Jump to content

Broompatrol

Members
  • Posts

    160
  • Joined

  • Last visited

Posts posted by Broompatrol

  1. I know I am risking scorn and ridicule with this post, but I am a big boy and am willing to take it redface.gif I have been unable to figure out CMMOS. I have researched old posts on the subject and I just find my eyes glazing over with confusion. Perhaps it is because of fulltime work and school coupled with a serious NyQuil habit has rattled my brain, but I digress.

    Is there anyone who is willing to help me get started using CMMOS and creating mods? I used to be a fine arts major and I used to build scale model dioramas from everything from WWII to Star Wars so I am itching to unleash my creative yearnings on CM.

    In return I would be quite willing to help anyone out there in my many subjects of expertise.

    Thanks in advance

    -Chris

  2. Something else to keep in mind when applying real world tactics to the game. As gamers we have a godlike view of the battlefield and can take in a very big picture.

    Methinks "weakpoints" are weaker in real life because they don't necessarily have any idea what is really going on. As a gamer in a game environment we can (hopefully) tell when something is significant and can choose to withdraw or fight.

  3. Re: Coe's question on Japanese planes. My understanding is that the Japanese philosophy was to strip planes of "nonessential" equipment to increase range. The aircrews themselves participated in this, too. They would even strip out gauges from the instrument panel but I couldn't tell you what was considered useful or extraneous.

  4. Some tips I have learned:

    The AI makes dumb moves. Humans are usually more savvy. The 2 biggest AI flaws I see are: giving away the position of AT guns by firing on half tracks or infantry. And sending infanrty running into the open to take a victory flag.

    Playing humans will make you better. But playing the AI is helpful for learning how the game works.

    You will have to suffer casualties to win. This game is like chess in that you cannot put all your eggs in one basket to win. You can't rely on a "supertank" to turn the tables. But that being said, firepower usually wins the day.

  5. This is very long thread so if what I say has already been said, I apologize for missing it.

    Cuirassier was asking how to play a manuever oriented game v an attrition style in CM. I can't add anything useful to the theories presented by JasonC, but here are the way some of those things look and what I have learned works (and doesn't) in the actual video game:

    No cross-country holidays with tanks (and vehicles)! I mean even though you must move quickly you can't just have your tanks speed along in the open hoping to outflank and annihilate your opponent. You can lose many tanks really fast (do I really need to say this?)

    The scale is usually too small for wide sweeping manuevers.

    Keep your operations simple and planned. Moving a lot of units at the same time is challenging. Try to anticipate what will screw you up. like a long range MG or 20MM making your guys go to ground or a HQ getting panicked during a mortar attack causing command delays. How many times have you had your inf jump off a tank or a crew abandon a mortar because someone took a potshot?

    Trying to get everybody to show up at the right time can be hard. Try to avoid log jams and cluster****s. I'm really good at creating them but not so good at clearing them so I try to avoid them. An extra turn or 2 to stay organized has worked better for me than having units show up piece meal and then having to reorganize.

    You still have to kill the enemy. I have found that you need a hammer and anvil approach. JasonC calls it using a fist and he is right. Getting a lone tank or MG on his flank will be annoying but probably not decisive. You need a strong force to keep him down and a strong force to kill him. If your method doesn't allow for that you may not get the results you want.

    When the real fight happens try to keep it many on one. if you flank your opponent and it turns out his forces are deep but you have a spear tip aimed at his side he can just turn to face you destroying your lead elements before the rest of them catch up.

    Hope this helps.

  6. If you want to research about P-40's going head to head then look up Flying Tigers history. You are correct that the P-40 pilots didn't want to get into turning fights with Japanese fighters. The Japanese could turn tighter and they usuall had superior numbers. The Tigers would rely on superior armor and armament and dive speed to keep engagements vertical and head on.

×
×
  • Create New...