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Panzer Aufklarung

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Posts posted by Panzer Aufklarung

  1. Slysniper is correct on all counts. I say this as an old 11H (AT Crewman/US Army). When setting up an antiarmor ambush, always employ your AT assets in pairs at least - one ATG an ambush does not make. Interlock/overlap the kill areas from complementary (mutually supporting) firing positions- keep them far enough apart that they won't be spotted or targeted simultaneously -challenge. If possible locate with a covered egress route that ideally leads to a pre-selected alternate firing position (covering much of same KZ or a supplemental position covering a secondary KZ.

  2. This is a great scenario developed in Beta version. Definitely should not have been a ME. An ME is 1st echelon (recon+) moving fast for what intel identifies as unoccupied objectives and running into his adversary trying to do the same. I think Rune ought to re-tweak with final market version and revise parameters as an Axis Probe - more historic - using panzergrenadier infantry; I have tweaked a semi-historic version for AI play(which I call Royal Recon) - but Tim Orosz is the guy who burned himself out building this gorgeous baby ...

  3. You are correct. It is a nightmare - even when it's the Reds attacking the Wehrmacht. Except for the Imperial Japanese Army, got more officers killed by their own men than just about any other tactical situation in WWII. Much worse than die in place on defense.

    Find every terrain fold and feature offering concealment in your IPB. Use your spotter(s) for smoke fire support on turn two and keep adjusting ahead of your lead assault elements. Use all the smoke you can muster from support (even AFVs) weapons; use all craters and terrain features that offer any concealment (even if they don't offer much/any cover)as intermediate objectives/phase lines. Keep your armor, MGs and indirect fire weapons in overwatch; use lots of area fire for suppression; redirect area fire frequently.

    Fire and maneuver; 1st platoon provides supressing area fire; 2d platoon advances to intermediate CLOSE objective; combine "Advance" with "Hide" order.

    Don't pick the fight unless it is sufficiently balanced (at least 4:1 attacker: defender ratio)or with bonuses from the designer.

  4. I'm designing CMBB battles only at this point. I prefer the Regiment/Brigade combined arms task force size. Example: 1944 Soviet Mech Brigade probe/attack against 2-3 Axis Panzer or StuG Companies (8-12 platoons) + mixed Battalion Axis Infantry. Would appreciate any tips/experience you guys have to reduce turn process time delay for play testing with computer. At the rate I'm going, I'm worried no one will have the patience to play some really cool engagements.

  5. Hi Guys. I'm new to CM and have been playing around with CMBBII Special Edition. I noticed in the on-board scenario "Royal Opponent" a platoon of T34/85 with four tanks ;) - This is a realistic way to build the historic 10-tank company, but was not able to find this platoon in the units available list - :confused: also noticed two regular (not Guards) Soviet rifle companies in the scenario structured with 2 organic ( not independent ) Maxim MG sections (also not available from infantry units) and listing of squads (44 & 44H), an inverted organization from the selections available. So anybody want to share with me how to edit the internal company/platoon structures. :confused:

    Is there a good comprehensive :confused: reference for unit (or other) editing options/tricks not mentioned in the manual?

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