SebastienL
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Posts posted by SebastienL
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dieseltaylor ,Originally posted by dieseltaylor:Sebastien I can understand why you may be confused as we have all been migrated to a new board called yuku or something or other so ezboard is no longer relevant - apologies, I will speak to the management!.
This is where the forums are located:
http://webandofbrothers.yuku.com/
Basically I believe you sign up with yuku as a general member and then that same name is kept as your We Band of Brothers name when inducted. However this is probably best thought of towards the end of the sponsorship when you are allowed to post etc.
Of course it is very onerous to play a minimum one game a quarter to stay active in the club ..... : )
Thanks a lot for the explanation . I think I got it . I need to find a sponsor ,... Is that your name I see on the list ?
Just joking ...I see you already have a couple of players under your wings . I'll annoy someone else
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Sounds nice ...Originally posted by dieseltaylor:Indeed BoB it is !. Band of Brothers can be viewed at:
http://webandofbrothers.de/index.htm
There is a sponsorship process to , hopefully, weed out the dropper outs etc. I did say we play for fun rather than personal glory but I fear I should have said 95% of the 200+ play for fun : )
BoBster records all the games and most count for a ranking but that is not really that important. What is nice is you keep track of the many games you played as Poles or Italians ....
Serious clubs/players would probably not indulge in our fun tournaments such as where you choose the best or worst force you can think of and some other sucker plays it .... there is a chance you will of course be allocated your own force. Particularly if you reach the semi-finals : )
Could you tell me what "the EZBoard account name" is referring to ?
Thanks !
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Jasonc ,
Thank you very much for your detailed answer ! A lot of things I wasn't even aware of... especially the flexibility with HQ company units and the management of the various bonuses . So many valuable lessons learned here , I probably had everything wrong : numbers instead of quality in night battles , wide LOS instead of Keyholing with SP guns , no platoon "management in relation to the specific qualities of HQ units and so on ... lol
Thanks a lot !
Dieseltaylor ,
Thanks for your input . Good point about the "down to the yard " visibility . I'll check my opponent's behavior in the next vid ...
Thank a lot for your help guys !!!!
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1. How do you attack at night ? Can the numbers simply win ?
2. Can a couple of LMG make do for an HMG ?
3. Is there a typical "platoon layout " while advancing ? Someone can shoot my HQ systematically .........
4. How do you use 'Self propelled artillery '( especially the thinly armored german ones ) ?
Thanks again !
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my mistake . ThanksOriginally posted by Vark:Yeah, sorry not the clearest exposition. Yes, the corn fields crossed were to the right and the AFV's went along the far right edge and turned left facing the objective. Smoke was fired on round one, as I said "for zero delay" but as it was maturing the IG was tasked to attack the two buildings on the right of the objective.
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Another question for Vark , why didn't you order smoke on turn 1 ?
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Very good points . Thanks a lot !!!!!!!!Originally posted by Pascal DI FOLCO:Thanks for the explanations, indeed I was off
For 3 : well, the defensive smoke makes sense in this case to isolate enemy fore troops, but beware of putting it very near of the overwatching troops, lest them else advance themselves under cover !
Q4 : for 1000 pt you get only 9 (big) squads, and 6 Pak are not often that useful. A good choice if facing a T34 rush, but else you may be better off with a PzGr Kp, only costs 600 pts, has a good firepower with LMGx2 squads also, 4 MGs, and 4 Schrecks.
OTOH a simple Fusilier Bn is only 1300 pts, has 27 squads, 10 MG and even 2 Mtr spotters - but lacks AT punch.
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Pascal ,
Thanks a lot for your answers .
1&2 make sense , although I thought the PZ IVH's gun could penetrate that kind of armor ( 75mm/50°), I was wrong
About question 3 , I meant when I play as the defender , laying smoke between HIS advancing units and HIS overwatching units , let's say to temporarily put the forward units in a very difficult position but is it worth it ?
Question 4 was attacking with the Russians AGAINST a sturmkompanie , I found that particularly difficult , a regular Sturmkompanie costs less than 1000 points . For that the german gets
1x Company of Sturmgruppe inf.
6x PAK40(!)
2 MG-42
6x light MG-42
2x 81mm mortars
A true bargain !!!
Thanks again for your time and your explanations .
[ May 08, 2008, 08:33 AM: Message edited by: SebastienL ]
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1. Hq Units .
What's the best way to use them ? Should they take part into the head to head fight or preferably stay hidden and just command until squads are dying ..?
2. Panzer IV H vs SU-100
Playing with the russians 1945 , around 600 meters from targets , Panzers trying to smoke ( area fire wtf ?.to back off )?
3. Smoking the attacker .
Between the advancing infantry and the overwatching units
Is that a valid tactic ( for a couple of rounds by definition ) or inefficient ?
4. Assaulting a Sturmkompanie .
So many MG's , so few targets , how do you achieve that objective ?
Thanks to you all .
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The only way out is to generate the Quick Battle by third player ( aka Player1 can't reload first PBEM file ( not tempted) )
Third man generates QB :
Player 1 random
Player 2 allow human
Avoid parameters that can't be purchased on final screen ( Fitness, Rarity ,Casualties etc... ) .
Generate virtually Player2 random units according to the same parameters .
Reload first file , buy units down to the credit for the second player .
Make sure both players know their passwords .
Cheers.
[ May 07, 2008, 05:08 PM: Message edited by: SebastienL ]
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How much ammo did you have left at the end of your 15+ turns ?
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brycie35 ,
Why don't you have the game created by a third person ?
Dieseltaylor ,
"I play in a club where winning is good but having a fun game is more important"
Which club is that , if you don't mind saying ?
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I'm not sure what your problem is but it seems like you're doing something wrong .
When you play by PBEM , you don't need to save the game prior to sending it , you just need to give your orders , click GO and then name the file ( BrycievsMyfriend 01 for instance ) , , you send the file to your friend , he loads it , choses his own password , gives his orders ( purchase , setup or orders ) click GO , names the file ( BrycievsMyfriend02 ) and so on .
Actually if you sent a saved game , you sent your own game ( he had to have your password to open it though ) . Maybe that's why you wrote that other message about PBEM security.
Your file won't show in his PBEM folder since it is not the same type of file .
My apologies if that's not what you meant !
[ May 05, 2008, 08:59 PM: Message edited by: SebastienL ]
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55-45 Draw
56-44 Minor victory
64-36 Tactical victory
72-28 Major Victory
84-16 Total Victory
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Jasonc ,
Wow !! More than I expected ...
Again , thank you very much for your time and sharing your knowledge of the game . It is more than helpful .
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It makes no difference whatsoever. Apart from the odd mm penetration gained against armoured targets the range from which an HE shell arrives, and the speed at which it is travelling, do not matter. The destructive effect of the shell is 99% a result of the explosion, caused by its chemical contents, and the shrapnel this creates. In real life you may get slightly different results at different ranges/ velocities due to the shell penetrating further into the earth pre-detonation or something, but in game that won't be modelled. </font>Originally posted by Tux:</font><blockquote>quote:</font><hr />Originally posted by SebastienL:
OK my fault , I'll try to rephrase my question , if 2 shells hit exactly the same spot , will there be a blast difference if the shot is fired at 10 meters or 1000 meters ( does the speed of impact matter ? the angle ? Sorry if this is a stupid question , I really don't know )
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You can use light armoured units such as armoured cars to force AT guns to reveal themselves. All you need is a single unit that can't be killed by HMGs or ATRs. Once your forward infantry encounter pinning HMG fire you can then drive it forwards to spot the HMGs' positions. The defender either allows you to do this and wipe out his HMGs or he reveals a full AT gun to try and knock out your light armour scout. Either way, you win.Originally posted by Tux:</font><blockquote>quote:</font><hr />Originally posted by SebastienL:
OK .In case the enemy has not yet revealed his AT guns , should my tanks remain at a distance at which the chance of getting hit is low or on the contray try to close in and be more accurate to support my infantry ?
If you only have tanks, you can do as Jason said in the above post:
</font>Originally posted by JasonC:Tanks also increase their firepower when they close by the MGs working better - much more effective at 200 meters than 600, better still at 100 meters. And by getting full spots instead of leaving sound contacts. The downside, of course, is they expose themselves more to enemy AT weapons, especially their flanks, to hidden guns. So closing is an optional aggressive thing to do with tanks. It is often smart to close with just 1 to get spots and lure out more enemies, without risking the rest.
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Der Alte Fritz
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Thanks a lot for your input and those accurate numbers you gave . So arty is not inefficient but that would seem to a be very expansive way to destroy about a single platoon of infantry , wouldn't it ?
Jasonc ,
let me start by the end ..
"I hope this helps " , well if this doesn't then I'm hopeless anyway .lol
"It isn't ammo vs. time or ammo vs. distance that matters. It is ammo vs. enemy"
I think I should read that sentence outloud a dozen times before I start every Cm game ...
About overkilling though .... I guess a good way to avoid that is to use cover arcs right ? But isn't there a risk that my units won't react to a new threat ( an AT gun suddenly popping out for instance ) ?
In your first russian scenario 200 , for instance , the Pak that suddenly starts to shoot is an enormous threat especially because the russians have only 3 tanks and they can't hide nowhere , so a little bit of massive firepower can' be a waste of ammo but I can't select the level of reaction by type of threat ( compared to say a single ATR for instance ) , or am I missing something ?
( I know you've already answered that in your first reply but I wonder how you deal with this "dilemma" )
"Direct fire HE is much better at that specific task, and is best delivered from 500 meters or less"
OK .In case the enemy has not yet revealed his AT guns , should my tanks remain at a distance at which the chance of getting hit is low or on the contray try to close in and be more accurate to support my infantry ?
"Another exception is keeping a gun or MG suppressed after you "lose" it because the crew pinned (target becomes a flag marker)"
Thanks for that , it saved me in your 200 russian scenario !
"The effect of range on HE effectiveness is real, but occurs through accuracy"
OK my fault , I'll try to rephrase my question , if 2 shells hit exactly the same spot , will there be a blast difference if the shot is fired at 10 meters or 1000 meters ( does the speed of impact matter ? the angle ? Sorry if this is a stupid question , I really don't know )
And finally ( if you don't mind of course ) , what would be your purchase ( around 1000 points to spend ) against :
Allied attack , late 41' , flat open ground , for the germans everything regular except a vet sharpshooter
1 Company of infantry
2x Mg-34
2x 81mm mortars
1x sharpshooter
2x Pak38 At guns
8x trenches
Many thanks for your time , that shortcut to knowledge of the game was awesome . You've probably saved me from a couple of frustating games .
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JasonC ,
Thank you very much for your superb answer
First sorry for the lack of details in the German forces description but I wanted some kind of FOW and not just attacking knowing exactly (down to the single unit) the ennemy forces .
So far my experience is that I run out of ammo too quickly and apparently relied a bit too much on infantry.
A couple of additional questions if you don't mind...
Do you mean that the main task of the attacking infantry is to get full ID targets ?
Also what about area firing the trenches ? Is that a waste of ammo ?
Also apart from accuracy , is there a blast difference if a HE round is fired closer to the target ?
I like the Su-122 as well but I'm afraid I can't purchase it in late 41'.
Thanks again for your time , I will download and play your scenario training .
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Ok , I'm just playing against an entrenched German company of infantry . Let's say late '41 ( 1 or 2 AT guns tacitly included but I'm not sure of ... ) . Open space . No maneuver possibility ., we start at 800 meters from the flag . A couple of rocky spots but nothing else ( flat map ) . Playing against the AI , what would be the minimal HE to buy to win ( against the AI ). Thank you for your answers .
edit : German regular , no particular bonuses .
[ April 30, 2008, 10:06 PM: Message edited by: SebastienL ]
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CMBB PBEM security
in Combat Mission: Barbarossa to Berlin
Posted
Now I can run my random tournament