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Bud Backer

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Everything posted by Bud Backer

  1. Yeah, I just figured that out while you were thoughtfully telling me what to do. I thought that Insert Other Media was to upload to the site and there is a limit how much it will host for users so I never want to use that unless absolutely needed. Thanks though, it's working. And yeah, my quotes are back! Woot! Just need my siggy and I'll be happy. Now get back to reading!
  2. Minutes 37-35 Part Two: As the two Tank Platoon HQ tanks drop off their meagre tank rider survivors, 2/2 tank rushes for the more distant farmhouses, from which no fire has yet been received. RU095 Well, until now… 2/2 squad takes a terrible beating. I’ve lost 40% of the tank riders I put on AOA 2. Won’t be repeating that mistake again! RU096 The first house is cleared, and my men approach the second, while the two T34s already stationary by the house bombard everything that moves. RU097 I try to silence the enemy guns from the last two houses with HE from the 1st Plt HQ Tank but it can’t get a bead on the window from where the fire originates. As I back it out it narrowly misses its sister 2/2 tank just ahead at the next house. These things really aim terribly when rolling! RU098 As 1st Plt HQ tank rushes off to seek the right angle to fire on the last two occupied houses, 2/1 tank, now unbogged, arrives to support my 1st, 2nd and 3rd squads as they make their way in the trees toward enemy lines. 2nd Plt HQ tank blasts the location where the panzershreck is with HE area fire. And the discovery of my first armour contact at the end of the line of trees bordering the village tells me I am getting close to the main line of resistance. RU099 A view of that worrisome armour contact, far behind KT 1 and the farmhouses. RU100 While the battle rages on AOA 2, on AOA 1, we get our first contacts and glimpses of the German forces on the western part of the objective area. Seeing the infantry walking around, I wonder if they are displacing to reinforce the fight in the east? Otherwise why move now rather than remain hidden waiting for me? RU101 The second IS-2, with 3rd squad, 2nd platoon on its back, arrives on AOA 1, and drops them off in the Western Woods next to KT 2. RU102 I’m not risking the men like I did on the other side by leaving them atop the tanks. I want more eyes on the enemy lines to see if I spot any AT defences as well as any HMG emplacements. I assume that most of the buildings must be occupied. RU103 The Tank company HQ arrives, carrying 2nd Squad 3rd Platoon, followed by the Regimental HQ tank, carrying 1st Squad 3rd Platoon, and 3rd platoon HQ. Half my force is on AOA 1, and they are as yet untouched. RU104
  3. I could not find a UAV of any kind for any side with a laser designator. Did I miss something? I don't believe you can use UAVs for laser designation in the game. If one can, please tell me which, as that would be very handy!
  4. I don't know if you explained this before, but if not can you clarify what factors are not modelled that would be beneficial to the Russians? I'm genuinely curious.
  5. haha! Now if I did that correctly it would be SO true!
  6. Signatures! All gone! Eek! Will that that also be fixed?
  7. You read that here: Missing quotes My own AAR looks very untidy and confusing as I often quoted multiple people at a time, so I'm also hopeful this will be fixed
  8. I tried to as well and was given an error message. I have a separate bookmark to get to the forums so this may not be all that new a problem.
  9. Who cares about the technical forum stuff, just look at that screenshot!!! Magnificent!
  10. Very useful thread, my friend. Thank you for doing that testing, I had no idea I could order riders to fire while transported.
  11. I'm trying to do a recon pull - as best as I can manage it with my current experience and skill. I'm hoping that some evidence of that will be apparent on AOA 1 where I have been scouting and have no intention of doing charges like I did on AOA 2. Thanks guys for trying to make me feel less bad. the AAR has been a great learning experience for me, so keep it up!
  12. An incredibly useful series of posts. All of it to be seriously considered. A few points (in no particular order of significance) stood out to me. Have a look; by no means am I suggesting they constitute everything needed for tank rider use, they are things to ponder however: "don't let your guys sit on top of the tank - unless you're gaining some kind of advantage from it" Limit LOS to the avenue of approach several tanks at once, so if there had been opposition, they would not have been able to kill all his tank riders before getting overwhelmed. Y (target light) with a 30 second pause, a move and a FACE gives 30 seconds of mg fire. Pause an infantry unit for 30 and then rush the pinned building defenders. You are supposed to drive up as the artillery is still falling on the enemy line. As the last shells are in the air your tanks and their riders are supposed be near the enemy line going full speed. Meanwhile the rest of the battalion of tanks should be direct firing along the enemy line as well Give riders a Hunt waypoint at the destination so If the tank stops while taking fire en-route to the destination the riders will dismount and take cover where they dismounted at. This may keep them safe until the end of the turn when you can intervene and give appropriate follow up orders. Regarding tank riders.. tanks with riders on them should be in reserve at this stage of the battle... only after you have a good feel for the enemy situation and can discern a possible weakness should you send them through on a wild ride.
  13. Thanks, Rinaldi While I was on the forum daily, I wasn't able to work on the AAR. It feels good to post something in it again! Much more to come! It was incredibly satisfying to see the IS-2 fire on a target and take it out with one shot. I was happy with their massive armour when I purchased them, but their slow loading time and low ammo load out concerned me. Now I can see why the Russians went with the 122mm and not the 100mm.
  14. And I find it mildly reassuring that others admit they make the same mistakes I do!
  15. I seem to have gone with neither approach. I can see the overwhelm quickly idea as I watch my mistakes here, but doing this with minimum combat power is something I'm less sure about how to orchestrate. My assumptions would be - -use tanks to fire HE at a distance -use only a couple of squads - one covering while the other approaches -take a lot more time rather than rushing in is that what you mean?
  16. Ok, so I really can't glean any specific conclusions as to what the icon is representing; it really could be anything. Thanks!
  17. After watching the planning you are doing for your battle in your thread (excellent presentation, by the way!) I'm feeling a bit sheepish talking about planning at the beginning of mine. However, I can't see myself ever devoting that much time to a game so I have to live with what I get One thing you are right about is not having a clue what I've done to my enemy. The game models this well that there are no dead men suddenly on display, not unless I can spot the bodies. I know past battles where both I and my opponent were convinced each of us was doing worse than the other and causing no enemy casualties, because we cannot see what is going on on the other side of the hill!
  18. Minutes 37-33 Part One: As my armour, with tank riders, reaches the farmhouses and begins rooting out the Germans, 2/1 squad in two sections makes a break for the woods behind the farmhouses. I want to clear those woods of any AT weapons. The bonus to this is that they will have better eyes on my mystery contact in the gully near the next row of trees. 3rd Squad covers while both sections of 1/1 squad also move in the woods, setting up for a flanking maneuver on the scattered German units behind the farmhouses. 2/2 tank, with riders aboard, charges for the middle of the farmhouses. Except for 2nd Tnk Plt HQ, all my tanks are being maneuvered to stop behind the farmhouses so that if the Germans have ATGs or tanks in the town itself, they will not be able to fire on my tanks. I want to compartmentalize this fight and finish off the farmhouses before exposing to more distant enemy forces. 2/1 tank is bogged in the woods and of no use at the moment. The ground was soft there and surprisingly difficult to move vehicles in. RU087 As 1A/1 and 1B/1 sections begin their moves, they come under fire from a pair of HMG42s. You can see bullets hitting tree trunks by the men as they seek cover. One HMG is newly spotted, but the other is one originally spotted by the armoured car on AOA 1. RU088 Finally!!! Earlier on I said I wanted an IS-2 on AOA 1 to the west, where it was sheltered from AT fire but could put it’s large calibre gun to good use on the farmhouses. And now it comes to good use. If I had clear targets for its limited ammo I would carry out a proper bombardment, but at the moment taking out the HMG 42 is sufficiently rewarding. The 122mm shell sails across most of the map to hit the HMG and take out the whole crew and gun on the first shot. RU089 As what’s left of my tank riders from the first tank head for the two closest farmhouses, an undetected Panzerschreck or Panzerfaust arcs out of the treeline at my rear-most tank. RU090 Luckily, the warhead hits the dirt right at the T34’s right track and causes no damage, despite appearing to be very very close indeed. RU091 The Panzerschreck team is not spotted, but the second HMG that fired earlier on 1/1 squad tries to pull back. RU092 The 2nd Tnk Pl HQ T34 fires… RU093 Stationary tanks really have much better aim in WW2… RU094
  19. If you know which map you are going to be playing on you can also load it in the editor and see the tiles uses to make up the body of water you wish to cross. You can see deep and shallow ford tiles clearly then and understand your options better. Why bother with this in the editor before a battle? Because you may choose different forces depending on how easily you (or your enemy) can cross a water obstacle. Just something to consider...
  20. Heh. I suspect running museum pieces were not on loan for TV shows at an affordable price back then. It's not actually that bad. Heck even Private Ryan didn't have a real Tiger! Glad you still watched it anyway. Yeah it can be a bit cheesy at times, but it was still fun!
  21. Oooo, ain't we grand? A cardboard box, you say? You're lucky. We watched ants fighting in a matchbox while we lived under a cricket carcass.
  22. When I first started in CM it was with CMBN 1.1. The camera control drove me mad initially. When I discovered keyboard controls it made it a lot easier. Mouse for rapid, large scale "going across the whole map" types of movement Keyboard shortcuts for precision control It made a huge difference in my enjoyment of the game but it does take a bit of experience to be fully comfortable. Give it a try, thousands of players are able to enjoy it, I'm sure you will too.
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