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Mortar Man

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About Mortar Man

  • Birthday 03/06/1980

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    http://www.airnet.com.au/~fidge

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  • Location
    Adelaide, Australia
  • Occupation
    IT

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  1. I'm sure BFC know about this. Does it only occur with certain graphics cards/os's/settings? Will it ever be fixed, or is that something we'll have to wait for in CM3? It is annoying having to save and reload the game. Sometimes the game crashes if you dont save properly (ie enter a name of a game that already exists) and you lose the game completely.
  2. Geez, I'm in the same boat as Beeper. I've had CM for about 4 months and never knew about this feature until raised by this very thread! Many thanks for raising the point. I think its time for me to "RTFM" to see if there's anything else I've missed out on
  3. From a point of view of someone who has no background of WW2 or tabletop/hex games - I played the two demo scenarios but wasnt overly impressed with them. The tank one was boring (and still is) - move your tanks up and hope you kill the guns before they kill you. The other scenario was more fun, but I still wasnt convinced. I wasnt fond of the control system because men did not respond to new threats and, yes, it all seemed a bit automatic. However because everyone said what a great game it was I went ahead and bought it anyway. I'm glad I did After playing a bit and learning the game you really come to understand how to control your men with this unique turns system. You learn about the strengths and weaknesses of both sides and of each individual unit, and get a lesson in history's greatest war while you're doing it. Scenarios vs the AI are ok - some are excellent and some are dull. Most would consider the AI opponent ok. For me personally I think the game really shines with multiplayer. It is really cool to watch the enemy's tanks fall to your ambush, thwart an attack off that looked totally overwhelming or pull of the luckiest shot ever that changes the course of the game The multiplayer community is very friendly and I havent met anyone who has spit the dummy or been rude to me when they lost. [ March 07, 2003, 05:15 AM: Message edited by: Mortar Man ]
  4. Why isn't it possible to area target through smoke? In particular I refer to tank to tank combat as depicted in these 2 pics: No smoke Smoke I realise that if area target was possible then it would be used in a gamey way and would make smoke useless. Example - if another infantry unit can spot the tank behind smoke then the player would know exactly where to put the area target. However it is equally as unreasonable that under no circumstances will a tank fire through smoke**. One compromise could be if a smoke round is discharged during a turn then the direct target of a tank will automatically change to an "area target through smoke". The tank then will continue to fire at that spot until the player cancels the command or the TacAI deems it worthless, which will then cause "sight blocked" (like the current implementation). What are other people's thoughts? ** I am FAR from a grog or tank warfare expert, but it would seem reasonable to me that IRL if a smoke round was shot by a tank then the other tank would fire a few rounds into the last known position in the hope of scoring a lucky shot.
  5. Thanks for the advice. Today I set up a few QB to test out what you said. Demo charges work excellent. The big problem is maneuvering them into position to be effective. You have to decimate the entire smg companies on the first go, and make sure that when you are sneaking that you are not detected. If an aggressive Russian player does an advance order then you will be wiped out. If you get sound contacts while sneaking and the russian player does area target the next turn, all your troops will become pinned instantly and soon after they will rout. I found FT's to be rather unreliable - they can usually get off one shot, but if any other squad spots them besides the squad being flamed, they are dead. They might be better off used as a defensive measure for the throwing demo charge squads should the enemy decide to storm you with hidden troops not affected by the mass explosions. Another problem is cost for troops. Assuming no maneuvering difficulties as stated above, you need two pioneer platoons vs one SMG company. This is 468 vs 267 points. To reduce the cost you can choose mechanised pioneers, which come with 1 man less per squad but same number of demo charges, and you can also get rid of flamethrowers. This comes out to 272 vs 267 points. Not bad for troops that are also capable of fighting long range or destroying tanks. I also gave flammpanzers a try. They can totally decimate a company of SMG's in seconds, and have an almost zero % chance of KO - SMG fire cannot penetrate the armor at all, and molotov coctails rarely do enough damage. Probably better to get rid of the FT's in your platoons and replace them with flammpanzers if the terrain suits it. I will try 150mm next
  6. After getting my arse handed to me by Bruceov's SMG company in a meeting engagement tcp/ip game I went back and had a look at the unit selections for axis and allies in 1941. The most SMG's any german squad has is 1 SMG and 2 LMG in a motorized squad. In the tcp/ip game I set up an ambush with about 5 rifle squads. I managed to wipe out one russian smg squad, but then the other 3 russian squads started firing, my troops panicked and I got totally mauled. At 40 metres my 100 firepower rating per squad was no match compared to his 400. All my squads lost 80-100% men, while he lost either 0 or 1 man in his remaining squads. Could anyone suggest a tactic for Germans to take a flag held by Russian SMG squads in woods in this time period, considering the wooded area is surrounded by 100-odd metres of clear ground? I can think of a few tactics myself, such as heavy artillery use followed by assaults with units holding plenty of grenades. However artillery costs buy points leaving you weaker in other areas such as guns and troops to stop those pesky KV-1's. I also tried an equivalent number of ZB30 LMG in a QB to simulate my own machine gun squad, but you have to spend twice the number of points compared to a Russian SMG squad and they still cant put out the same amount of firepower at 40m. Perhaps someone more experienced than me has better ideas, or am I screwed if the russian reaches the victory flag before me? [ February 18, 2003, 12:48 AM: Message edited by: Mortar Man ]
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