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Posts
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Posts posted by General Jack Ripper
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On 5/23/2019 at 1:42 PM, Sgt.Squarehead said:
I know this is an old post, but one thing to note is that decaying pine needles are HIGHLY corrosive, so natural pine forests really don't have much tall undergrowth.
One major bone I have to pick with map makers is their pathological tendency to "fill" empty space to such an extent that a simple terrain feature like a copse of trees becomes as dense and complicated as an urban center. -
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On 1/19/2021 at 10:44 AM, Sgt.Squarehead said:
Did you give H&E a look at all? Pretty sure the team would value your feedback.
I don't know what that means.
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Just realized I haven't been keeping up on this for those who follow here instead of youtube.
Sorry, the holidays have been insane.
Y'all shipped a BILLION packages this year. -
On 1/2/2021 at 7:17 AM, Falaise said:
thus the rule described by General Jack Ripper in his video which consists in sending scouts with a short target arc is the rule to which I stick the most.
Here's another one I've been ruminating on for quite some time now:
If you're going to drive your vehicle Slow, ask yourself why you're not driving Fast instead. If you can't think of a reason, why not do it?
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On 12/19/2020 at 1:54 PM, mjkerner said:
Regardless, I'm going with St. Nazaire.
I always wanted to make a scenario based on that.
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First ever book report I did in school was a biography on Chuck Yeager.
Been a fan ever since.
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On 12/23/2020 at 8:33 PM, AtheistDane said:
I imagine it working in the way that each soldier in a unit shoots one round, then follows a 1-2 second pause, and then the next soldier shoots.
Imagination is a powerful thing, but in reality the Target Light command is your friend.
Tactical Tip #1: DO NOT BE AFRAID OF RUNNING OUT OF AMMO, BE AFRAID OF SPENDING IT INEFFECTIVELY.
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Oh Steve, if you ever need someone to come by and play PanzerBlitz (or Axis and Allies), let me know.
I too can never find anyone who wants to play a board game for many hours these days.
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On 12/13/2020 at 5:40 AM, BornGinger said:
Tell the opponent that you thought he was better in playing this game or maybe that he's much too cautious in his movements just to make him do the wrong moves.
I use my match against BletchleyGeek as an example. I threw all my remaining forces at him in a very costly and ultimately fruitless counterattack, all with the intention of getting him to agree to a ceasefire under favorable terms for me. Result? Many casualties, but I squeaked by with a minor victory.
Now that probably wouldn't sit well to your average "fight to the last man/bullet!" player. But in this case it worked fine.
Sublime also did the same thing to me in our match. He convinced me I couldn't win by appearing to be strong everywhere, yet after I agreed to a ceasefire, it turned out he only had about half a platoon left, and I could have crushed him without too much trouble.
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On 12/7/2020 at 6:44 PM, bf5213 said:
I have took a few pictures of the building and its location with infantry inside.
Anyone care to suggest how this situation can be dealt with effectively because I certainly wasn't able to do so without losing a lot of man power? I can't exactly bypass the building either because it is part of the objective I really want!
Fire smoke at building.
Use the smoke to position your supporting weapons unmolested.
After smoke clears suppress the heck out of the building.
Fix bayonets. -
On 11/8/2020 at 11:21 AM, SDG said:
I have noticed that since the latest patch (?) infantry can survive small arms fire in buildings for a ridiculous amount of time.
My first weird experience was in Shock Force 2, when a tiny Syrian section kept on living for 9 (!) turns against the hailstorm of fire from 20 of my guys (veteran/crack, distance about 175 m) and the only thing that was doing damage to them and eventually cut them down one by one was the weapon mounted grenade launchers.
They popped up, received fire, got pinned, recovered, popped up, got fired upon - rince and repeat.
So, is it me or this really an issue now?
Okay.
Heavy modular buildings have always been very strong defensively. What you've experienced is two very select instances that are no doubt very frustrating, but aren't indicative of the average.
In SF2 your infantry are armed with guns that shoot tiny little bullets, that will not really penetrate buildings at any distance aside from point blank range. You need to rely on your 40mm and .50cal to get any real results. I make it an SOP for my Strykers to follow my infantry at a distance of about 3-400 meters and use their 40mm and 50cal to engage enemy in buildings. When the enemy is flushed into the open, they then become easy meat for my infantry.
A good example can be seen in this video:
I can't speak to the Fortress Italy example because I've only played a few scenarios, and am not yet completely familiar with the Italian TO&E.
One thing you might want to keep in mind is to use an Area Target order to deliberately f_ck up the building to convince the enemy to exit, or at least keep them pinned so you can close assault them.
Like this:
Then again, you might just have run into someone with the 'Fanatic' trait, which while extremely rare, does occasionally happen.
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On 12/10/2020 at 4:01 PM, Sgt.Squarehead said:
Put a Huge IED under each of them.....It's absolutely priceless when someone uses a breaching charge, believe me!
Tactical Tip #571: Never breach the obvious obstacle.
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On 12/10/2020 at 8:08 PM, THH149 said:
Yeah well, sometimes you just gotta punch a fella in the face to win the H2H scenario!
THH
When you're playing H2H you must always remember, you're fighting the enemy player, not just his forces.
Break his morale, then you can break HIM! -
On 12/9/2020 at 2:34 AM, RepsolCBR said:
Have you tried this good old game...?
Some teamplay to be found here with you as a squadleader. It's quite old but I really enjoyd it back in the days
*Sniff God I miss that game. I even made my own K rations to eat while playing it.
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And look what Tank Jesus just dropped:
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See title.
Anyone else got simple advice for new players?
Here's a short list of mine:
- Do not get shot at.
- Shooting makes you easier to see.
- Cover arcs are not magic.
- Maybe allow your troops to wait a minute before flogging them onto their objectives.
- Don't call in that airstrike. No seriously, don't. It'll hit your own guys.
- It doesn't matter how thick your armor is.
- You don't assault a position by running straight into it.
- Use more ammo, you don't get bonus points for frugality.
- Limit your leaders exposure.
- Split your squads. Three guys in one action spot are not as vulnerable as six.
Maybe we can make a community contributed list Murphy's Laws of Combat Mission.
At the very least, let's have a fun thread for once.
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On 6/4/2020 at 2:59 AM, bruno2016 said:
Does anyone agree on the very high frequency of gun barrel damage by shots especially from the front and at long distance (noticed it even happens even at 500 + m) in CM2 WW2?
No.
I've had many scenarios featuring the mass use of tanks, examined literally thousands of damaged tanks over my many years of play, and I notice no unreasonably high incidences of gun damage.
In fact, the one tank in the Company that does have to trundle around as a glorified mobile machinegun pillbox is the sad exception to the rule that once you get shot at, you usually die, or bail out of your immobilized tank.
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On 6/26/2020 at 3:04 PM, Bulletpoint said:
The OP started by writing this in his first post:
Does it ever occur to you that the OP might not know what they're talking about?
Just because someone complains about something, doesn't automatically mean that complaint has merit.
Do I have to go through the whole song and dance about "show me some examples or video evidence" before we actually talk about said complaints every single time?
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On 6/26/2020 at 12:57 PM, Bulletpoint said:
Being a soldier in WW2 was a lot more dangerous than being a soldier today, and they often took crazy chances.
Citation Needed.
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On 6/26/2020 at 1:00 PM, Rinaldi said:
Oh look yet another 'hulldown is actually counter intuitive' - this silliness is right up there with 'maps are too small'
Everyone. Take. A. Shot.
I'll down a whole glass. Cheers.
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On 5/10/2020 at 6:11 AM, holoween said:
I was trying to replicate the P4 vs Stuart test by having both sides use the hulldown command to get into position. I didnt manage to replicate the test but i did find an easily repeatable case of why i never even use the hulldown command anymore.
The tanks dont actually move up sufficiently to get a spot or be able to fire.
You're not using the command correctly. Hull Down target the BASE of the berm, not the top of the berm. You're telling the tank to go hull down in regards to the empty air on top of the berm. If an enemy tank was parked behind the berm, you would likely be able to shoot it, because it projects above the berm, but trying to shoot the ground on or behind the berm is impossible, because you are hull down in reference to it.
It's all relative.
Heaven & Earth: Project discussion thread
in CM Shock Force 2 Maps and Mods
Posted
I'm not much of a fan of Vietnam based scenarios, but THIS I would want to try out.
Sounds inventive and fun. PM deets please?