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MadGav

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Everything posted by MadGav

  1. I believe this does mean you knocked the gun out. It's a bug which it is very easy to take gamey advantage of...
  2. I assume this is this means the RAF Museum in Hendon? I went last month, there are some very rare aircraft there, including pretty much every British WWII aircraft you can think of (right to stuff like a Defiant!) a Ju-87, Ju-88 nightfighter, Me-109, Me-110... imho, versus Duxford, it wins except for the American collection, and of course the land warfare hall. Martin
  3. Carrier doesn't just mean Bren Carrier, there's also the larger Loyd Carrier which was mostly used as a gun tractor iirc. I don't think that's in the game though. The IWM Duxford has one, along with a Quad and LARGE trucks for towing heavier guns.
  4. Saves me checking MZO to see if you have an update posted, so yes. Martin
  5. Well in CMBB you have the T-34/85, SU-100, IS-2, ISU-122... Airpower is fine until you turn up with bad weather? Though in that case there's a positive advantage to being armour-light: no targets for friendly fire!
  6. Good going 105Pack! I just tried a QB with AI playing your Dads selection. I took British infantry: Infantry Company Engineer Platoon 3 x 6pdr 2 x Sharpshooter 4 x PIAT (giving 7 total) The map (on medium trees) turned out very open compared to typical scenario maps. The flag was at a fairly open hill position (also bad). I thought this was going to go horribly. In the end I failed to use the 6pdrs effectively, should have taken an eggshell-with-hammer AFV to use late, or jeeps/trucks to try to move the guns faster into a better position. Maybe a single 17pdr into the best position I could find. Then again I could have got lucky with a good LOS to the flag and then the guns might have done more. One break was the Tiger bogging which kept it from sitting on the flag. The Jagdpanther got mugged by a PIAT and right at the end another PIAT attack managed to break the Brumbar. The excess of infantry dealt with the little the AI had. Result 70/30 to me with the flag disputed. Martin
  7. Go asymmetric! You can't match the big nasty cats head to head, so don't even try. Go for at an infantry division type and take at least a company of infantry. Maybe another one, or a platoon or 2 of engineers (demo charges do a number on tanks). You'll already have PIATs with the company, get a few more, some 6pdrs, and snipers to try to take out the tank commanders. Once the TC is gone it is easier to get close... Cover will be your friend, but take a mortar spotter in case so you can lay down smoke to get across a kill zone. Better still try to convince your dad to go with scenarios, more varied, likely more balanced and typically far better maps than you get with random generation.
  8. I talked to a reenactor about the OT-610 (ersatz 251) last summer. He said a halftrack is much easier to steer in a straight line than a full tracked vehicle because you naturally trim the wheels. With a full track, especially with a primitive gearbox you'll always be tweaking it a bit this way a bit that way.
  9. "Those are precisely the advantages of the 37 antitank weapon" came a clipped voice "those are precisely the advantages... mobility... mobility..." "and no louder than a knock at the door", laughed an equally clipped voice. (from The Train Was On Time - Heinrich Boell)
  10. The german cross in gold is referred to as a "fried egg" in Das Boot. I suppose this is probably real slang given the authors history.
  11. I went a week ago, got lucky and there was both a Spitfire and Hurricane in the air. The LWH is pretty good, especially for guns. The downside is not much in the way of panzers. Martin
  12. That would be "once these procedures were worked out by the Fleet Air Arm"? Martin
  13. While I agree with Jason Cs approach, and would work along those lines when/if I ever decide to play human opponents taking flags is useful to goad the AI. The AI will launch a counterattack when a flag is taken and with a little forethought this can be used to great advantage. Martin
  14. How far would crews go if they leave a gun though? Given CM infantry positions are vague within at least 20m then Taking Cover and Hide could simulate this to some extent?
  15. By Germans I presume you mean the Heer? IIRC the SS commonly commissioned NCOs? Martin
  16. Do you mean Michael Reynolds - Steel Inferno (I SS Panzer Corp in Normandy)? Martin
  17. You could place the HQs in a separate setup area (the Officer's mess)? Then most units could start out of command. Getting them into command would be one of the challenges for the defender. Martin
  18. According to D I Harrison/These Men Are Dangerous the Jeeps used by the SAS late-war has something like 5 (!) Vickers K guns, which are tray fed, aircooled aircraft guns with a rof up there with an MG42. The passenger seat has a linked pair, there's a seconds pair in the back somewhere and the driver has one more. Pinkies date from the early 60s according to the Ken Connor SAS history, that would fit with the film. The reformed SAS didn't get back to the middle east until 1958, not much use for Pinkies in Malaya! Martin
  19. There were copies in Game in Macclesfield today, I resisted the urge to buy (yet) as I have a deadline to meet. Martin
  20. There were copies in Game in Macclesfield today, I resisted the urge to buy (yet) as I have a deadline to meet. Martin
  21. There were copies in Game in Macclesfield today, I resisted the urge to buy (yet) as I have a deadline to meet. Martin
  22. I think something slight different (and possibly more practical to implement?) than "follow road" would be useful: that would be zero (or low) command delay increase for points plotted down a length of road.
  23. Remember that the unit markers represent the "middle" of the squad, the individuals will be spread around this point. So if we have 2 squads 20m apart that would just require a member of each to be 10m from the centre point to be toe-to-toe. Martin
  24. I have a cunning plan... What if a scenario designer could mark units as "audible" so that a sound contact will be shown during setup, or "spotted" so that a marker is shown. That would give the player direct clues as to where units are, and represent previous scouting.
  25. Shoot and scoot is ideal with the Soviet IS and ISU heavies to keep the tanks out of fire while reloading. Plus the aforementioned benefit versus cowering.
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