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General Jack Ripper

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Everything posted by General Jack Ripper

  1. If it's not a footrace, then the speed of movement has no correlation to success. Maybe you should play more capable opponents, or maybe your opponent shouldn't be moving his infantry in an easily viewable fashion. Either way, using the Move command is not an indicator of failure. You've got some strange sticking points.
  2. Now, to the topic at hand. I think a game focusing on the Africa Korps would be really nice. Yep, that's about it.
  3. It has been mentioned, occasionally, that the British would have lost the Battle of Britain without American aviation fuel. One thing to remember is that the United States was the single largest producer of petroleum products in the world during WW2 by a HUGE (we're talking something along the lines of five or six to one) margin, and the largest producer of refined petroleum products as well, especially aviation fuel, gasoline, diesel, bunker oil, etc. If oil was the most important operational resource, then being on America's side was the single best guarantee of operational and logistical success. You can fight without it, but you probably wouldn't win without it.
  4. If you Move directly into unexpected enemy contact you deserve to get ambushed. You're not supposed to leave move waypoints going across danger areas. You move to that last safe terrain feature your lead scout already cleared. The idea is to prevent fatigue while moving long distance, Move is not a general purpose command. There are no general-purpose movement commands. Yes, but you're not expecting contact with all your units at all times. Hunt is for your lead scout, and maybe your leading squad. The complaint registered is that Hunt causes excessive fatigue. My answer to that is the player is using it too much, mostly because it's being used too much. Turning down the fatigue effect would simply encourage it to be used even more than the too much it's being used already. Hunt exists because it's useful, just like Move, Quick, Fast, and Slow. Every UI command given to the player serves a purpose, the key to becoming skilled at this game is to learn to use the correct command at the correct time, and in the correct situation. Now I've put on a sixty pound pack, strapped some magazines to my hip, and gone tramping across the countryside on a few occasions, and I think troops in Combat Mission tend to get fatigued quite a bit more quickly than in reality. I wouldn't change this tough. I understand why it's done this way. It's to force you to plan your movement, and not just quick move across the map. As this video begins you can see me moving a squad across a field. Note the combination of short Quick moves, Hunt moves, and regular Move moves.
  5. You can actually use runners in this game. Detach a team possessing some C2 information you want to pass along, and move it into close proximity to a unit you want to have it, or a unit equipped with a radio. The information will then be shared. @MOS:96B2P Made a thread about C2 and information sharing some time ago.
  6. Generally speaking you either have one or the other available, I can't recall any unit or weapon equipped with both simultaneously aside from the little Brit knee mortar, and it always seems to use WP first, then Smoke. In the case of tanks, using the Pop Smoke command will throw smoke grenades of some description, while using the Target Smoke command will shoot their WP rounds if they have them. The availability of WP changes depending on the date, for example in early Battle for Normandy it's quite rare, but in Final Blitzkrieg almost every vehicle has some. Not always. In the user interface they will be listed separately as either [Gun Caliber]WP or [Gun Caliber]Smoke.
  7. Yes, they are much better at spotting mines, and are also much less susceptible to actually stepping on them too. In fact, you should avoid any suspected minefields unless you have actual engineers along. Don't let your grunts anywhere near those complicated mechanical devices. They'll just hurt themselves. My preferred method is to use short Move commands into an action spot close to the suspected minefield, then move 1 spot at a time with a ten second pause at each spot. Once you've located a minefield, immediately order halt, then Mark Mines. While your guys are marking the mines, they will often spot any minefields in neighboring squares, allowing you to keep marking mines. Just remember, a mine can't hurt you if you are nowhere near it. Only clear minefields if you absolutely have to.
  8. Personally I think the added fatigue using Hunt is intended to force the player to use it less than they otherwise would, because if it was less fatiguing than everyone would just use Hunt all the time. That works fine for the lead unit, but all your following units not in contact can simply use Move instead. It saves a lot of time, hassle, and keeps your guys fresh for when they need to dash into action. I use Hunt on my lead scout, the next fire team uses short Quick moves to keep in contact alternately moving and covering the lead team. The following squads will just use Move commands into each cleared feature as we advance, either split into teams or the whole squad at once. If we make contact, the following squad can then either split into teams and Quick to a supporting position, or can Hunt as described in a new direction to bypass resistance.
  9. According the Eugene Sledge's book With the Old Breed, Marines supplied their troops according to units of fire. So you could imagine the paratroops jumping into Normandy, being expected to fight for several days without resupply, would carry ammunition commensurate with expected amounts of use. The numbers do seem appropriate.
  10. I did. Maybe you should read and understand my posts before criticizing them.
  11. Uh huh. But calling it borg-spotting doesn't mean it's borg spotting. This is not borg spotting. This is gamey behavior by the player, it is not borg spotting. I agree, but that doesn't necessarily mean tanks are overpowered. Like I said, we can have a discussion about the lack of variety of fortifications, but that has nothing to do with tanks. My "moot point" argument is in relation to the capability of foxholes, not the use of tanks, or the ability of the player to engage in tactical play. What are you even trying to point out here? Can you get to the point?
  12. I hereby approve this image. I can only imagine the streams of tracers and crescendo of gunfire. The cracking of the cannon and thump of the high explosives. Isn't it glorious?
  13. When I played Gog and Magog I did the same thing. Works well. Here's one: Get in there and win this darn thing!
  14. Man, remember when YouTube had video responses? That was cool.
  15. +1 Other than that, I'd say the moment your arty stops falling, send in your infantry. Have you chosen your debarkation point and approach route? Also, my rule of thumb when using vehicles: If there's no reason NOT to move fast, then move fast. Good luck.
  16. If it was me, I would have spent those 20 minutes using Target Briefly with two of my King Tigers on random buildings. 20 buildings in town, 20 turns worth of 15 second target briefly commands, probably about 20-30 HE rounds used, would still leave plenty left for the assault. As I recall, a King Tiger carries something like 50+ rounds of ammo? Lever a round or two of HE into a building, and see what comes out. Next turn, send more HE into another building. Recon by Fire as it were, but if you've already used up twenty minutes, you might as well start rolling in. You're not going to spot enemy infantry in buildings unless you either bait them into opening fire, or you flush them into the open. How much time is on the clock?
  17. Maybe if you posted some screenshots of what you're trying to do we could then see the context. It's hard to talk about tactics with nothing but text on the screen. Here's an example of a Stryker infantry attack on an enemy occupied village. I used a dismounted platoon to probe towards a defilade terrain feature short of the town, rushed my vehicles into it, dismounted my troops, and launched an all-out assault. This came after about twenty minutes of recon and supporting fires to destroy identified enemy positions and vehicles. The total amount of distance covered during the assault was only about two hundred meters, but we inflicted so many casualties the enemy simply surrendered in place. We didn't even move particularly quickly either, and a lot of time was spent lying prone while fifty cal worked over trouble spots.
  18. Same here. The only major casualties I suffer are when gunners unbutton to reload a weapon, or use a pintle-mounted weapon. When buttoned up, no infantry attempt to shoot from the air defense hatches. CMSF1 had this issue in spades, to the point I eventually stopped transporting infantry by strykers anywhere within 400 meters of enemy positions. I think the behavior you are seeing is a result of transport far too close to enemy positions, that the infantry riding in the vehicle actually feels the need to poke their heads out and shoot to protect the vehicle. I suppose you could give a Hide command to anyone riding in a vehicle. That might sort you out.
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