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para

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Posts posted by para

  1. Those 152's reload bloody slowly.Took me a while to figure that out.

    what do you think to my strategy?

    I strung the at mines and the barbed wire along my right side of the map. This made the axis go up the middle and the left towards the flag.they sent men forward and came into contact with my defenders,the tigers joined in the assault.

    i had hid the 57's either side of the map and waited till the tigers exposed their sides or rears. I had the 152's behind a little hill. i opened up with my 57's and then when the tigers turned to face the 57's i shooted and scooted my 152's.the 57's took out 2 tigers and my 152's the others.then i slaughtered their exposed infantry.

  2. Well i'm really pleased with myself.I have finally managed a major victory on the russian training map 411?(the one with the 4 tigers v 2 su122's)after about 8 attempts i finally managed to ko all the tigers and cause 1800 axis casualties. I used to **** myself when i saw tigers now i have learned how to use feints and tactics to outwit them. The feeling you get killing a tiger with a 57mm at gun is great. i love this game

  3. Originally posted by Der Alte Fritz:

    Interesting combination.

    So far I have played

    CMAK - Allies: British in Desert, US in Italy, US in ETO.

    CMBB - Russians

    I have only played a couple of scenarios as Germans but will start in CMAK soon. But I most enjoy playing the Russians in 43/44.

    If you really get into the Russian Training Scenarios, I have a lot of the posts in a word document that I can email to you.

    cheers

    I would love that word document. If possible could you email it to me but not on the email in my profile.

    [ August 21, 2006, 04:43 AM: Message edited by: para ]

  4. Originally posted by Drescher:

    Hmm, not so sure if this helps, but this happened to me and it took me a while to figure it out. I too am behind a router, there are 3 computers running through this router. It is a Netgear, I dont know if this applies to others too. Whenever I start my comp, it gets assigned a number within the network. Problem is, this number is not static, it changes according to when I start it. IE when my comp is the only machine working it is x.x.x.1, normally, when all are working its x.x.x.2 etc.

    So I have to look up in the router settings more or less each time I try to setup a TCP/IP game to see what devicenumber I got and usually change portforwarding settings accordingly.

    There are two pc's running off my router.Can you explain how to do the above please

  5. Originally posted by Moon:

    In case it hasn't been yet answered by the others the grey icons indeed show tanks or guns which can be re-crewed. When you move your mouse over such an icon you can also see if the tank is fully functional, or if it has a mobility or gun kill for example.

    BTW, these little unit icons will become your best friend in TOW. If toggled on you see them on your screen always, even if a unit is not within camera view (they are then arranged on the screen edge closest to the location), and you can click on them which jumps to that location. They can be using to give orders (as well as targets for orders; for example in the blog I mentioned that you can select a group of infantry and right-click on a tank icon, which will make the infantry group seek cover and follow the tank, using it for cover) or to padlock the camera to them, or you can mass-select them as a group and so forth. Very useful and effective way of control.

    Martin

    I want the demo now or i'm going to hurt you! tongue.gif
  6. Originally posted by JasonC:

    para - the UK did not pay back LL amounts. They were offset first by "reverse LL" - mostly ship repairs for US ships conducted in UK ports - then the rest partially by UK investments in the US, and the sizable remainder were cancelled in a package deal related to the post war trading regime.

    Basically the UK promised to dismantle its system of "imperial preference" tariffs, that prevented Canada and Australia, in particular, from trading mostly with the US, and promised to make the pound convertible into dollars, thus effectively allowing trade with the US to UK, as well (currency controls act as a form of protection). The US also provided a few billion dollars in fresh cash (after the war) as a stabilization loan as part of the package, on easy terms, which was repaid.

    The first try at convertibility only lasted briefly before collapsing, until US dollar credits under the Marshall plan allowed it to be resumed.

    There had been a large LL dollar balance remaining - on the order of $10 billion, worth around 15 times that today - which the US forgave in return for the trade liberalization measures. All concerned wanted to avoid the byzantine entangled legacy obligations that had followed WW I. Incidentally, Keynes negotiated this deal for the British side.

    Is there anything you don't know? tongue.gif;)

    as usual JC a very informative post, thanks.

  7. I have the 88 page booklet that came in the dvd case from cdv. Although i have read that the disk contains another book in pdf format so i will be checking that out..aha there is a pdf manual on the disk,i shall print that off.it mentons tcp/ip probs!

    [ August 16, 2006, 01:50 PM: Message edited by: para ]

  8. 00X00000000

    00000000X00

    00000000000

    00000H00000

    X0000000000

    000000000X0

    I am really trying to get a to grips with all this military knowledge you guys have so don't get angry with me if the following is stupid.the h=Hq 0's are the grunts, what are the x's?are they squad leaders? am i correct in saying that to get across open ground you would form your men like this 15-20m apart? is this they way to get across all open ground no matter the distance?would they moving advancing or running? would you be combining all of the above.

  9. Originally posted by JasonC:

    Suppression from nearby fire spreads to 25m from the aim point. If your units are at least 26m apart, therefore, fire aimed at one will not hurt the others. But potentially, area fire between them could still suppress 2 or more at a time etc.

    In reasonable cover, the distance to worry about is less, because the suppression effect is quite weak in the upper part of the distance. 14m is sufficient in really good cover. You can still get an occasional "alerted" but will rarely see anything worse.

    In open ground those add up and can set off "cover panic" behavior. But in woods, pines, trenches or buildings, you can be better off staying tighter to exploit the good cover. I find it is never worth packing tighter than that 14m distance - it just multiplies enemy firepower too much.

    There is also the barrage footprint issue. Basically you don't want to put more than a platoon inside the oval that a single artillery shoot might cover. A barrage by tube arty (not rockets) with normal sheaf (not wide) puts most of the shells within 20m of the aim point side to side, and within 50m long or short. So, you never want a whole company in a 40x100 area.

    That covers the game mechanics. There is still another reason to tweak intervals used when attacking, particularly over open ground. Units that take fire tend to stop and go to ground. Other units may then come close to them before you have a new chance to give orders, and area fire effects can hurt you in the second half of the minute. Command radius lines also stretch was units move at different rates, halt for pins, etc.

    So 30m intervals or even a bit wider can make sense. In practice I like to advance platoons in "blob" formation - meaning the squads form 2 uneven lines with the HQ in the middle, rather than trying to stretch them all on-line, side to side. You don't want the ends of a long thin line barely at the edge of command radius, because any straying will leave men out of command etc.

    Notice, blobs also mean a platoon needs less cover across a bit of frontage, because the front rank guys use it one minute and the rear rank guys use it the next. So a blob organized advance can steer through an area with just one tile of woods or a few shellholes, and still have some of the men in cover whenever contact occurs.

    Naturally, it is also good for a company to advance in ways that allow the company commander to extend the command ranges of the platoon commanders. By given him a blob of his own in the middle, trailing slightly, or something similar. Single squads can then range over a wider area without losing a command line from one or the other.

    I hope this helps.

    Jason

    I'm not quite clear about your 'blob' formation would you mind just doing abasic diagram for me

    thanks smile.gif

  10. we played a map friday. It took about 5 or 6 attempts of him or me trying to host/join.

    we allowed cmbb access via our avs and xp firewalls.We tried the whats my ip test and eventually got it to work,with me as host.

    Then last night same thing happened again,this time though by turning off our av's it connected and we played a map. when we tried to play a 2nd map we had the connecting problems.I hope this makes some sense to you

  11. 1 same person hosted...me ;)

    2 didn't change any settings,well none that i know of.

    we keep getting the 'error unable to connect to ip' message.

    we have done the 'whatsmy ip.com' thing-opened up ports in network-turned on and off anti-v progs-turned firewalls on and off-it has worked on two occassions only thus far

  12. I have posted in the tech help section and not got one reply,hope you guys can help.

    Hi Guys

    My friend and i are trying to play cmbb via tcpi/ip. The thing is it works for one nights game then the next day when we try to connect to finsih the map we can't.

    We have tried everything we know to get it to work correctly but it aint happening..anyone with any ideas or suggestions please...

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