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RSColonel_131st

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Posts posted by RSColonel_131st

  1. ...is the "3d Battle of Kharkov" by JasonC.

    Nothing like using your "Grille" 150mm guns to flatten the outskirts of the city, and then Halftrack-Rush your infantry across the open, have them disembark and advance into the rubble and buildings...

    Now, I'm truly a beliver again. If all you ever play are QBs (like I did), you indeed miss out a lot.

    Thanks to the Author for a great scenario.

    So far I'm only in the third battle, but now comes the really funny part...city combat.

  2. Ah okay. Thanks for the Advice. Seems me burning up half of the FJ Company in the first battle wasn't very clever...and to make problems worser, they were not resupplied during the wait for the next battle.

    I can see how having a Pioneer Company in good shape would help to stop the counter attack.

    I did give you a fairly nice review at the Depot, though ;) .

    BTW, as said in the review, I really like the setting and map. Even though the high difficulty put me off a little, I love the layout of the trenches, the forrest setting, the little road...small details that make this a lot of fun.

  3. Say, has anyone managed to win the On-CD Operation "Penny Packets"? If you read on, expect some small scenario spoilers.

    I tried as the Briefing suggested...using the first night battle and my elite Para-Pioneers to take the forward russian defense line (including their two flags, bringing the map balance to three russian, three german flags).

    That was quite successfull, if hard on the Company Engineers.

    The morning after I reinforced those lines with the remaining Company Grenadiers and everthing else we had - and got run over by what seemed to be two Companys of Tanks and Infantry, or some other insane amount of russian material.

    In the third battle (of six) I retreated the remaining broken platoon from the map...no sense in wasting them.

    Total kills were LARGELY in my favor...a lot of mortars, MGs, Bunkers and Tanks taken out, and more infantry casualitys on the enemy side than on mine.

    Of course, the Op as a whole was still a glaring defeat.

    So, I dont really see how one would be supposed to win this battle - even against AI. Force Balance is massive in favor of the russians, and the germans are very short on heavy weapons.

    Ideas, suggestions?

  4. Okay, I'm patched up now, and voila - it works!

    Thanks for the help, Sergei.

    Say, on the subject of Operations...is the operations-front line after every battle pre-determined by the scenario designer (like, shape depending on Flags held etc) or is it completley dependend on your unit's positions at the end of the previous battle?

    Thanks for all info so far, this thread has been most usefull.

  5. Heya all.

    I've been playing this game for over a year now, on and off, PBEM and offline, so I'm not a newbie anymore.

    However, I never tried out an Operation. The more Books I read (which basically all cover Operation Size Events), the more I want to try one, though.

    What's a good Axis Op for a beginner?

    I've got me "Festung Breslau", 3rd Battle of Kharkov and "Counter Attack at Kharkov" from the Scenario Depot...these sound particulary interesting.

    Or is there an easier one on the CD for starters?

    [ January 20, 2004, 03:43 PM: Message edited by: RSColonel_131st ]

  6. ...yeah, yeah, I know, there've been a million suggestions, but this one got to be new:

    How about enabling cooperative play over TCP/IP and Email?

    I recently had an american guest here (old friend of mine) and introduced him to Combat Mission. Instead of playing Hotseat German vs. Russians, I simple "gave him control" over my Tank Platoon and kept the Infantry for myself.

    That way we'd both play independently, but trying to support each others units to reach the common assault goal.

    Now, while this is easy to do on one computer, it also would solve a lot of PBEM Problems - I know to many people (including me) who simple have all the tactics and books on the german side, and won't play russian. How cool would it be, if in a PBEM both guys could be on the same side, and each controls the units allocated to him personally.

    I suppose it could currently be done by sending single-player savegames around, but that really is a very crude way of doing it. And it wouldn't work over a direct connection.

    You guys like that idea? Cooperative Victory over a strong AI sounds cool to me.

  7. Originally posted by dugfromthearth:

    and finally I realized I'm just being stupid. I shouldn't be attacking on such a wide front in the first place, I should be concentrating my forces on one flank.

    Exactly. I too made that error more times than I care to remember at first.

    Final found that both on the defense, and on the offense, your target is to take or keep the MAJORITY of flags. Two out of three, three out of five, whatever you have.

    It doesn't necessarily have to a *flank* you concentrate on - a broad wedge right into the middle is equally fine.

    If things go well, and you concentrate forces good, then you may be able to kill most of his defense units and LATER advance to the remaining flags safely. But usually, if you're attacking, you take the majority of flags and kill a lot of stuff, then you'll already have scored a better than just tactical victory.

  8. Oooookay....I'm kinda catching up on this.

    Seems like I got my KV's confused. I must have been thinking about the KV-2 Monster with the 152mm gun, and that's why I was totally scared of that thing. Yeah, I could have checked up it's unit info, but I was so certain that it would be an evil monster...

    Is that 76,2 mm gun actually the weak one I seem to remember being used as PAK too?

    Okay, need to remember that, anyway. KV-1's are not as evil as KV-2's. I was kinda afraid of the whole family.

  9. Thanks for the reply.

    Actually you may be correct about StuGs just standing up to the KV at range, but I dont think I had that range. No crestline either to hide behind. We had all units pretty much in plain sight of the KV's and T-34, woods behind our backs, and certainly below 800 meters range...with the KV closing in. May have been 500 to 600 meters a few minutes into the battle, and that was too close for comfort.

    OTOH, thanks for explaining that the StuG could kill the KV at range. I never checked the numbers, but pretty much just assumed that the KV was not to be penetrated (I've heard too many storys about KV's being unpassable obstactles for whole companys I guess). Kind of a KV-Fear, if you'll want to call it that.

    Next time I'll fear them a little less.

  10. Hey, not to bad if I may say so myself. I had 4 Panzer IIIL, a StuGII F/8 and a Marder. (BTW, is it me or does the Marder use a russian gun???)

    We were advancing on the right side objectives when from the left flank we got fired at by a T-34 and a KV-1 ranged somewhat around 500 meters, perhabs more. Looked quite evil, really.

    What saved the day was our 81mm FO who laid down a smoke screen and gave our tanks a chance to rush the KV-1 with his T-34 Friend. The monster still took out a few of our tanks, but the StuG finished him off nicely at 155 meters when it crossed our smoke screen.

    Actually, I was able to repeat the very same thing a second time in this mission, with a 105mm FO. I'd say killing two KV-1's and a T-34 at the cost of two Panzer IIIL's and a Marder is quite a decent payoff.

    Okay, this may now work against a human player, for he would most likely extend away from the smoke screen to keep his range advantage. But it sure worked against the AI.

  11. I played a Quick Battle with a heavy focus on fortifications and special weapons, weak on infantry. Village Map, few trees, small hills.

    Only one german engineer platoon against what seemed to be a Battalion of Russian mechanized Inf.

    Additionally on our side we had: Two concrete bunkers (one with 75mm Gun), a Wood Bunker, two HMGs 34, two

    50mm PAK, 4 TRPs, 4 Tank Mine Fields, 4 Anti-Person Mine Fields and a 81mm Mortar FO with 150 Rounds.

    The aforementioned Infantry Platton had 6 Squads, one HQ Squad, and three flamethrowers.

    Lessions learned - or to say, what worked rather well:

    81mm Fire against TRPs can be there in 22 seconds, that's pretty damn fast. Close to a TRP you just correct the fire (green line) and again it's only 22 seconds to the next salvo, even if you are moving the marker away from the TRP.

    All in all the mortars got 52 Infantry Guys - thats well worth the 108 points it cost me.

    The FO Team was hidden to the enemy even at ranges under 200 meters, however, when I tried to withdraw them after they had spent all ammo they got pinned and eventually died. Sucks to be them.

    What also proved to be very effective was to mine the front of the first houses in the village. The attacking russians tried to find cover, and promptly ran into the mine fields, which added greatly to the confusion. It also made two of their heavy MGs static due to crew loss.

    That was a pretty good way to simulate "booby traps" me thinks.

    The flame-throwers were hidden at the opposite end of the village, where our flags resided. Waiting in Ambush, all of them got two blasts off against attacking squads. Perhabs I could have used them to set fire to some other important buildings first, to restrict enemy movement further.

    Arguable the most important insight to come from this was to use every weapon at it's appriorate range. The HMGs and Guns opened fire on ranges up to 400 meters, splitting the enemy waves, slowing them down and breaking their formation. Around those ranges, those weapons are also relative safe of enemy small-arms counter fire.

    The infantry platoon was deployed ahead of the crew served weapons, and uncovered itself only at ranges under 50 meters. That way they got to deal with an already weakened and confused enemy assault, further broken up by mines and artillery.

    It was still a LOT of incoming fire, but keeping all squads under HQ Command helped - none rallied.

    Until yesterday I often mixed heavy weapons and infantry in the same defense line, which exposes the fire support to more attacks than necessary, and also the benefits for the infantry are not as pronounced. Keeping the heavys behind the infantry, using their greater range to disrupt enemy movement and tactics plays a much better card.

    Well, that's it for now. Was an enjoyable QB.

  12. Namely Hill 312 and Wiener Waltzer (both by Berli), played on German Side.

    I'm just a little surprised, because before the summer, when I regulary played CMBB QB's versus the AI, it would kick my butt.

    Now I'm trying to get back into it, played these two scenarios and won both on the first run.

    Did I by accident pick the easy ones, or have I simple learned to play better?

    How hard did you find these two?

    And thanks to Berli for the entertainment. Need to play more Scenarios, definitly better than the QB Generator.

  13. Isn't it ironic? I have the game for a good year now, but so far all I did was quick-battle per Email or versus the AI.

    Today I played trough my first scenario - Wiener Walzer - and won! It also happened to be my first serious "urban battle" game, and since I'm living in Vienna myself it held some additional interest for me.

    What an amazing experience. I think we stopped like 20 tanks,the way the streets were clogging up with the wreckage was impressive.

    And I didn't know that Panzerschreck/Panzerfaust where THAT effective. Guess the settings favor these weapons - close city combat at night...

    Nice. Just what I needed to get back into CMBB. Thanks Andreas for building that Battle.

  14. Originally posted by Berlichtingen:

    You seem to be advocating that BFC make EVERYONE wait for the 'fix' rather than the few that it actually effects

    The "few that it actually effects" are going to become more and more with time. The new Geforce Cards require new drivers, and the new drivers have that nasty bug in their FSAA coding that means A) FSAA looks like ****e below 4x, and B) you have to alt-tab a hundred times to desktop and back to get over the black screens and frozen menu screens.

    Meanwhile new macs are not running the engine correctly anymore, and the new ati cards also have this or that problem...not as heavy as the mac problems but still it does not run as it is meant to be.

    As a result more and more people who upgrade their components or drivers to keep track with other games or software will find themself on the "sorry, not supported" list. And being "not supported" means you lose otherwise loyal customers who feel ignored.

  15. Originally posted by rune:

    4. ATI is responsible for their drivers. Just as NVidia is reponsible for their drivers under Windows XP. Coding for a bug in drivers is a sure way to get stuck coding again and again as drivers change and some bugs are fixed.

    Rune

    That is all nice and dandy, but so far neither the new Nvidia Cards or new Ati Cards seem to work flawless.

    I can play CMBB, but I have problems with all menu screens etc... just because of the Nvidia Driver Bug.

    Fact remains that Nvidia is not going to change a thing - why should they, every other game I own does work with their current driver set.

    I'll most likely not buy CMAK because of this annoyance.

    I wish BTS would show to be the better men, accept that Ati/Nvidia screwed up and fix it themself. Letting the blame go around in a circle does fix nothing for us customers.

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