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Macphail

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Posts posted by Macphail

  1. i use FT teams alot. usually i fill up a halftrack with them, and at the height of the firefight, when my tanks have moved in, and all the enemy infantry are busy, i unload them ring in front of said enemy inf unit(s). this usually results in a good old fashioned barbeque, and the poor burned bastards who are left, get cut down almost instantly as they flee. sometimes i just set fire to stuff for fun too. houses, forests, dry grass, tanks. FT's are great. i wish the fire would look a little better though.

  2. i have read alot about planes that bomb the wrong stuff, or other buggey things the planes do. im in the middle of a game right now, and some asshat pilot dropped a big bomb on my sherman platoon, and immobilized 3 of them. i knew i had air support, but i didnt know jerry did. there have been alot of planes buzzing around, mostly shooting at jerry. its easy to spot them, every gun i have opens up on them. from zoomed way out (like 9) u can see every guy shooting at it. but how they hell do you know whose plane it is? can i be sure my tanks were diabled by freindly fire? usually i play 1 turn a day, and load the save game the next day, so are these planes getting a fresh ammo load everytime? whats up with that?

  3. help on setting up...?

    it takes me quite a long time to sort out what units i have, especially if i let the computer buy stuff for me. its alot easier if i have already hand picked units.

    thats one thing that iritates the crap out of me about QB's. how can i pick good stuff if i dont know the map? thats why i let the puter decided. takes the responsibility of me.

    anyway, 'general' colt, have a close look at what you got, the terrain, and make some plan on how to achieve your objective, and then decided the best routes for your units to take, to achieve those objectives. its really the whole reason for playing this game! can your logical and well thought out plan defeat your opponents? this goes back to the tactics versus strategy idea. your overall plan is the strategy, while moving your tanks and inf up that road is tactical.

    if you cant think of a good plan, you're in big trouble.

    one of my recent great plans was going tits well on the weekend, until 4 german SP's 're-inforced' on my 6 o'clock. plus the tiger's and other assorted goodies approached my frontage. fortunately i had a decent battery of light AT guns covering the rear, and they made quick work of the interlopers. i had scoped the terrain, and determined the best place to put those guns, was right near their original deployment.

    spend a few minutes to study the terrain, make a plan. your a general, u can do it!

    S!

  4. i agree with dorosh. i mostly play as the germans, and i can understand everything they say, or the meaning. when i hear it again, i know i heard it before, and you begin to associate that spoken phrase, with some event. on the odd time i play as some allied force, i can hear the things they say, and realize i heard that in german. things like, 'look, a tank!, or...enemy infantry ahead.' its not that hard.

    on another note, i have lived in china now for 4 years, and i can speak pretty good chinese. that wouldnt have happened if i stayed in canada.

  5. ok, i read the other threads. good tricks. i use a fairly simple technique with transports. im playing a scenario i got from the depot now, eighty-eight hills. there are two hills defended by germans, obviously with 88's. i have american forces, 4 platoons sherman, 2 platoons stuart, 2 companies inf, with halftrack. alot of halftrack. also 8 37mm towed.

    anyway, i have to get these guys into some good places to fight from. they start mounted, so thats easy. i made two inf drop off's, one behind trees, the other 30 meters in front on his forward trenches about 2 turns later. the rifle squads and officers jumped out first, right beside the HT's, next turn, ran or advanced to cover. all of this is covered from the rear by 20 shermans, 8 37mm guns, 10 stuarts. at turn 20 of 60, the germans are reinforced by an unknown number of pzrIII's, IV's, tigers, SP's, and and the entire population of munich's west side. i forgot why im writing this...

    why does anyone want to embark, and disembark a unit on the same turn? or was it the other way around. anyway, what the point? the turn is only a minute...so you have to stop your transport to pick guys up. so what. i just get the vehicle to finish its movement near the unit, he was also ordered to embark, they do it. i guess if u want to do it at the beginning of a turn, judge from the experience of the unit, and the transport, and pause accordingly.

  6. im playing a scenario now, where i have air support. im 12 turns in, and recall hearing the planes, and bombs dropping several times. i lost count. but with all the confusion, artillery, smoke, screaming etc... i could not tell where the bombs fell, or if they killed anything. pretty sure they didnt get any of my stuff though, so thats alright.

  7. i expect to be playing rome:total war, as soon as my buddy gets on a plane and brings it to me. i also play IL2. flight sims are only good when you have a prop, and guns. jets and missles seems kind lame for a game. need for speed underground was alright for a few days, but got to hard. far cry got boring after a few days. i just dont take CMAK out of the drive unless im burning a cd. then it goes back in real quick. oh yeah, i play COD for a few minutes now and then.

  8. i just started a desert battle, on quite a big map, with huge areas of sandy hills. i havent gotten very far yet, but so far, some of my faster units are flanking, and some heavier ones are cresting ridges. the germans seem to have dug in a large number of AT guns on two seperate hilltops, and with alot of undulating desert between them and my forces, some flanking will be required. i decided to push a platoon of stuarts past the first german position (south of the other strongpoint) and then hook around, and drive directly into the 'side' of the german defenders. at the same time, 4-5 platoons of shermans aligned on a ridge about 900 meters to the SW. hopefully the agile stuarts will distract the AT gun defense long enough for the shermans to waste everything that gets spotted. hopefully i can take the first hill with minimal losses, and it will give me a base of fire to take on the second stonghold. 60 turns, long game. the first hill should take about 10-15 turns to pw3 (is that the right expression?).

  9. schnell means hurry, or faster. i just played a game with americans against germans. i should have listed to what the german defenders were saying. i usually play as the germans, so i have a good idea what they say when conducting a successful attack, but i dont think i have heard much when they are under heavy fire, and begging for mercy. i'll have a go at that after work.

  10. very interesting thread guys, but the real question above, was what relation this has to the game, and should there be some sort of performance penalty.

    no.

    ya, sure, alot of guys were laid out from disease, festering pustules, whatever, but it has no bearing here (however interesting). the guys who are out of it, are several kilometers away, in a sick tent. the units you get, are however realatively healthy at the time, and are unlikely to keel over from dysenty in the course of the next 40 or so add minutes (however long your game is). they may tommorow, or next week, but that is irrelevent.

    optionally, you could cut back the unit strength, and say start with 8 out of 12 guys per unit...if that makes you happy to believe they are sick (rather than blown away the day before).

    maybe in cmxx2 we will be able to see some soiled khaki's, or steaming dung piles

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