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GDog

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Posts posted by GDog

  1. Originally posted by Broompatrol:

    I guess you have figured it already that Arty doesn't work v bunkers (except the huge stuff or so I have read)

    Inf with satchels are very effective as long as they are not getting shot at. Don't expect the hero to run up under fire and huck a charge trhough the slit. Bazookas'll get penetrations through the door okay, whether it ko's the bukner seems to be partly due to the exp of the crew inside (but I may be wrong) I've had zooks use up their ammo without the crew bailing, at other times you sneeze and they quit. (usually when they are mine, of course) Regular assaults w/ grenades typically have mixed results.

    I say you march your guys past it and hope he runs out of ammo shooting at everybody.

    Seriously though. The advantage you have is he's been spotted and you have flexibilty. So be creative and try not to give him any freebies. I don't know what your forces are, so I don't have any specific advice.

    Well I'm just wrapping up the 1st of 3 battles in the operation. The next battle takes place at night. I'm planning an infantry assault on one pillbox that has a big firing arc across the battlefield. If sucessful this will grant me control of one flank and further extend my deployment zone for the 3rd battle.

    From there I can assault the main objective from outside the firing arc of at least 1 of the 2 remaining ( or spotted so far ) bunkers.

    I've got a sizable force of Free French under my command and have spent the entire first battle carefully claiming much of the map and moving infantry into position for the night assault.

    I'll let you know which of your pillbox busting techniques works best!

  2. Originally posted by Baron Ritzner Von Jung:

    CASTLEFORTE SUPPLY SPOILER ALERT******************************

    designer has set the supply level on " adequate " for the allies' side .

    So you need to spend 45% of your arty rounds otherwise they are wasted ( I've not extensively tested and it was in CMBB so takethose numbers as an estimate )

    Don't fire on turn 1 because the fire order won't be cancellable and all rounds will be fired !

    Enjoy your game !

    Where did you come across that information? I didn't see it anywhere in the description. Thanks for the intel.
  3. Originally posted by John Kettler:

    GDog,

    If you've got dust between your force and the pillbox, plus some means of continuing that happy state of affairs, nows the time to advance!

    Regards,

    John Kettler

    Agreed, but I have extensive night-ops planned, then a full scale advance / assault planned for the 3rd and final battle in daylight. I will use the dust kicked up from arty along with mortar squad deployed smoke to screen my main assault.

    Gee, I hope my opponent doens't read these forums much. If so, hello Neville, prepare to die! ;)

  4. Originally posted by Baron Ritzner Von Jung:

    Ample =100%

    Full=75%

    Adequate=55%

    Limited=40%

    Scarce=25%

    Severe=12%

    This is for CMBB . I've never noticed any difference in resupply terms between "all rounds fired" or just "partly fired " . Maybe because the most common setting must be adequate , it gives that false impression .

    Ahhh ok those are good numbers to know, but I don't see the "supply rating" anywhere in the operation description. Guess the designer chose not to include it.

    Operation: Castleforte CMAK

  5. Originally posted by costard:

    arty barrages against pillboxes just don't work.

    Confirmed, I only hope I get resupplied to make up for the 60 x 105mm rounds I just wasted!

    Well....they may have impacted some "suspected" enemy positions, but from 1500m away for all I know I just wasted some trees and the poor squirrels and birds in them.

    God I love the new Dust effects of CMAK (only got CMAK 3 weeks ago :D )

    Going to have to take these pillboxes the old fashioned way , more to follow.

  6. Well, the bunkers that triggered this discussion are proving to be a real pain in this commanders ass.

    I have been trying to screen the AT Pillboxes using 60mm smoke rounds to screen advance recon maneuvers. There must be high winds in the area because the smoke doesn't last long!

    Since I am not ready for the main assault ( it's only first battle in an operation ) I'm going to throw a 60 second, double barrage of 105mm off-map arty at the one pillbox and surrounding buildings.

    I just want to see for myself how ineffective (or lucky) this tactic may be. Even if the Pillbox is untouched the infantry defending it's flanks will suffer and hopefully be weakened prior to my flanking assaults on the position.

    Hope to report surprising results! :D

  7. I am playing my first operation, I am assaulting in a static operation.

    After re-reading my manual regarding operations I am re-thinking my strategy but do not want to abandon my carefully laid plan.

    Without revealing too much detail, it's a day / night / day operation. I had planned a night assault against a target that would be far more difficult assaulted in daylight.

    Now I'm worried that my enemy may re-deploy significant amounts of troops or reinforcements to that flank / target and repel the attack, only to the re-deploy again to his original positions for the final battle!

    Also, I understand that my assault force may be "padlocked" but as long as they have not engaged prior to the assault jump-off time ( after dark ) I'm not too worried about resupply until the 3rd battle.

    What is it I am asking here you may wonder, I guess I'm just making sure I fully understand the new level of strategy involved with an operation.

    For static operations you get to redeploy as long as you are not padlocked or a stationary unit ( emplacements etc..) and no-mans land shifts according to the amount of ground gained /lost by either side. At the same time, ground captured or occupied by the attacker ( in an assault operation as is my case ) becomes part of, or factors into the re-calculation of the attackers new deployment zone.

    Am I on the right track here?

    This is getting INTENSE :D and I freakin Love it!

  8. Originally posted by Kingfish:

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

    Lastly, I assume any off-map artillery would be wasted on these little concrete bastards ( of which another has popped up in an even deadlier spot! )

    Thanks

    Yes if you are firing HE in the hopes of getting a direct hit. I remember reading somewhere that the uniform armor rating for a CMBO PB is ~500mm. I assume this was carried over to CMBB and CMAK.

    No if you are firing smoke to mask your flanking moves. The largest calibur onboard mortar is the 81mm (3" for the commonwealth), and on average they carry 3-5 smoke rounds. That is not enough if you have a lot of open ground to cover (and the wind is strong enough). A one-turn smoke mission from say a 4.2" mortar will effectively cover the entire firing arc of the PB for at least 2-3 turns (again if the wind is right). </font>

  9. Originally posted by dieseltaylor:

    Definitely a job for flame throwers - at last.

    Thats the one thing I don't have, flame.

    I am going to end up assaulting it from behind with infantry and by the sounds of it a bazooka might do the trick?

    Will be awhile until the plan is put into action, I'll let you know how it went then,

    thanks

  10. Originally posted by John Kettler:

    GDog,

    Don't know what all you've got in your force, but if I were you, I'd put up cover arcs in case the pillbox has siblings, smoke the identified one, and maneuver to engage it from its blind angles.

    Close in from outside his firing arc and pump in HE and .50 cal MG fire at and through the firing embrasure.

    Regards,

    John Kettler

    Kettler kind sir,

    I have LOTS at my disposal, it's only the 2nd turn into the first battle of operation "CASTELFORT" CMAK.

    He's got it in a very good spot, going to be tough to get any fire on it from the flanks for some time. It is deployed very close ( in fact it appears half inside ) a light building.

    I'm going to bring that building down on top of it to see what happens?

    Updates to come.

  11. Originally posted by David I:

    GDog,

    Don't do it man! That pillbox will knock you out. It fires as if it is firing at a TRP, which means he will hit you and probably kill you when he does. You, on the other hand, have to get a firing slit penetration hit, pretty unlikely at that range.

    Let us know how it turns out.

    DavidI

    David, thanks for the tip, I did not know it wokred as though firing at a TRP, better re-read my manual I guess?

    I have backed my tank back and threw up some smoke from another, hope he doesnt get a last lucky shot in as I pull back.

  12. Hello commanders,

    Your thoughts on going toe to toe from a hull-down position w/ a Sherman -vs- an Axis 75mm AT Concrete Pillbox?

    Range is about 1500 meters, the pillbox has missed my tank 3 of 3 times and the tank has scored 2 direct hits but no damage.

    Not sure what the armor equivalent is for the concrete pillbox but if historically accurate I can't see my guns doing much from that range head on.

    It's very early on in an operation so outflanking it is not an options for 20+ turns when night falls....

    Thanks in advance.

  13. Originally posted by tankibanki:

    It's something different in operations though. I was greatly surprised when one of my guns that was abandoned in the previous battle was back in the following one.

    I have no idea what determines whether this happens or not.

    If I recall correctly, this would depend on the operational settings regarding "Repairs" & "Supply".

    Between battles in an operation damaged tanks can be repaired, I'm assuming guns could be repaired also?

    Supply may or may not play a role in this, if it does it would be limited to how much ammo the repaired gun will begin the next battle with.

  14. Originally posted by Sivodsi:

    Nice summary, Phillippe.

    Its safe to say that the less you play CMBO, the less CMMOS becomes necessary. I don't have CMBO, and am not such a stickler for detail, so McMMM is more useful for me.

    McMMM can be acquired from the mods database.

    wow thanks for the info, from what I can tell McMMM is another Mod manager like CMMOS?

    Still trying to get a handle on mods, I have yet to even load one so far...

    Thanks again

  15. I'm just about to install CMAK for the first time, and would like to play the scenarios it ships with in the CM:Anthology box set.

    Am I able to install this MOD as well and enjoy the mods while still playing the original scenarios for CMAK?

    *EDIT*

    After re-reading David's first post ( yes I suppose I rushed through it ) I see this will co-exist as a second install of CMAK along side my original CMAK installation.

    Can't wait!

    [ November 14, 2007, 04:14 PM: Message edited by: GDog ]

  16. Originally posted by Adam1:

    What I need are two commanders for the operational stuff and a few battalion commanders for each side.

    Could you quickly explain the actual roles operational commanders would play as compared to battalion commanders?

    I'm new to campaigns and tournaments and see alot of talk of different commanders and team play.

    I know the CM series is 1-vs-1 when it comes to the actual tactical PBEM games, so I'm just not sure what is involved in these in-depth and utterly fascinating campaigns and scenario games I am coming across.

    Just recently joined Band of Brothers gaming group, so I'm new to the multiplayer experience beyond your typical PBEM match with friends.

    Thanks smile.gif

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