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Tigrii

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Everything posted by Tigrii

  1. If you have unrestricted experience, then mix unit experiences based on intended roles. For example, if you get an LMG34 as an outpost, make it Green because it will die anyway and won't accomplish anything by fighting. For a Jager Platoon that you will use as assault troops against enemy infantry defending in the woods, make them Veteran. In my experience most of your men should be Regular, with exceptions like the ones above.
  2. Jagers kick arse at close range but are useless at rifle range and run out of ammo quickly. Its best to have a balance, such as the fusilier squad, which is a rifle squad that has an extra MP40 instead of a rifle.
  3. I agree with the concentration of force point you made about my central fire reserve idea. However, I still think that while the main thrust of the attacker will be in one place, the attacker can still bring fire almost anywhere in the forward section of the defensive zone. Since it takes much less FP to stop moving troops than to dig defenders out of foxholes in woods, this pretty much precludes any movement of reserves in the forward area (i.e. withdrawing unengaged forward defenders or moving up to flank an attack. The idea of starting with the flanking units already hidden in place and letting the attacker enter the "bag" seems more likely to succeed. The downside is that this requires accurate guessing as to the enemy's main area of effort during the setup phase, which can screw up your defense if you miscalculate.
  4. Problem solved. I just pushed the gun over about 10m and it had LOS. Amazing how simple a difficult problem can be!
  5. The problem with that is that the same ditch which prevents the 150 from seein gthe floor of the house to target it directly also prevents it from seeing any piece of ground near enough to knock it down.
  6. Reserves can be useful when defending for counterattacking an enemy success, but how do you move your reserves in the face of superior firepower? Unless you have a shielded lateral movement area behind your MLR formed by woods or hills, which is unlikely, how can you move a reserve platoon from its hiding place to where its needed without the movement being interdicted by enemy overwatch? Maybe you could have reserves which don't actually go to the threatened area by moving but instead occupy a central positon and remain hidden until needed, then attack with their guns instead of with their feet. What works best in your experience?
  7. You have to keep the gun out of enemy LOS while moving it. If you can't don't move it, because it will die and a useless gun that can be moved later is better than a dead gun. Find a site where you can drop it off out of sight and then push it a little ways into LOS. Smoke while its setting up helps, as slysniper said. Good locations are hills with cover, so you can drop off just behind the crest and then move up, or woods so that you can drop off with enough to stop LOS and then move up until you can see through.
  8. Answer: A one-storey house in a ditch. I have a 150mm IG that would have LOS to a Bunker MG that I need to kill but the roof of the house is in the way. However, since you need to see the floor of the house to area fire at it, I can't knock it down. So its blocking my LOS but I can't see it. :mad: :confused: :mad:
  9. I want to know how many people would object if I used large numbers of half squads against them in a game and how many people think its a normal tactic just like any other? Please just state YOUR opinion and don't start arguing here (there's another thread for that).
  10. You know, the reason that computer war games are much better than war board games is that you DON'T have to compute everything yourself. If you have any experience with the game at all you should have an instinct for how much damage you will do without multiplying by various decimals for five minutes before you shoot at someone. Rules of thumb like Redwolf's 1 FP=1% chance are useful, even if inaccurate. Anything more complex is just giving yourself an unnecessary headache.
  11. Here's what I tried: Move up HMGs behind infantry Move up Radio Spotter behind Infantry Use (What is it, like a telephone or something) slow spotter for delayed preplanned barrage against reverse slope woods. Here's what happened: The HMGs got caught in the open by MG fire and pinned, although the infantry easily advanced across. The Radio Spotter never got to call in a barrage because he could never see far enough ahead of my troops to avoid friendly fire. The preplanned 105 barrage was a success and routed about a platoon from the flag area (so I discovered after the game).
  12. In a recent game one of my 120mm Mortar Spotters got a direct hit on a SU-85. It said "Top Penetration; Knokced Out" and brewed up. This is the first time I have ever seen a direct arty hit on a vehicle (although I lost an SU-76 to a 50mm Mortar hit once), and I am wondering what is the chance of this happening? Also, can a near miss KO a tank or just immobilize or GD it?
  13. Lets say you have a 500 point force with 10% casualties set for it. Does it give you a 556 point force and subtract 10% of the guys in it, giving you the equivalent of a 500 point force, or does it give you a 500 point force -10%, effectively 450 points?
  14. That seems likely, but bear in mind that against higher caliber bombardents such as arty strikes or tank shelling half squads might be more vulnerable due to lower morale. Also, I think that its impossible to get an accurate test of halfsquads vs. full squads, because there will always be other variables (like the experience level of that SMG platoon). Added to that difficulty is the fact that the people testing it are not impartial observers, and often can't help seeing what they think they should see. A person who thinks half-squads aren't gamey will probably think that the performance of half-squads is lower compared to a person with the opposite opinion, based on the same game.
  15. I'm playing a Quick Battle right now where I am attacking with a 1500 point force with 5 guns, 12 MG42 HMGs, 2 Arty Spotters, and a Nashorn. The map is very tree-heavy and has pretty big hills, except of course none of the ones on my side have any cover on them. What should I do with my long range units, since they can't see much from my setup zone? I only have 1 Halftrack to tow my 5 guns with, and even farther up there aren't any good positions to set up a firebase, and there are some really good reverse slope woods near the flags for the defender to use. Am I doomed to wasting all these overwatch units?
  16. True, but there were some head-to-head tank fights which showed the relative merits (or lack of merits) of the tanks without much interference from air support or other modern weaponry. And having superior weaponry is the whole point of this time-traveling armored force.
  17. In the wars in Iraq something like the time machine thing happened when M-1s went up against old Soviet tanks from as far back as the 1950s. Not surprisingly, the Americans won repeatedly virtually without loss. Of course, there was a large disparity in crew quality, but still...
  18. Halftracks shouldn't be used for direct drive-up-and-charge-out assaults. They are better for moving units quickly through SECURED areas. Any AT or MG fire will make you wish you had walked, so make sure you have masked routes or have killed all AT or MG units with LOS to where you're driving. The main advantage over trucks is that they can go offroad, not that they are armored, because the armor is pretty useless exept against small arms. Use them as offroad trucks, not assault vehicles.
  19. I agree, in a lot of books I have read Russian ATG crews remann abandoned guns later. Why doesn't CM model remanning abandoned equipment? If the gun says "Knocked Out" then it has obviously been physically damaged by enemy fire, but if it's abandoned, isn't it just that, abandoned?
  20. As I understand it, you're asking if the unit fires all of its weapons when only one weapon's sound is played. The answer is yes, it's a random sound file and has no game value.
  21. I just played a game where I had two truck-towed 25pndrs that played a very important role. My platoon of 3 Matildas was KO'd early on by an 88, and my only other AFVs were 3 Marm-Herr MG Cars. The 25pndrs got towed to rough tiles by trucks, dismounted, and took about 5 minutes to walk to the other end, where they had LOS. Both tiles were carefully chosen so that the unloading end was defilade and the setup end had LOS. The guns, using this strategy, escaped two mortars that had LOS to them but didn't get to fire until they were in position and could fire back. The guns then proceeded to KO a Pillbox MG, A PanzerJager 1, 2 mortars, and killed a few dozen infantry. A won a minor victory and I owed it all to the covering fire of the 25pndrs. One technique that helps is to run down the setup timer defilade to a few seconds, then start moving. The timer doesn't reset and you arrive at your firing position with 5sec left, not 2min.
  22. No, the unit will only open fire against enemies that are both within the range and angles of the arc. Very rarely, a unit will override the arc and engage an enemy unit that has detected it and is shooting at it at very close range, or in the case of an antitank gun, a tank that has spotted it and is engaging.
  23. 20mm flak; Can pen HT but is small enough to remain a sound contact. Also, MGs from the side.
  24. The German ubertanks cost a ton, especially with rarity. If your opponent buys them, he won't have as much other stuff. Don't try to hunt dwon the ubertank. Use your other advantages. Also, demo charges, grenades, RPGs, and flamethrowers don't care how thick your armor is. Try to swarm the ubertank with infantry (I admit it's difficult, especially vs human). Your tanks can deal with enemy inf to open the way for your inf.
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