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LibyanRebel

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  1. Hi this may seem really obvious , but in every case does the autoselect one from the list, I played one today 2 player live and it was a small farm, 3 /4 buildings a wheatfield nd a road running through it. think it was medium. Not a scrap of cover hardly, anda rising slope. I must have missed it, but what is the number of this map (we want a rematch) checked every conceivable one on the menu, they all have too many trees and no farm / road as above. cheers
  2. definitely annoying to lose out and it can happen with 2 areas in ME. I lost out on a large map to a kubelwagen driver, who "tabbed" 1 km through woods to deny me the victory map in "my half" of the set up. This in a fiercely compettive 2 player realtime game. the solution, I don't make the same mistake again, clear and defend your victory areas, the variable element in "turns" sounds great, but can this be inlcluded in a real time game, with a set time limit. Dont allow yourself to become victim to "gamey" tactics, as this will ruin your experience of what is, ultimately a game, no matter how much expectation and reading / knoweldge we want it to represent.
  3. Come and see, so to speak. There are undoubtably glitches around some "counters" and when playing pbem or real time, such glitches annoy or ruin a particular Scenario. Did your paras actually spot, where they hiding, did they choose not to fire? I for one would try and stay hidden at 25 metres range, with a panther bearing down. just cos they are vet troops, doesnt mean they are not scared! do let me know, i found that woodland gives infantry the best chance of beating off tanks with zooks, i have sent a few panthers packing or at least a retreat. Artillery, i think it is just more realistic to get the rounds on the target area, based on real difficulties, rather than poor orders or requests from units. Always use FO teams, and be realistic in your targetting based on LOS appreciate your frustrations, but the game is not broken, the AI will never equate to a human opponent, just be real in your expectations and enjoy it for what the game is, the closest recreation of WW2 combat yet devised! i love it, and the glitches are always being worked on
  4. I agree with the overall frustration of trying to kill Panthers with Shermans in the new version, and wondered (i am sure they are correct) if the point s accurately reflect the numbers. Ok, maybe in the overall production figures and availability for the Normandy era. But in CMBN you never get any strategic air power, and the artillery takes so long that any commander with half a brain is moving the tanks position long before the rounds usually strike. The chepaest sherman vs panther is 4/7 approx the cost (200 is vs 350) the panthers dont get stopped by the resistance taking out the support vehicles, blowing supply lines and rail links etc...every panther counts. In my overall reading, i would estimate the allies would have had between 4-8 shermans for every panther, and have seen stats saying it took this many to knock out one panther! If the panthers are advancing early in a counter to your assault, hardly any solution works. Air power is too late, yur infantry scatter and 2 to 1 is not enough odds to do much. my answer, .. this weekend versus my mate of Squad leader origin.. I am playing the germans!
  5. I have to admit to a similar diasspointment expending 2 teams worth of rounds, hitting 5 times against a P4, causing immobilization on the first hit, then watching 4 pentrations from the side or rear fail to inflict further damage on the crew or persuade them to bail. I am thinking, are the skirts that good, each hit is absorbed, and if so effective, why would the team just aim at the same spot? All this is a real time 2 player and this was the crucial tank. i think the earlier comments have it on the improved version, which i will aim to utilise. Best results are i think in trees or forest, where 2 or 3 bazooka teams ( eg Airborne) can persuade even a german heavy (ie Mark V or VI) tank to retreat, even without inflicting damage. even so i tihnk it only kills rarely versus a german tank (not AG)
  6. One of the most improved, if more frustrating components of CMBN is the improved artillery control system, and the scope it offers, yet this seems to barely warrant a mention against complaints that one or two infantry ment do this or that, or a support weapon mis behaves. The new artillery is more effective, and yet that brings into question the "gameyness" or not of prep artillery in QB assaults, for both attacker and defender. I have a regular on line game every weekend (several in fact ) with my mate in Aus, we started playing Squad leader by Avalon Hill on monthers dining table when we were 11, and are still at it thirty years on. hence the competition is fierce. We both accept that attacker can do a preparatory strike but what about the defender. Why was this included. Is it based on fore knoweldge of the attackers LUP or start line? On some of the maps, the start area is small, making a nice gamey accurate pre art strike a gamer winner.? or a risky waste of precious artillery assets? Overall i love the new version for realism, give or take the odd glitch. But i cant work this one out. any thoughts out there?
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