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KursruK

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Everything posted by KursruK

  1. That's true, but with squads you always take at least some casualties, and the survivors are usually rattled (just depends on what hit you, and if small arms fire opens up on you as well). I've never tried this with a sharpshooter, but you only have one man lose!
  2. It's an interesting idea, albeit risky. A crack sharpshooter is a powerful scouting tool, but putting it in a vehicle makes it an easy target. The idea is good, but it makes me a bit nervous. One "key-hole" sight from an AT gun and you lose the vehicle and the sharpshooter.
  3. Forgive my lack on telepathy, you have to admit there is a lot of trolling that goes on in here. Yes of course infantry are always the best scouts, but there are circumstances when you don't have the time luxery to scout with infantry and react appropriatly. I only buy mobile recon when I'm pressed for time. They can speed up the scouting process. So with that in mind in the question remains. "fast" from tree patch to tree patch has thus far been most effective, but as someone pointed out, you often die before you get any important info.
  4. What kind of bullsh*t is that. . . . Herr Troll?
  5. For blind recon missions, I'm still toggling between "fast" and "move-to-contact" with these guys. "fast" is good because it makes the vehicle difficult to hit, but it tends to go "too far in" and usually dies regardless. "move-to-contact" works well, but once the AT gun or tank opens up on it, it stops and retreats. unfortunatly when it stops it makes an easy target and it also dies quickly. What other tactics have ye grogs found successful with these guy? I realize a good scout is a dead scout, but what ideas do you have to improve this?
  6. Using a trench as a half-assed road-block is also a useful tool. Especially against *uber* german armor with high PSI ratings. It can also slow down AFV speed at critical "g-spots" in your fire-lanes, giving you more time to wax those t-34s with AT guns.
  7. Speaking of which, I thought I would find the mighty Dane here in the ham of Peng. Curious how the turns have trickled to a halt my friend. This doesn't have anything to do with me smashing the spearhead of your attack does it?
  8. I mean, how does "command level" (i.e. battalion, regiment, army, corps) actually affect the arty in practice? Is it a benign classification? I doubt it. All of the numbers mean something in cmbb. just want to know this one. [ January 26, 2003, 05:58 AM: Message edited by: tigger ]
  9. Battalion, regiment, army, corps. Does anyone know how these influence the arty?
  10. Hijackers! I still want a veteran's take on this. Common sense dictates that curved armor is better than flat-sloped armor. But, I have not noticed a particularly *uber* performance for tanks that have "curved" armor. Should "curved" be thought of as the ultimate armor?
  11. Thanks for clearing that up. Does the sight of "curved" make you generally think "damn good" then? Or do you avoid it because of the uncertainty. In other words, is "curved" something to be thought of as exceptional in a very positive sense?
  12. On a later Stug, the upper hull is "80/curved". What does the "curved" more literally mean? Is it better than a 60 degree sloping? worse?
  13. Hey Tigri, glad you're into the game as much as you are, but a lot of your questions could be answered if you used the search feature. Sharpshooters are discussed in great detail. But to answer your questions. Sharpshooters are totally dependent on their experience. A conscript sharpshooter is still useful for buttoning up tanks, but don't expect an actual kill. While a veteran (as you noted), will button up, and have a good chance for a kill. All else equal, they gain the "normal" benefits from experience as well (like quicker response times, etc.) The reason your sharpshooter did not open up at 20 meters is because he would be committing suicide. Think about it. At 20 meters the enemy would definitely see him and his stealth advantage is lost. I'm not sure what the exact range is, but these guys generally won't shoot at things that are within 150 meters of where they are. Oh yes, "why the long re-load time?" Um . . . not really a reload time, more like a stealth meter delay. A sharpshooter in reality fires once, and the gets the hell away from that position so as not to get caught. If you let him sit there and act as an MG would, he will, but at a very delayed pace. And I think this is why the Battlefront boys decided on 10 ammo, it represent the realism that sharpshooters don't just sit there and fire endless kills. [ January 11, 2003, 09:50 PM: Message edited by: tigger ]
  14. Hey Tigri, glad you're into the game as much as you are, but a lot of your questions could be answered if you used the search feature. Sharpshooters are discussed in great detail. But to answer your questions. Sharpshooters are totally dependent on their experience. A conscript sharpshooter is still useful for buttoning up tanks, but don't expect an actual kill. While a veteran (as you noted), will button up, and have a good chance for a kill. All else equal, they gain the "normal" benefits from experience as well (like quicker response times, etc.) The reason your sharpshooter did not open up at 20 meters is because he would be committing suicide. Think about it. At 20 meters the enemy would definitely see him and his stealth advantage is lost. I'm not sure what the exact range is, but these guys generally won't shoot at things that are within 150 meters of where they are. Oh yes, "why the long re-load time?" Um . . . not really a reload time, more like a stealth meter delay. A sharpshooter in reality fires once, and the gets the hell away from that position so as not to get caught. If you let him sit there and act as an MG would, he will, but at a very delayed pace. And I think this is why the Battlefront boys decided on 10 ammo, it represent the realism that sharpshooters don't just sit there and fire endless kills. [ January 11, 2003, 09:50 PM: Message edited by: tigger ]
  15. Pioneers are excellent tank killers. 20 meters is good, but don't target the tanks, they will do it for you. Maybe you are just unlucky because Pioneers almost always work perfectly for me. In terms of using the demo charges against soft targets at close range. NEVER, NEVER just let them fire away. Try and engage the enemy with a squad or two, and then "area target" just in front of the foxhole you're trying to take with the pioneers. They'll use the demo charges. I don't know what you're doing wrong with the tank hunters. They also work wonders against armor. Try searching some of the threads on "tank hunters", there are a few that are very useful if you don't know what you're doing. [ January 11, 2003, 07:11 PM: Message edited by: tigger ]
  16. your on. I'll set it up and drop you the email. [ January 11, 2003, 06:52 PM: Message edited by: tigger ]
  17. Axis armor is superior from mid '42 on. Axis AT guns are superior from beginning to end. However, with standard rarity, the superiority of their equipment is available in limited quantity, and so is of limited value. The only way one Panther is surely better than a few T-34/85s, is if a rookie is playing against another rookie. I'll take 3 T-34/85s against 1 Panther anyday.
  18. It may be *gamey*, but if you have veteran troops they recover from the "panic" mode quickly, sometimes within a few seconds of reaching their endpoint. If you are out-matched in the armor department (i.e. KV in '41, or later german uber armor), than you have to overwhelm and kill quickly with your poineers. Sometimes the best moment to do so arrives just a little too early/late, and you have to be drastic. "withdraw" towards the tank is instant, and even if it instantly routs one squad, the tank mg suppresses another, the third has a reasonable chance of making the kill (all else being equal). Anyway, I know my tactics. I'm looking for more developed alternatives. Someone said "assualt", but this is too slow!!
  19. Pioneers are fabulous against any AFVs when you get them close enough. Once you are roughly 70 meters from an AFV, what have you found to be more successful in approaching: "run", "withdraw",or "advance/assualt"? Terrain, tanks mgs, and enemy small arms fire play a significant role in how to approach, but let's assume it is simply 3 pioneers squads against a stug. You want to rush Stug like the MG nest in _Saving Private Ryan_. You must overwhelm its ability to defend itself so you've got to get there FAST! "advance/assualt" is too slow, "withdraw" is too dangerous, and with "run" you are vulnerable (although I've had success with run). Any experts with pioneers to advise on this?
  20. curious to come across this topic now . . . . Just went with a heavy partison force defending as the Russians last night in an epic TCP/IP. I was playing a seasoned veteran of CMBB, and much to his dismay, the (AI) initiated a premature cease-fire (and so a minor victory for me). This was after a long, protracted, serious battle of attrition, in which my morale was significantly lower than his. I'm careful not to call it a bug because it seems there are always things to *learn* about CMBB which might prove the contrary, and there are a lot of factors that influence the score. I knocked out 4 halftracks, and 2 tanks. We were both very low on ammo. I held all but one victory flag, but in 1-2 more turns they would all have been contested (thus his frustration by the AI ceasefire). [ January 06, 2003, 10:40 AM: Message edited by: tigger ]
  21. Is there a way to spot AT mines before you waste that tank by rolling over one? Can you spot them with *patient* infantry perhaps sitting next to them for a turn? thanks in advance
  22. That's exactly what I do. The HQ will not be spotted, unhidden, with a tiny cover arc. Martin, thank you for answering my question.
  23. Unfortunatly I left the Stategy Guide at home (I'm on holiday). Anyone know this one?
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