in a given position, but do not have LOS to him (in other words all you see is a generic tank icon), I'd probably keep your boys unbuttoned if you have a russian tank, buttoned if you have a german tank (kraut optics pick up targets more quickly). If you know an enemy tank is somewhere off in the distance without any real certainty as to his whereabouts, keep your tanks unbuttoned to help speed up the targeting process. The key thing to remember is that when you're buttoned, your LOS is hindered all around except in the precise direction your gun is pointing.
  11. Aha, so those slackers are capable of speedy turn exchange :eek: This 1-2 turns per week ain't gonna cut it. Sivodisi had some computer problems and I haven't heard from him in close to 3 weeks. Sigh.
  12. The trip home was fine. It was the 4 days of little sleep, on a diet of red meat, donuts, and beer that's still causing me some trouble.
  13. http://www.jwxspoon.com/cmventionweb/pages/P1010055.htm Left to right: Harv, myself, Greywolf, Jeanine (Big Mac's better half), Big Mac, Ken Miller, Luke, Tufenhuden (can't see him), Lorak, WWB, Matt. And that pic was taken by our gracious host, Jeff "Jwxspoon". http://www.jwxspoon.com/cmventionweb/pages/cmventionharv%20018.htm Jeff and oldest daughter. http://www.jwxspoon.com/cmventionweb/pages/cmventionharv%20007.htm The "Polizei" t-shirt is on your friendly neighborhood Dane, Thomas "tkiillerich" http://www.jwxspoon.com/cmventionweb/pages/cmventionharv%20053.htm We wouldn't want to forget Tufenhuden (in red): [ July 10, 2005, 07:25 PM: Message edited by: Walpurgis Nacht ]
  14. Attn: Platehead Everything ok there buddy? I have not heard back from you yet. I want to be sure you're getting my emails . . .yahoo does strange things sometimes.
  15. Less clapping, more CMBB. Still waiting for your first turn back on Loaded for Bear, WN. </font>
  16. Yep, you're wrong. "Fast" move is no more risky than "move" or "hunt", and since it's faster well . . . . certainly the way to go.
  17. How about a round of applause for GAJ! Thanks for taking all the time and energy to get the AARs up.
  18. You have no idea what this looks like to someone who has an obsessive compulsive disorder.
  19. I just opened the first "Loaded for Bear" file, . . . I take it all back.
  20. My top pick in ROW IV 1st round was _South of Vevi_, likewise my top pick for 1st round ROW V is _Malame_. Hats off to Kingfish. When I see you in a few weeks at Jwxspoon's house, the wine is on me I've played many scenarios in my day and nothing touches the consistant quality you find in these ROW tourneys.
  21. Very good point, and solution. That would help a great deal. The problem as I see it is what took 25 turns in BO, takes 30 in BB, and 35 in AK. If you have not played obsessive amounts of multiplayer with each game, you might not intuitively just "get" that. But it's so true. I notice with scenario design in particular, the attacker is shorted on time in BB and AK. Likewise, QB opponents tend to undershoot on attack/defense games.
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