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slysniper

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Posts posted by slysniper

  1. I would not band any weapon or say it is unfare to use them just because of the moduling job, and in some ways your correct in that it might make up for the other flaws in the game.

    I am one that just thinks that letting players buy whatever they think works best at values that who is to say should or should not be the value is not what I beleive to be a good method of finding or proving to each other who is the better player of tactics, many times it shows who is the better shopper, That is all.

    Many like QBs and that is fine, Tournaments use that method, that is fine. But I note that when you review someones AAR, you are not interested in what they bought but how well they are using what assets they have. That is what makes a good player, so that is my point. I want to point out that no one impresses me with great purchasing skill, but by out preforming the rest of us with what they can achieve on the game board with the same tools that the rest of us have, that is the skill we should honor in this Hobby.

  2. While molotovs appeared to be modeled at the ATR end of the spectrum, ampulets appear to be modeled more like rifle grenades or better. Is this realistic? I sincerely doubt it. But in CM, the one is undermodeled (hand thrown flame weapons) and the other is overmodeled (mortar launched ones). We live with it as CMBB players.
    Here we go again, JasonC has shown in a simple example how over-rated this weapon is, just like he did with the RPG recently. Now I just want to point out this is a great reason to not play QB's, I can just see players over indulging themselves with these weapons.

    Scenario designers need to watch how they use them also, These type of weapons can be great fun and add to a Scenario, but to see these things used all to often is very unrealistic to a hobby that enjoys accuracy as part of its basics.

    CM was limited in how to potray certain weapons because of game program design, so as any good game designer does, they worked with the fomulas they had and applied it to the weapon to get the approx. results they wanted. We see now how a few of these estimates did not work out just right.

  3. I did not want to do this, but as of this time you can send your turns to me and I will finish the games you have with Ozi as a proxy. I have emailed you my home email address to where you can send your last turn.

    Ozi has made no effort to come in on the deadline and at the moment he is not around home either, so lets just rap this up, It is time to pretend he has went down in battle and his subordinate is stepping in.

    Slysniper

  4. Hmm…my line of thinking is that if, say, 16 players play the *same* scenario in 8 knock-out battles the modifiers as applied in the first round of the tourney could be used to smooth out the results. But it’s quite possible that I’ve got it wrong somewhere, and that there’s a fatal flaw in my idea.
    With 8 games it would be easy to take the best four players from each side because of the comparison, maybe it even works with only two matches, but the final match would have to be something else. Maybe replay a early match and use the adv, from them to judge the final match victory.

    With even only 16 players, which we started with 14 with this one, it still takes 4 rounds, and though it might go faster, we would still be only in round three at the moment with only 4 players and a ways to go and only them enjoying it. I started this concept because everyone gets to play, and you can control the amount of games and give everyone plenty to play without overdoing it. For me I can sit down and do three games in a hour or less depending how many have movements for me to plot, I hardly ever see a PBEM return in less than a hour anyway, so I doubt doing only one game would help that much.

    I also know some of these players might have 10 games going at the moment already. So trying to get someone that over commits themselfs to this game to turn moves around quickly is also impossible at times. All I can say is that I will not allow slow players into a next round or tournament, that is about the only thing I have come up with that makes sence.

    I also have thought about a more competitive approach, basically running the match as I have, but then adding a round 3 with only the top 8 players and round 4 with only the top 4

    players. Combining the score throughout. Just a thought, but now I would have to commit players to about six months of play and say about 12 games. For some that might be to much, I really dont know unless others comment.

    [ December 27, 2005, 07:00 PM: Message edited by: slysniper ]

  5. I do not see how this scoring system would work very well in a knock out tourney. The only knock out tourney that seems even close to fare is the type that are QB's with both players given the same points and making it a meeting engagement. Even that is not fair depending on date of battle selected. Thus having a bunch of rules added to try to make it fare.

  6. At this time I am also interested if you like this scoring format and would like to see me hoist another tournament. With that, would you like to see me move over to CMBB or CMAK, or would you prefer to keep it CMBO.

    Maybe you see something you think I should do differently, again this is the time to share your thoughts, before I proceed with placing my scoring system in stone.

  7. I've had more success with the rpg than almost any other infantry AT asset.
    I have to agree, they seem overmodeled, I will be using them more. Can anyone direct me to a site that shows and tells about the real weapon it is representing. I found after war types but did not find anything about it during the war.

    Help.

    Used correctly they seem to almost gareentee death to any tank in the game. Where is some history to back that up.

  8. I'm ok in infantry only type situations, its just when I have combined forces, I always feel like my infantry isn't really pulling its weight as compared to the tanks. Is this normal?

    It just means you need to learn how to weigh if you are being sucessful with your infantry. Example: I was playing a battle and had a company of men with one at gun and about 6 tanks with a platoon of light armoured trucks.

    What were my goals for the infantry with a enemy with a force about equal. I wanted them to prevent my gun from being overrun and I wanted them to spot enemy coming after one objective flag so I could use my support weapons at a distance and I wanted them to gain and hold the main objective.

    The battle was not going well for me with all my light armoured lost, my tanks were out classed and basically the remaining 3 were hiding to stay alive. The enemy had only lost two tanks at this point. It was the infantry that won the day for me. How, a few half squads spotting and allowing my mortors and machine guns to engage the enemy infantry at range and keep them off the objective.

    Another couple of half squads that prevented a enemy patrol from overunning my at gun by being the focus of the enemy themselves. Last my main group crawling on their hand and knees to the main objective and hiding there while the tanks were fighting it out. Why, because the enemy felt the battle in his favor, but his infantry was pinned down or held back, so he pushes to the main objective with his armour and maybe a platoon of infantry. The one precious at gun opens up from that unlikely but perfect flanking position and takes out two tanks and a gun being placed, his tanks try to respond and he moves them into good locations to take the gun on frontally but in doing so uses the buildings I am hiding in as los cover to his flanks. Only lost one tank to my infantry but mentally rattles him and he withdrawls fogetting the gun and infantry. Thus leading into allowing me a weak armour shot from one of my hidden tanks. Outcome, I credit 4 tanks, one at gun and about a platoon and a half of infantry to how I played my infantry. But the infantry itself only destroyed one tank and maybe help shoot up a couple of squads, there is more to it than kia's at times. And should I add, lost plenty of them, but they did the job to win the day.

    [ December 15, 2005, 02:33 PM: Message edited by: slysniper ]

  9. Panzer Elite, spent some time with that, fun but I like something that deal with all combatants, not just playing a tank commander part of a battle. This will give you plenty of armour action still. You will like CMBB & CMAK better because you will have more control over tanks and such.

    [ December 15, 2005, 07:08 AM: Message edited by: slysniper ]

  10. What closet have you been hiding in to never know that these games were out there and wanted to get your hands on one before now. This is almost the only game that has come along and done it right.

    Get excited because soon they will be putting out new stuff which will raise the bar once again.

    Wecome and enjoy!!!

  11. Since I am bored, I ran through and looked at how the points might affect your standings for round two, of course the last 4 games could change these results some. Miles will likely stay in first, With Bert in second, But Melb Will might steal 2nd by a 1/2 point. Third is U8, Dinga and Melb for the moment. Fiaros/walker/mikado/Gort will be in the next group.

    So what we might see is that Dinga & Melb Will have pulled themselfs up into the top players, Good job. Mikado will also move up the ranks and improve his standing. The only player that appears will lower in General status would be fiaros. But with Ozi still missing all rounds this will likely make a pretty good impact when the scores are submitted.

    [ December 12, 2005, 01:34 PM: Message edited by: slysniper ]

  12. I had never played it, so did last night, first thing to do is to stay alive until your reinforcements come. Learn to use the reverse in them tanks, forget about the flags at first, reverse, find a spot that protects you from flanking fire and position yourself to take on the enemy as they come into view. Hopefully in a position that will only allow one or two to show up and be able to return fire. Behind your starting position there is locations that this works just great. When the reinforcement come I found them placed on the flag location which was already being overrun with some british infantry.

    They were repulsed easaly and so I quickly moved into the woods on the left and tried to set up a defensive zone there with my infantry. The tanks were tigers except for a mkIV which did not last past the entree turn since about 4 enemy tanks could see him immediatly and one being a firefly, it was doomed without a chance. (I consider that a poor scenario design when units pop into a battle like this normally - a few exceptions, but not this time - poor). Anyway, with the added tanks I now had 4 tigers, again the new tanks found reverse, one found a position to cover the left flank where the rocks are at. I sent my original tiger w/ Wittman in it up the Right flank to protect it and see if I could create my own flanking shots. That left two to guard the center access which the AI will over use. A close battle, fun and wish I could declare was a victory for me but watch out because with all them target I'm afraid that the British still have enough tanks that have the ability to take a Tiger out even against front armour if given the chance and get hits quickly. I am afraid that for me I saw multible first shots hit the front steel of my Tigers and get kills after the Tiger had missed the shooter himself. That is why it if fun to play this game.

    [ December 07, 2005, 07:29 AM: Message edited by: slysniper ]

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