John1966
-
Posts
683 -
Joined
-
Last visited
Reputation Activity
-
John1966 got a reaction from Warts 'n' all in The Scottish Corridor Thread
I was playing a scenario in a notoriously difficult campaign recently and going left got cover, going right meant moving a great distance in the open.
So obviously I went left.
But me being me, I scouted the right despite there not being enough time for that kind of recon (it was a short scenario).
Turned out going left was bloody murder. But all that was covering the right was a single MG42.
So I worked out that if I supressed it with the MMG and mortar, I could get everyone up to the railway embankment, cross it, then hack left and take the Germans from behind for a very easy victory.
OK. Cool trick. All it took was going the completely unintuitive way or guessing that the Germans had left a flank barely defended.
Needless to say, I had to play it twice.
-
John1966 got a reaction from Anonymous_Jonze in Why I like playing the underdogs (Commonwealth, Free French, etc.)
People say that a British squad's firepower isn't that dissimilar to a German one.
All I'll say is that in one of my early experiences playing the Brits, a full 10-man squad found themselves in a building opposite three Germans across the road. With excess of a 3:1 advantage I thought they've got superior firepower and left them to it. Two minutes later the Brit squad had been wiped out and the Germans had taken a single casualty.
So I removed the Germans with a tank.
That's sort of how I find Brit scenarios go.
-
John1966 reacted to Anonymous_Jonze in Why I like playing the underdogs (Commonwealth, Free French, etc.)
Are we playing the same game? The mg42 absolutely shreds in CM. Even far away it puts enough bullets downrange to suppress a whole platoon.
-
John1966 got a reaction from Freyberg in Why I like playing the underdogs (Commonwealth, Free French, etc.)
People say that a British squad's firepower isn't that dissimilar to a German one.
All I'll say is that in one of my early experiences playing the Brits, a full 10-man squad found themselves in a building opposite three Germans across the road. With excess of a 3:1 advantage I thought they've got superior firepower and left them to it. Two minutes later the Brit squad had been wiped out and the Germans had taken a single casualty.
So I removed the Germans with a tank.
That's sort of how I find Brit scenarios go.
-
John1966 reacted to Erwin in The Scottish Corridor Thread
+1 Having to learn the "trick" to winning is the worst.
The only reasons to replay a scenario is 1) if you are playtesting it, or 2) If it's a learning opportunity to hone one's skills.
Some of the missions in CMBN's "Courage and Fortitude" were ridiculously hard. But, it was worth replaying till one advanced as it taught a lot. Plus the final mission was one of the best scenarios I ever recall playing in a WW2 CM game. So, at least there was a sort of reward.
-
John1966 got a reaction from umlaut in Rubbish story without the screenshot
You should show them to guests at Christmas if you think they've outstayed their welcome. 😉
-
John1966 got a reaction from JulianJ in What pixeltruppen do when there's no-one there to see them
Just played a game where I had to exit my guys. They were all off with 10 minutes to spare.
But instead of hitting ceasefire, I let the clock run.
Obviously there were Germans all over the map but with no-one to spot them, I couldn't see what they were up to.
So I was a bit surprised to hear grenades going off. Is that what they get up to if no-one's looking?
Slightly disappointing end to the story is that when I reviewed the map at game end, turns out one of the vehicles had wandered into a minefield along with supporting infantry. I was probably hearing that.
Mind you, I did get victory points for it. Which isn't bad after you've actually left the field. 🧐
-
John1966 got a reaction from Bulletpoint in Use of mortars
Most mortars are quite accurate after a few shots. But not that British platoon thing with 12 rounds (none of which will land anywhere near the target).
-
John1966 got a reaction from Lucky_Strike in I'm sure we've seen this. I found it fascinating
I don't usually use mods but that looks great.
-
John1966 reacted to JoMac in Use of mortars
And, it's why God said, "Return Irish vs John's next Game File" (Germs vs Paras...Little Arnhem) :-)
-
-
John1966 got a reaction from Freyberg in Use of mortars
I'm playing a meeting engagement scenario with green troops and the call times are 13 minutes in a 45 minute game. So they're really only of use for direct fire.
-
John1966 reacted to Freyberg in Use of mortars
On-map medium mortars are wasted if they are used for indirect fire - I usually try and sneak them to within 750-1000m of the target, where they are accurate.
2" belong up there with the platoon (in QBs, I make sure I pick up some vehicles with extra ammo, so they have more HE rounds).
60mm mortars work well in both roles, but they are light and quick to set up, and more accurate the closer you get (up to about 300m), so the best place for them is with the HMGs, just behind the front-line infantry.
-
-
John1966 got a reaction from Sandokan in Rubbish story without the screenshot
You should show them to guests at Christmas if you think they've outstayed their welcome. 😉
-
John1966 got a reaction from RMM in Features Requests/Corrections
Well the fact that WP and smoke rounds are listed separately in the ammo loadouts means that you'd assume they are handled differently.
But I have to admit that this has always been a CM mystery to me.
We know they have different effects in real life but we can't select which to fire and I have no actual idea what is being fired because, if there is a difference, I don't know how to tell in the game.
-
John1966 got a reaction from A Canadian Cat in Rubbish story without the screenshot
You should show them to guests at Christmas if you think they've outstayed their welcome. 😉
-
John1966 got a reaction from Freyberg in Rubbish story without the screenshot
Sherman Firefly (immobilised due to conditions) and German TD (forget which) spot each other at about 650- 750m.
Fire simultaneously. Shells pass in the air. Both KO'd.
I didn't take a screenie as they were so far apart I couldn't really do a good one.
I now realise I should have tried to get one of the shells passing each other.
Oh well. Let's just say you had to be there.
-
John1966 reacted to mjkerner in Rubbish story without the screenshot
"Honey, would you mind making some more eggnog while I load up the Daraya Tank Raid AAR? Don't worry, that's the better one from CMSF2, the one with that awesome, nearly impossible RPG hit on a T-72AV. You know, the one that didn't have a TURMS-T fire control system. I'll explain that system to everyone while the first turn is loading."
-
John1966 got a reaction from nik mond in Rubbish story without the screenshot
You should show them to guests at Christmas if you think they've outstayed their welcome. 😉
-
John1966 got a reaction from Vacillator in Rubbish story without the screenshot
You should show them to guests at Christmas if you think they've outstayed their welcome. 😉
-
John1966 reacted to mjkerner in Rubbish story without the screenshot
If you're playing WEGO, save every turn. Never know when you'll want to show us, or just re-watch later. I have hundreds of complete saved games on an external drive just for that purpose!
-
John1966 got a reaction from RMM in Features Requests/Corrections
That would be sensible. After all these years I'm still not 100% on what a tank can/cannot drive through.
-
John1966 got a reaction from Warts 'n' all in Features Requests/Corrections
I would concur on that. The biggest problem with crew loss seems to be when a 5-man crew gets down to 3 and the guns get greyed out even though someone is listed as "gunner".
-
John1966 got a reaction from RMM in Features Requests/Corrections
Something that occurred to me the other day is that you can't buddy aid a casualty in a vehicle. Didn't notice whether the ammo still gets shared but you lose their weapon.