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jBrereton

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Posts posted by jBrereton

  1. Originally posted by birdstrike:

    </font><blockquote>quote:</font><hr />Originally posted by jBrereton:

    Let's have a more realistic test - 4 tigers on 3 guns. Guns behind a crest. Regulars on both sides. Non-open terrain.

    You shouldn't engage an ATG with odds like this. I would advise at least a 3-1 ratio. Otherwise all the tanks get killed, crest or no crest. </font>
  2. Originally posted by Lindsey:

    Ex. #1- Hornet's Nest T-34's scoring hits on hull down vehicles at 1780m? C'mon! We're talking about a mile and a quarter here.

    If they're not moving, it's imminently possible. You just make an estimate on the first couple of shots and refine your aim for the final one.

    If the target was moving at that kind of range, you'd never hit, though, yeah.

    Ex. #2- Hill 312 I did a charge with 4 German squads, followed by a delayed charge [20 sec.] with 3 others. The Russian mg's in the bunker and pillbox were firing three or four bursts in a 1 minute turn. I'm okay with that, but when one of the charging squads would go to ground and start crawling, the AI would adjust the target to one of the other squads until it went to ground, and so forth. It seems to me that when I target an enemy squad in a similar situation, my units will continue to fire at the same enemy unit until I change the target in the following turn. A big advantage for the AI. Any thoughts on this?
    If your squad is still firing at a crawling enemy after any length of time, it's because you will have directly ordered it, and your squad doesn't think that there are any more grave dangers which could invalidate those orders.

    No idea if the AI gets a benefit on this, I'd doubt it, but, hey, how would I know.

  3. Originally posted by birdstrike:

    Right. Let people draw their own conclusions and have them test for themselves to what degree these things work or don't work in the game.

    All you've come up so far is telling us that you are unable (or unwilling) to deal with it - therefore it is intolarable conduct for all of us (talking about legs to stand on...).

    I'm willing to reconsider my position if other people's experience proves me wrong.

    Right now, I doubt that will be the case.

    Well you're ruining your own game by abusing glitches to win, which is really pretty ****ty, to be honest.

    Do you not love the subtlety of the game, and the fact that actually, it's much better to play well and realistically and lose than to win game after game essentially by cheating?

    Yeah, you can take out such guns with mortars and offmap artillery, but preventing DF from hitting such guns is a bit out of order, and takes away a lot of the vulnerability of the guns which they realistically had - so you're just spoiling the game, really.

  4. Originally posted by Dr. Evil:

    3)Why is the cost of a sherman and the cost of a panzer roughly the same even though the US has far greater production.

    Because they're about as good as each other. When you get rarity in CMBB and CMAK, you'll notice a pricing difference.

    4)What does the withdraw command do different from the move command.
    It's basically a fast move towards you own edge of the battle with no delay, that worries the crap out of everyone.

    Can be somewhat useful, though.

  5. Originally posted by Cuirassier:

    I disagree. I think towed guns are the greatest bargains in the game. Personally, I prefer the 76.2mm longs, because they are dual role. But any towed gun that can chuck some HE is extremely valuable. I get much more use out of cheap HE chuckers than THT's and thin armored cars.

    Fair enough, maybe it's just a matter of personal preference. Towed guns are indeed useful, but they're not particularly mobile. Fair enough, put them in scout cars, but then they've got to unlimber, and that's often a big problem in itself.

    Having a tank with the same calibre gun makes this issue less of a problem - although I can definitely see where you're coming from, the mountain guns in particular are a massive bargain.

    Also, the T-34 is obviously a better vehicle than the T-70. No debate needed. But I don't think that makes the T-70 a piece of crap. They still have decent frontal armor, and the 45mm is adequate when you get flank shots.
    My real issue in this debate is the one of costs and how much the vehicles are actually worth.

    All of the advantages (other than having a small silouette) point to the T-34, and they're often a lot cheaper, in relative terms, than a T-70, if one uses rarity.

    And your good armour point is pretty dubious, as well, to be honest. It has one good location. The rest are crap.

    If, for the price of 1.5 T-70s, one could get a T-34, then it makes a lot, lot more sense to get the T-34, no?

    They make for good scouts and decoy vehicles.
    Decoys, yes, scouts, not really. You want to scout with something that has some teeth, on the off chance that you meet any foes. In the real world, the T-70'd be the better scout, due to being amphibious, but in CMBB, it isn't, which reduces its usefulness.

    They work very well when used with T-34's, beacause they can do the scouting work (hitting mines, getting shot by AT guns, etc)
    A-ha! This is where our main difference lies.

    I want something that can give back what it takes. A T-34 can do so. It can take a few hits, and genuinely give out some damage.

    A T-70 is rather poorer in this respect. Yes, it'll roll over mines and get crippled instead of a T-34. This is quite useful.

    On the other hand, whereas an immobilised T-70 is useless, having a poor gun, an immobilised T-34 can be useful in the same fashion as a towed long-76, albeit being easier to destroy due to being on a tank, which is full of volatile fuel and ammo.

    and also give his armor something to look at while you send your more valuable vehicles to get flank shots.
    Agreed in one respect - they do make rather fine distractions.

    On the other hand, a T-34 very seldom needs a flank shot on an enemy vehicle, and when the Axis' heavier tanks arrive, so does the T-34/85.

    At this point, flank shots are still more useful, but on the other hand, the tank-mounted 88mm guns of the Axis will blow a T-70 to pieces in a single shot almost every time, making them a rather poor distraction. In fact, distractions in general are a poorer idea, and simply battering such enemies to death is often more effective.

  6. Originally posted by Inola:

    For more HE I take 2-3 76.2mm regimental guns transported with M3 scoutcars. And 1-2 82mm mortars.

    Which is a complete waste of points if you can get the same effect from your T-34s, leaving those points free for stuff like THTs and armoured cars.

    50mm gun is not the most widespread in 1943. Opponent is unlikly to take PAK38 at that time.
    It's sure as hell what I use as soon as I can. Even a 37mm is going to punch holes in a T-70. Your front, centre armour is fine. It's just that everything else is a bit crap, which leaves it horribly vulnerable.

    I just done tests (august 43): cost ratio of T-34/T-70 is 2.5. The same is number ratio (reversed).
    There are two things which mean that I'd still pick a T-34 at this time -

    1) I play with variable rarity. T-70s are often more expensive that they're worth. T-34s in one form or another are always cheap. I don't really mind taking model '42s in 1943. Even a Cast Turret '41 is fair enough at this point.

    2) T-70s are still crap. I know that Stalin said that quantity is a quality all of its own, but this is not one of those cases in which it's true.

    A 45mm gun simply doesn't really cut it in 1943. It's too weak to really punch holes in Axis armour at this point. It was never good enough against troops.

    A 76.2mm is still extremely useful at this time. It's powerful enough to have some remaining use against Axis vehicles, and it's good against troops - especially since the /76 tanks can use canister shot, which is immensely useful against infantry.

  7. Originally posted by Inola:

    T-70s have front armor thick emough to stop 50 mm rounds (not tungsten of rourse).

    Depends what 50mm gun, and where it hits. In the turret or the lower body, the T70 is in a lot of trouble.

    It can take a few hits to its mid-level frontal armour before its internal armour gets weakened enough for real damage to occur.

    I prefer platoon of T-70s and one T-34 in 1200 (or 1500) pts ME rather than 4 T-34 in 1943 (summer) because opponent has points enough only for 1 good armor, and this armor is stug.

    Another reason to pick the T-34, then. The 45mm gun of a T-70 is poorly suited to anti-infantry work. The 76.2mm gun is a damned sight better in that respect, too.

    Plus, if the enemy's taking Heavy MG42s, the T-70 is somewhat vulnerable at close range, if hit anywhere where it has little armour.

    The T-34 is not. In fact, the Germans have little in the way of handheld personal AT weapons until '44, so it's basically safe when enemy armour is destroyed.

    I'd much rather have four good tanks than five rubbish ones and a single good one.

  8. Originally posted by Inola:

    Stugs can be killed in 43 with T-70s easy enough. It is better to have 5 T-70 than 2 T-34 in ME because they can harass well and also KO stug with fast flanking (I prefer crack quality from Guards Mech). And at least it is big surprise for opponent to see T-70s. Of course it works only in combined arms.

    On the other hand, they get the crap kicked out of them by late PSW 222s. And if you can flank with a T-34, you'll get the same results even more dependably.
  9. Good point, it'd be the second Finnish War ('44) in which they got 'Schrecks.

    Tank hunters are indeed handy, and fairly realistic in this period - every company had, IIRC, 8 'bombers' - tank hunters with Kasapanos and molotovs, too.

    And I'd be wary of trying to sneak up on them with THTs, due to them being an extremely important target for the TacAI. They'll get hammered in a single burst of MG fire, and if the enemy is using KV tanks, that threat is also there if you try to sneak up from behind, too.

  10. Other than BT-42 tanks, which are used for infantry support, mainly, I'd wholely advise against using Finnish tanks in any role to be honest.

    Stick with man-portable weapons - especially the Panzerschreck weapons (especially the 3-man '44' version) and try to be a bit stealthy with Jääkäri, or simply keep them in heavy cover, and use their grenade bundles to take out tanks.

    That, combined with some of the heavier support gear, such as AT guns, will see off Soviet tanks in a much, much better way that your own tanks.

    The only answer I could think of would be, ironically, using captured T-34 tanks to fight off enemy tank forces and other AFVs.

    [ December 05, 2006, 12:49 PM: Message edited by: jBrereton ]

  11. In CMBB, it's much more useful to scout using your infantry, generally in small formations.

    I generally 'scout' with platoons of Mech. or SMG infantry, for the large amounts of firepower which they can provide at short range, which is when they normally detect enemies in deep cover such as pine or woods.

    Outside of that kind of terrain, I generally rely on the bonics of units - I usually take a few LMGs for this purpose - a unit between 9 and 12 points (usually), but due to the binoculars inside these units, they make good spotters.

    In cities, however, things get a bit more complicated. Infantry get absolutely leathered unless they stay in buildings, and tanks become extremely vulnerable. Oftentimes, I'll take a couple of assault guns in cities and annihilate anything that looks a bit shifty - although that brings with it the risks of enemies advancing under the smoke created by destroyed buildings as well.

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