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ruf9ii

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Everything posted by ruf9ii

  1. hey all, which game we talking about? TOW? or a CM game? and how come all you guys are down south? any Queenslanders?
  2. im not sure if this is exactly what your talking about but here goes... a while ago in CMAK i had a squad area fire at a 'wooded tile' and had an adjacent squad (20m or so) assault the wood (which was about 40m away). turned out the wood was clear and no enemy squads fired, but my assaulting squad took casualties and was pinned. i can only assume this was a result of the area fire of the covering squad. kind of annoying, but cool in retrospect.
  3. why is it that the churchill avre's 290mm gun only has a blast value of about 150? extremely expensive and it doesnt do anything... was it like this in real life? regards
  4. i reckon thats a great idea when BF gets around to doing more contemporary warfare.
  5. I'm assuming that for commands like 'assault' and advance the individual units in a squad will give cover fire and leap frog etc. but what if you want them to go down a narrow alley or advance (move) across open ground? will i be able to select column, wedge, line formations for example? or will the tacAI cover this? thanks
  6. ok, how exactly does the indirect fire of onboard arty work? i tried to get a SP gun to fire indirect, no go... anybody?
  7. looks a bit like an opel or studebaker... there rnt any boogies or suspensions bits between the rear wheel and the front so it couldnt be a halftrack
  8. u think defence is harder? each to their own i guess...depends on opponent doesnt it. but in terms of artillery support, if ur a defender u dont need to prep fire, just set up TRP's where u think they will come. just buy half a dozen so u cover all possible avenues and u should be set. i've got something to say about should be incorporated into CMx2 as well. instead of having spotters, why could ou have a limited ammount of fire missions, that can be called in by any platoon/company leader? (or any other leader, but i dont usually put higher than company at the front). as long as they have a radio, couldnt it be assumed they have training, or at least someone with em with training.
  9. i cant recall if prep fires are used as defenders, but i cant imagine why you would. all you would need is a bunch of TRP's at key concealments or choke-points. the trp's (as descriped in the manual) are just points that have been pre-logged by the artillery team. that is they dont have to calculate any new trajectories and velocities, its already been done
  10. just a load out. game doesnt scale out so large that you can drop troop, gather em and equipment and then engage. it is assumed that they have already dropped and come together ready to fight
  11. ive got another question regarding artillery. a couple of days ago a mate and i had a hotseat game (5000 pts, attack/defend). i spend a whooole bunch of points on the large arty (8"howitzer and 210mm) and prep fires along his whole front. about 10(?) turns later the salvos stopped coming in and there was nothing left alive to greet me...nothing worth mentioning anyways. this seemed to work great, but upon reading wat u guys have posted, it appears my enemy just didnt set up very well... ive also got a comment about the usefulness of artillery. well, the incendiary rockets more precicely... i think u dont have to get a high conventration of enemy for them to work. just dump em where u want to enter and if there is anybody there, clean up. if nobody is there you've found yourself a whole to work through. of course a half squad recon is a whole lot cheaper, but i dont think it is as effective in that only one enemy may 'pop-up' and eliminate it in half a turn.
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