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jwatts

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Posts posted by jwatts

  1. I have never had a unit shoot down a plane, except of course in a scenario I made for my own enjoyment with lots of the things. The point about the bailed crewmen being routed crews? Let me just add, SWEET! I have never had this happen but am going to try my best to do so in the future. Personally any time I get AA, I use them against light armor, etc, unless of course those I get some of those useless flakwagons the Germans have. Those are pretty much only good for AA work, because they are thin-skinned they aren't even particularly effective against infantry.

  2. To depart a little from where we are headed, and back to where we began, I absofreakinlutely hate 88mm flak kannon, at least when you get them as reinforcements. I was recently playing FlakFront from the AK cd, and had to quit after my first 88s showed because I stupidly set them up where they had no LOS. I should either start practicing more, or not use the bastards. 88mm Pak is waaaaay better anyways.

  3. John, will do, I beleive mine can run OS9, but yeah the tech support will at some point see an enlightening point from me. Vixen, yes, that's the idea, though I have a mod for my 60mm mortars that give them gimp suits. I don't think gimp suits are dominant, not being very well versed in S&M culture, so I defer to your vast knowledge on the subject, but my guys look way cooler that way. By the way, I have my section HQs in latex and assless chaps, then they can boss around the gimps. All sexual activity is of course done after the mortars expend their ammo load. What else did you think crews/out of ammo mortars do when you send em behind the lines.

  4. Hey all, I have heard of so many mod sets to transform CM games into another theatre, and once had some before I was forced to reinstall my game. What are some of the better mods out there? I'm talking ones that completely change to a new theatre, with lots of nice looking terrain/unit changes? Also, ease of download would be nice. I like the ones where you download an entire pack that has BMPs, sounds, and scenarios all in one.

  5. Hm, I think the topic might have turned to why I am wrong. That's fine, I understand. My point though, was to maybe find a nice middle ground between Nazi apologists and anti-Nazi fanatics. Atrocities happen in all wars and are carried out by all sides. To be fair, the German atrocities in World War Two (and I'm talking by front-line troops) were more numerous and heinous, but to completely discount anything that side says as untrue because of it is I think a huge mistake. Even some of the Germans who were die-hard Nazis were good people. Nazism didn't attract so many followers by being a clearly and inherently evil political ideology. Without hindsight, much of what Hitler accomplished in Germany can be praised. Please don't get me wrong and claim I support the Holocaust or anything like that either. I'm just trying to open up some objective discussion, and as I have said before, rudeness inhibits discussion. So if I am wrong, and I'm sure I am, tell me why that's the case instead of completely discounting anything I might say.

  6. Ah, now there's the kind of posts by Jason I like to read! I haven't the experience of so many tests as you have, so I defer to your judgement about the firepower rating and range issues of the 1919MMG. I do however, love the 7-man MMG teams and my personal favorite, the 1917 water cooled HMG. As to the US set being better suited for advance, I'd assume that is true. However, I am unable to play human opponents, so I rarely if ever play as the defender. Against the AI it's maddeningly boring and unsatisfying. So for my style of play (ie playing only attack vs AI), MMGs are perfect. Lastly, you point out that 2 MG42 can ride tanks. True, but personally I don't like using tanks as battle taxis (gun damaged being the exception). I either get fired on by a distant MG and get my heavy weapons pinned in the open or have a tank delivering a peice of equipment at the exact moment he is needed on the other side of the map. In conclusion, I know a lot of the so-called "rules of the game", but I am unfortunately lacking in the skill to successfully execute them. I am of course hoping this will all change once my internet is fixed and I get my copy of the Mac verision of the bundle pack.

  7. To be fair to him, he was writing quite some time after the fact I beleive. I don't have the book at the moment, so I don't know when it was written or printed, but there might even be historical or political reasons behind his accounts. If I had the details in front of me I could make a somewhat intelligent guess, but I don't, so I won't.

  8. I'm going to veer slightly off topic here, though still on the main idea of pioneers/engineers. Often times I try to use my engineers satchels on mines, as that seems to be a big part of what they're for. However, it often takes 4 satchel charges from two squads to do the job! Am I wasting valuable forces for an unecessary job? To illustrate my point, I was recently playing Castelforte, a large Free French assault on the Gustav Line in Italy (great one by the way, ya'll should check it out), and had a couple of platoons of engineers, which I attempted to use to clear some roadways of mines. Needless to say, I used up both platoons on two mine fields! Does anyone agree that mine clearance by engineers is simply modelled wrong? I think that you should place the squad near the mines, and depending on experience should count down till mines are cleared, much in the same way set up times work.

  9. Hm John, I don't know about that. Instead of telling you where I hail from, hazard a guess based on my smugness towards people from arkansas. Yep, you guessed it, I'm from Texas. I'm sorry for anyone who isn't. Though I guess calling Texas The South is a mistake, Texas is just Texas, and that's the way we like it 'round here. My whole accent thing was my pitiful attempt at a backwoods East Texan, and I thought it was pretty good. For anyone NOT familiar with backwoods East Texas talk, imagine an entire region of a state with nothing but Boomhower from King of The Hill.

  10. Dave, please don't take that statement out of context, as it wasn't meant to be insulting. I was merely saying that the strategy of moving mortars up with my platoons never seems to work for me personally. I'm sure someone with more game experience can do it, the buggers just seem to always get pinned from an unseen MG and become worthless when I try. Your point about the innefectiveness at range, but I don't usually play maps where I need to engage something more than 6-700 meters with my mortar platoons. Of course, whenever I get the small (50mm, 2inch) I bring them up, as they're pretty useless at range.

  11. As I won't be able to delve into all of these immediately, and I have a passing interest in early tanks, which particular scenario would that be? What kind of WWII era tank could you use to simulate what I'd assume is a MarkI or II? Obviously you would need thin armor, but what would you do to find one that is thin skinned AND heavily armed enough? I mean early war lights have thin armor, but are only armed with machine guns, while the male MarkIs and IIs had 6pdrs.

  12. Haha the book seemed rather similar to propaganda that's for sure. The main point of the narrative, besides of course recounting the superhuman heroics of Carius himself, seems to be complaining about the German people "abandoning" the Army after the war. Obviously the book must be taken with a grain of salt, but I feel that exaggeration of one's own role/importance to be merely human nature, and we cannot castigate former members of the armed forces of any nation for putting down their personal recollections down for posterity. Lastly, I would like to address Jason's claim of fanboy etc. etc. You know, most people don't have the time to do the amount of reading as you on the Second World War, and I think to dismiss any miisunderstandings of the truth as fanboy folly is wrong, not to mention extremely rude. Nothing discourages discussion more than insults to intelligence.

  13. David, yeah that's kind of what I have figured out from all my time lurking. I hate numbers and statistics, so it actually hurts my head to try to read all stats. I just tend to keep scrolling until I see a block of words with no numbers involved. With that said, I suspect this will be my last posting on this particular thread. I am more interested in real world tactics and expecially the in-game equivalents than in real world tests and statistics. Mr Kettler, once again, you really must stop this interesting practice of apologizing any time I pretend to be offended! I promise, I hear much worse insults from my good friends, anything you inadvertently might say to offend me will be forgotten by the next evening (alcohol kills brain cells). So au revoir to this thread, time to terrorize another with my weak attempts at smartassery and sarcasm.

  14. Hey everyone who started talking CMBB and getting off topic: shaddup! Ah I keed! Yes, soviet SMG squads are pretty fun in close in fighting, but since I rarely use the Russians and then dont usually play scenarios that are exactly close quarters, I don't find them too useful. The ammo depletion is just too quick! two minutes fighting (damned fine fighting to be sure) and they are kaput, and useful for not much more than guarding prisoners, suicide charges, and holding flags far to the rear. However, since my main posting was on the topic of weapons teams on the company level, I'll stick for the most part to responding to that. Mr Chapuis, I personally find your tactics for 60mms useless, at least per my tactics. I like to set up overwatch and probe in stregnth, something like a platoon spread out looking for good routes, with the other two following a short distance behind (remember, this is comany level actions). In such an advance plan keeping the mortars with individual platoons is not the best idea. Too often I have tried this and sorely missed the 15 rounds the dead guy on the mortar team dropped. KOing guns is great, but mostly I use the light stuff on MGs, etc. while I move up my infantry to engage. A minute or so of 60mm fire will pin most units, then MMG fire can keep that pin until my grunts get within grenade range. Lastly, to MikeyD, yeah sure, 81mms are obviously powerful and more effective, but I find the difficulty of moving them outweigh the benefits you can get. Mind you, I'd prefer gobs of 105mm spotters to neutralize guns and MGs, but this is a discussion of small, company level actions, and how to best use the company support weapons.

  15. Personally I am going with dominant. I think this might be why I am such a fan of US infantry companies in game. First off you have the 60mm mortar platoon. The mortars themselves are about as quick as the other light mortars in the game (45mm, 2inch, 50mm) but have amazing range, something along the lines of 1800 meters, and pack a wallop! Sure, the heavier mortars have longer ranges, but are hard to move and you generally get fewer of them. The 60mm is pretty easy to keep up with the rest of the company, and formed into a platoon are amazingly effective. Now, getting off topic, sort of, you have the MGs organic to a US infantry company. The .30 cal MMGs seem pretty darm good to me, not MG42 quality but pretty good nonetheless. And then the creme de la creme of the MGs, the .50 cal HMG. There's nothing quite like deploying an infantry company all on its lonesome knowing that any light AFVs can be taken out at 200-300 meters reasonably easy, and any guns or concentrations of infantry can be hammered with pretty big mortars with decent ammo loads. Who here will dispute the dominance of the US weapon platoons?!

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