undead reindeer cavalry
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Everything posted by undead reindeer cavalry
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Tank Machine Guns and jamming
undead reindeer cavalry replied to Nero's Cat's topic in Combat Mission: Barbarossa to Berlin
nah, they won't. they will get pinned and stay down. of course some will stand up and soon fall down dead. -
Tank Machine Guns and jamming
undead reindeer cavalry replied to Nero's Cat's topic in Combat Mission: Barbarossa to Berlin
Bone, use scenario editor. insert a forest. place a MG42 into the treeline. now insert a platoon of infantry 200-400 meters away from the treeline. now run the scenario and Advance the platoon towards the treeline, 60 meters by a turn. if you somehow manage to lose, i will accept your challenge -
Tank Machine Guns and jamming
undead reindeer cavalry replied to Nero's Cat's topic in Combat Mission: Barbarossa to Berlin
none of the abstracted things matter. it's not like the infantry platoon would be hiding or pinned down. they are actually advancing. now i don't mean to say that the MG42 should kill them by the very second. it should just pin them down. all of them. now if they try to mass advance in that horrible situation, half of them should be cut to half. [/QB] -
Tank Machine Guns and jamming
undead reindeer cavalry replied to Nero's Cat's topic in Combat Mission: Barbarossa to Berlin
nah, i have already tested it enough with scenario editor one simply can't lose. -
Tank Machine Guns and jamming
undead reindeer cavalry replied to Nero's Cat's topic in Combat Mission: Barbarossa to Berlin
must be. i am unable to lose if i simply Advance (about 60 meters per minute) a platoon towards a MG. anyone standing up on open ground should die. MG fire should pin down anyone on the LOF. -
Tank Machine Guns and jamming
undead reindeer cavalry replied to Nero's Cat's topic in Combat Mission: Barbarossa to Berlin
the jamming of MGs bothers me a lot because a) infantry is almost invulnerable to MG fire, and infantry is almost invulnerable to MG fire. a wide open field with no cover. 50 enemy combatants with rifles at 200 meters. me at the treeline with AK-47. they will go down. now, give me MG-42 with tripod and they will just Advance and disarm me. -
Moving infantry quickly
undead reindeer cavalry replied to Buck Yaldy's topic in Combat Mission - Tips and Tricks
in good weather conditions i plot both run & walk commands. first run about 100 meters, then walk about 40 meters. repeat without a pause. squads won't get tired. you have to alter the running distance if you need to advance up a hill or so. i consider both run & move commands rather dangerous though. they make the squads very vulnerable to indirect fire. if they fall under artillery fire they break easily, which cripples them solely to a fire support role. if there is any reasonable chance that enemy has artillery, i usually run & move only forward squads (scouts). my main forces use advance a lot. they need machineguns, mortars, ATRs and such with them anyway, so speed is not such an issue really. esp soviet rockets make move&run commands almost useless. my opinions may be biased, as i play battles that focus on infantry instead of armor. -
actually, after having thought about this half a minute more, i would like to see you put up a scenario that DOES display your point. i think it may be "pretty" hard. as once you get to the company level, which i think is a requirement, it becomes obvious that the key element is the proper use of mortars & such. EDIT: but if you are able to put up such a scenario i am very glad to welcome it. i agree with your theory in principle, especially in the context in which majority of the players say one should never advance infantry over open terrain. their view is more in error than yours. my personal opinion is that terrain (as cover etc) is generally over rated, both for infantry & armor. [ February 05, 2004, 07:59 PM: Message edited by: undead reindeer cavalry ]
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i ment it more like "lose with a platoon". to use "move" instead of "advance" is always an error when you are under fire and it is not related to this scenario. in your scenario it has nothing to do with the tactics. it only has to do with using "advance" instead of "move". the use of "move" instead of "advance". if you simply advance at the MG, stopping a squad for a breath when it starts to tire, you can not lose or even get serious casulties. if your squads fire at the MG it is very likely to surrender well before you reach the house. you have a point, but your scenario isn't fit to display it.
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Soviet Forces in CMBB
undead reindeer cavalry replied to Crank_GS's topic in Combat Mission: Barbarossa to Berlin
IS2 has unreal ability to miss stationary targets even on a 100-200 meter range. perhaps it's only imaginary as i haven't made any tests, but i doubt it. -
Soviet Forces in CMBB
undead reindeer cavalry replied to Crank_GS's topic in Combat Mission: Barbarossa to Berlin
it's my impression as well. i wonder if anyone has made any tests regarding all this? -
Turret hits and the poor ole PZ-IV
undead reindeer cavalry replied to Kiwi Joe's topic in Combat Mission: Afrika Korps
oh god, what a ruiner. are you 100% sure? what a flaw in the engine. i wish i wouldn't have found out about this. -
Edit: ok, i just noticed the J in the topic
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Gambling with lives
undead reindeer cavalry replied to Sergei's topic in Combat Mission - Tips and Tricks
my main PBEM opponent is precisely of that type. it's no fun in the long run. first you plan for hours and then you watch him waste his tanks one after another. ugh. what a let down. absolutely no satisfaction. some examples follow. i have managed to get a jagdpanther into a good hull-down position. with great planning i manage to get the flanks secured with my limited resources. now, what does my opponent do? well, what do you know, he drives his 8 shermans, one by one, in front of the jagdpanther. snack, crackle, pop. oh god. how frustrating. i wasted hours in planning the way to secure the flanks and this idiot just drives his shermans into the jagdpanther's LOF one by one. why on earth didn't he try to flank or something! in gods name, what was he thinking?? getting a really special lucky shot?? another example. i am facing a horde of IS-2s and ISU-152s with just a couple of StuGs and a single PAK. the PAK is in the most obvious of all places possible and i spend hours in planning the strategy for the stugs. but what is this? what is this?!?! he drives ALL his tanks right into the LOF of the single PAK and they all get wasted, one by one. 3-4 tanks / turn. they don't manage to return a single shot. god have mercy on my distress! i would go on but my brains hurt too much. -
AFTER CMAK??? WAHT NEXT?
undead reindeer cavalry replied to Niko's topic in Combat Mission - Tips and Tricks
infantry needs a lot of reworking. at the moment small realistic battles really suffer because the infantry is such an abstract amoeba-like mass. infantry squads feel like a group of chimps running amok. please focus on infantry. -
Christmas CMBB style...
undead reindeer cavalry replied to Monty's topic in Combat Mission: Barbarossa to Berlin
woah, those trees look pretty! what mod is that? merry xmas -
Fighting tigers
undead reindeer cavalry replied to Paddington's topic in Combat Mission: Barbarossa to Berlin
4 green tigers in a 1000 point meeting engagement is gamey and lame, so your opponent deserves to be taugh a lesson in humilation. buy two 76mm artillery or mortar spotters, something like 4 M5 halftracks and 8 trucks, 3 pioneer platoons and 10-15 tank hunter teams and flamethrowers. first lay out a huge smoke with those spotters, then rush the smoked tigers with that legion of halftracks and trucks (note that one can carry both a pioneer platoon and a tank hunter team / flamethrower). it's ugly but works very well. you can spread your tank killers all over the map very fast. M5s and trucks are just too fast for slow tiger turrets in the middle of all that smoke. before you know it the tigers are reversing in horror. pioneers, tank hunter teams and flamethrowers make tigers pop like they were eggs. -
Now it,s here, a look into the future
undead reindeer cavalry replied to jake bullet's topic in Combat Mission: Afrika Korps
1. vehicles need to block LOS & LOF. 2. "move on road to point X" command. 3. ability to set units to keep their position in relation to other units. 4. art spotters can specify the number of shells to be fired. 5. dragons teeth. frozen lakes. 6. ability to choose sides freely. e.g. Germans vs Germans.