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walpurgis nacht

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Everything posted by walpurgis nacht

  1. Bogging is reduced in AK because it is reduced in AK. Not because things happen to be drier. Kind of funny Andreas suggested a no-bog toggle would benefit Germans more than Russians. I see it as neutral across the board. In fact when I get the flashes of anger thinking of times I've bogged, it's always from when I was playing Russians . . . tanks with low psi on flat, dry ground. Russian armor has no choice but to fast move like mad in BB. That is it's main advantage.
  2. Then do I have a story for you. You remember Paul (aka Makjager)? He had a t34/85 fire at a Panther, hitting his upper hull, richetting off and returning to the t34/85 . . KNOCKING HIMSELF OUT! Now, when Paul approached me at CMHQ with this story I thought to myself, ahem, yeah feckin right this *really* happened. So i asked him to send me the turn, which he did. And sure enough I saw with my own 2 eyes, this in fact did happen (was a game vs Jwxspoon, I believe)! Next time I catch him over at CMHQ, I'll see if he can post the pbem turn on this thread.
  3. Wrong. It cannot be avoided. Tanks are being immobilized on open, dry ground. </font>
  4. It is amazing how much passion this topic still stirs. I think we would all agree with junktodrive's solution, " . . . there should be an on/off user choice button in a parameters screen." Is this right on or what! If you're playing a really large CM battle with multiple platoons of armor, dealing with an immobilization on the fly could be a real reflection of skill. I think the problem is most of us play smaller battles (I mean really in 1000 QBs I cannot remember even once buying a whole platoon of Panthers!), where losing one tank can be a real show stopper.
  5. I'm just about finished with my last game. Can I be on the reserve list and play Mr. Sgian's games for him? Must . . .kill. . . .Flensers . . . pretty please?
  6. lol. I swore nothing to no one. I am as godless as they come (do note the sig) That was Panzer's project and he asked me to write a few articles for him. He has not approached me on it since the day he initially came to me so what can I say. Anyway, it's beside the point my friend. I'm just suggesting you do your own homework. . . :cool:
  7. If someone asks, what is grenade range? You will get answers ranging from 10 to 50 meters. Is the truth in there somewhere? Yep. So if you find that useful that is of course, your agenda. The truth, which no one on this forum has stated correctly in many, many posts on the topic, is 39.5m. Do a search and see for yourself. My point is if you ask how far a mile is in meters and someone says 1500 and you find that acceptable, well good for you. But it ain't so.
  8. Hehe. No the questions you're asking are good ones indeed. I just want to be sure you understand many of the people that post in here are completely full of ****, so it's best to at least run confirmation tests on your own. Oh yes, and buttermilk: When milk producers make milk, they seperate some of the fat depending on the needs (2% milk, etc). That high fat leftover "milk" is now called cream. The fat in that cream is what makes butter. Butter literally consists of cream fat, salt, and water. When a butter plant seperates the fat from the cream to make butter, there is a thin milky leftover which is called buttermilk.
  9. Der Kunstler. You are determinded to master this game with all of these important questions you continually post in here . The most important thing you can do is learn how to run tests on your own to get your own answers. You will find, very quickly, that most of the posters that respond to questions in these threads do not know what they are talking about. Now to your question. If the smoke begins falling the very first seconds of the turn, you should have a functional screen in place around 40 seconds into the turn. So you can set your infantry, or whatever, to charge around that time. The real trick is mastering arty to get it falling where you need it, when you need it. [ April 11, 2005, 10:28 AM: Message edited by: Walpurgis Nacht ]
  10. I couldn't agree more. . . and you said it very well above. You know, this was a major topic of discussion a year or 2 ago. . . .lots of pissed off folk like yourself. Would you believe they actually tamed the immobilizations in BB significantly with the patches? It's still too high a % IMO as well. FYI, it is better still in AK.
  11. Dunno why I bothered but yes. With that setting I get: 12 t34s + 2 COs of Mech smg squads vs 9 stugs + 1 CO of riflemen + 2 pzii to fill out the points.
  12. Well whatever floats your boat. The title of the thread is "Russian QB advantage?". The answer to that question bang for buck, no matter what your settings, is yes.
  13. Combined Arms seems a hell of a lot more realistic to me than some of the bull**** you have to deal with when more open ended force mix options are on the table. I don't care to hear some elaborate mathmatical lecture on why you somehow think the krauts should have the same amount of armor available to them and how that is somehow more historical. As you might say----horsefeathers. The Russians had an overwhelming armor advantage, numerically speaking, and the combined arms setting reflects this nicely IMO. That said no matter how you slice it the Russians have the edge in BB, and every seasoned CM player knows it. . . . combined arms or not. I think newer players prefer Germans because they have tougher single tanks available to them . . . which are naturally easier to use. Coupled with the fact that Russian armor takes a great deal more skill to use, they find success with kraut armor early on. But, once you learn how to use armor well there's no debate to be had anymore.
  14. Trying to finish up these last 2 games I'm in is like trying to fish for fish in a lake frozen all the way through. For the love of *deity of choice*, let's roll! (see previous post with chromatic sol-fa)
  15. Yeah I'd tend to agree with most of you that bridge blowing, if possible, isn't gamey. The problem is that there is some real **** scenario design out there . . . so they neglect to use the heavy bridge, or at least mention in the briefing that "no player may blow the bridge". I had a buddy in the ROWIV tourney who made it to the finals. In one of his final's scenarios he was attacking over a bridge. His opponent blew the bridge on turn 1 and his attack ended right then and there, before it even began. In that turn his chance of winning the finals also disappeared. I for one would have withdrawn right then and there, but he was a bigger man than I and played it out.
  16. Pioneers, tank hunters, in fact any kind of German infantry, 150mm guns towed or self-propelled. </font>
  17. There is only 1 ground option to deal with a KV in June '41. An immobile 88mm flak gun. That's it save hail fire. There are 10-20-30+ realistic ways to deal with a tiger in '43.
  18. So here you are. I would never actually use these cover arcs in reality, it just highlights the killsack all nice like. Notice he CANNOT kill a single t34 without exposing his flank.
  19. I'll post one more screenshot just to quiet you down! Remember now, my first and foremost point was that you don't need to bother with the tiger at all to win decisively unders these circumstances. All you need to do hammer everywhere he isn't. That is the most important thing to remember. If you like, join CMHQ chat and let's play a tcp/ip game. My username is "faust".
  20. It would take more than 1. But I tried to avoid adding too many variables into play to keep things simple and conceptual here. For example I myself would likewise have a few 57mm AT guns, or at least a few zis 3s up on my side and the tiger might not even make it that far to begin with. Not to mention this is an obvious flat open map and so on. It's simply too complicated to try and include every possibility. I want to avoid too many variables here. I assure you I can think of a list longer than most.
  21. OK, so my poor theoretical kraut opponent is getting very upset here. He finally sees that he must take down my armor or this one is over. So his tiger decides he’ll push over to his left map side area and move in to take out some of these pesky t34s. Compare the t34 positions in this screenshot to the last one. The green arrow lines show you the simple moves I made to adjust myself to keep the t34s safe from the tiger (as if it isn’t obvious enough). Now that he’s close enough it’s time to pounce. This becomes a bit more difficult to describe from here. The “fast” move orders I have visible on the map give you some idea of what routes to send your pouncing force along, but the real trick with something like this is timing. The first and most important thing to note is that you want to have the fast move orders “cocked and loaded” at all times! In other words, every turn up until you actually release your t34s you should have your fast movement orders already down, using the pause command to delay them just over 60 seconds. That way they are ready to pounce instantly beginning whichever turn you like. Now my fast movement orders are actually wrong, if I did them correctly the screen would be too cluttered. Look at the t34 tank I numbered “4”. Notice he has fast movement orders that wrap around the tiger. You actually want to do this with all of your t34s! If ever your t34s reach the end of their movement orders the chances they will “cower” just went up to 100%. At this range you really don’t need to stop to shoot accurately, so keep them moving once they get in close. You will still, on a few occasions have one cower but it’s quite rare compared to stopping to shoot. That is why “hunt” and things like that should never, ever be used. Anyway on to the timing. The tiger has a “very slow turret” . . . and that is what is really going to kill him in the end on this one. You want to time your rush so that tank numbers 1-3 are the first he “sees”. He will begin to rotate his slow-assed turret to deal and at least 2 of these 3 tank would make it to the tiger due to the slow turret speed. But your real kill tanks, numbers 4-6 should have a slight delay (every case is different, in this one I’d only delay them 10 seconds longer than numbers 1-3). This way the tiger will almost have his turret faced the complete opposite direction from your attack lanes . . .giving you plenty of time to totally unload on his flank at point blank range. Even with only 3 t34s this situation favors Russians. [ April 03, 2005, 10:02 AM: Message edited by: Walpurgis Nacht ]
  22. However ideal and overly symmetrical, this screenshot demonstrates the first and most important point. . . . feel free to ignore the Tiger! In a typical combined arms ME, you need a 1500 point game or more for the krauts to be able to afford even 1 Tiger tank. The Russians can afford 6 t34/76s at this point level! I would actually prefer 3 t34/76s + 6 t70s, but for the sake of keeping the screenshot from getting cluttered went with the 6 t34s. So in this case the tiger is on broad over-watch in the center of the map. Look at how many places you can utterly smash with HE while you remain out of the Tiger’s LOS! I assure you he will very quickly become frustrated with you smashing his infantry and MG positions and start reacting to you with his Tiger. The Tiger is super slow and your t34s can easily scoot a little along the green arrow paths to either more aggressive or more protected positions in anticipation. It’s just THAT easy. Which side would you rather have your infantry on here, receiving 50 tiger 88mm shells or 360 t34 76mm shells? You begin to see my point. The krauts simply cannot win this way. He will eventually HAVE to come to you to win. If he does check out the next screenshot I will post. If he doesn’t, well you already won. [ April 03, 2005, 09:57 AM: Message edited by: Walpurgis Nacht ]
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