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Bud Backer

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Everything posted by Bud Backer

  1. So...just how good is the side armour on a BA-64B? RU020
  2. Thanks, MOS! I never would have thought of using the Hide command, but I guess the game models the actual posture of the troops and if they are lying really low not even lifting their heads then they are less likely to get hurt. Makes sense, but I never would have considered the game went into that level of detail.
  3. You must have attained dodecahedron level of skill! I have to see the results of my initial few moves before I determine if I'll go all Triangular on my opponent. Thanks for the warning about the rocket artillery. I never used it before in any CM game so this will be...interesting... I did not realize the area of scatter could be that big! The SMG troops you see are actually showing because this screenshot is from two minutes into the game. I have to catch up with the AAR to show you what is going on.
  4. As someone who pretty exclusively uses QBs in PBEM, I have to say the system is incredible and the maps really nicely done. Kudos to the designers, and go BF for supporting this feature.
  5. That's a great question. Normally, I always keep a reserve, typically about 1/3 of my force, as a reserve. And I think this is very common for most players. This battle is an exception. Here's why: -I have protected lines of communication from one side of the map to the other, so I can respond to what I discover on either AOA. -My Opponent's style when defending will focus more on ambush than maneuver. It means that I will have the initiative in this fight and it's he that needs to have a reserve. I know this is unorthodox, and likely not recommended. In this fight, I want to reinforce success and not go head to head with him as that gives him the advantage of me coming into his already prepared positions. I view my force as so mobile that I can swing it wherever I need to respond to the situation and in a way, whichever AOA I wish to reinforce I can pull units bogged in the other AOA. At this time, both AOAs are only being reconned, so my main force is uncommitted, and will remain so until I see what I'm up against. In my army, it is *I* that enjoy the vodka, I want my men sober for the fight they will win for me!
  6. This screenshot shows my entire force. All the tanks and mounted infantry will remain stationary behind the ridge line so that my opponent has no idea what is going on. He will only see some scouts and armoured cars on both AOAs. RU018 This is the view from the FOO team in the general direction of Key Terrain 1. They cannot see the target at this point. RU019
  7. ON AOA 1 the squad will advance through the woods, cross the road and enter the woodline that is Key Terrain 2 to see what the Germans have there. The armoured car will advance in the open - I am in this case daring him to shoot at it and reveal his positions. The armoured car is expendable. C3k would be proud You can see that Key Terrain 1 overwatches the movement here, despite the thin line of trees near my deploy area. RU016 On AOA 2 I will have my FOO move forward to be able to see the target that was laid on during the deploy area for the rocket strike. The armoured car will advance down between the two trees, and on the right I am moving forward infantry to scout ahead of the tanks with their riders. These were my orders before some of the subsequent discussion here. I realize in retrospect that I would do it differently were I to do it again, but by the time some of the points were made my turn was already returned by my opponent. RU017
  8. From the German side, A0A 1 looks very open once one passes through the treeline. If he is hidden anywhere here, it will be in the trees or the town itself. The open field presents another kill zone I’m reluctant to traverse without preparation. RU015
  9. This is the map looking out from the German side. The back area doesn’t have a lot of cover, and anyway I expect a forward to mid-line defence from my opponent. RU014
  10. Given my main effort (unless scouting discovers a different route) will be along AOA 2 I am ordered during the deploy phase a Rocket barrage along the farmhouses on Key Terrain 1. There is a 5 minute delay so that I can hopefully recon and if need be shift or cancel the barrage, but I am convinced that my opponent will be there, waiting. If he isn’t, it’s only to avoid what he expects - a turn 1 barrage and he intends to move in later. I can’t know for sure, but the 5 minute delay may catch him off guard. RU013
  11. Thanks for your thoughts - I think my force is ok. I'm curious if others would have chosen differently, but since no one jumped up and said "don't do it!" I assume the force is a viable, capable one. I started this battle when I finished reading Bil's CMRT beta AAR. I was quite excited by what he was able to do with his units - the SMG infantry, as well as the T34s. His experiment with Ken with SMG troops in the woods had me convinced that while HE might be able to slow or stop Ken's SMG company, MY opponent will struggle to deal with this level of short range firepower. So I picked the Tankodesantnikii company over a rifle company. What will my opponent do? I think you will find my thoughts on that here: Post # 9 http://community.battlefront.com/topic/120458-buds-russian-attack-aar-красная-молния/?p=1624830
  12. Rinaldi, see above for my force. I do not have smoke other than what my individual units can fire. The weather is fine for smoke but I didn't want to devote a lot more points to artillery. I really hate firing blind and if I do it had to be for maximum effect. I'd need a lot of smoke to cover what I think are the critical areas (KT1 and KT2). In any event I can't change my force now. I like that you mentioned how chancy this could be. I prefer to be more cautious and figure out what my enemy is doing than take huge risks. And that comes from watching the AARs I've seen here.
  13. Bil; I agree with your estimation, the distances are pretty small from KT1-KT2-Ridgeline, less than 500m and wide open. I think he has mutually supporting positions which is what concerns me. Your suggestion to at least probe along both AOAs is wise - I wanted to concentrate on just one but I am going to go up both. Ken; Now that I realize you were serious... I'm going to go scouting for a turn or two to see what I can reveal, before making any moves to the centre. That timing thing you mentioned is a very good warning and I'm taking it seriously. I like your triangle analogy, though. Choices, choices...
  14. Ah, you FINALLY made it! I was starting to feel rejected I don't have any jeeps or flamethrowers - the comrade-commissar told me some glory hound lost them in an attack - but I'll follow your cogent, insightful suggestion and send an armoured car. What could go wrong?
  15. If one puts all this together then I would modify my plan as follows: The idea of probing along both AOAs is smart - as well as spreading out my forces at least on some level to give my opponent something to worry about other than my "real" attack. The ridge gives me the ability to shift forces behind my lines as I please, so I can do exactly what is also suggested above, which is to reinforce where I need. However, I am still intending on concentrating on AOA 2 until circumstances change. I will be using all of the above where before I didn't plan to.
  16. I agree. Even a Platoon(+) sized or Company(-) sized AAR would be amazing to help me grasp how this all works.
  17. The deployment is already done and I can't change it. I realize now (having read your blog) that I'm doing a quasi-command push with a distraction element on AOA 1, which is not what you were recommending. When first I read your post in my eagerness what caught my eye was the idea of creating the illusion that I may be coming from two fronts, not one. What I realize now is that you're talking about a recon pull (?) - letting my attack go forward where I have the least opposition or the best ability to handle what I encounter.
  18. Its possible that some folks needed that to make sure they were doing it right. If it doesn't remedy your problem then add to the ticket (don't reply to the email, I don't think it's monitored but additions to the ticket on the helpdesk site are). Explain your situation further. I can't imagine they will not help you. When I needed assistance it was always fast and resolved the situation.
  19. Best bet is to open a helpdesk ticket http://battlefront.mojohelpdesk.com In the upper right hand corner you'll see + New Ticket - click that and enter the information. They respond quickly so you should hear back in a couple of days or less. Good luck!
  20. Bil's last post really reminded me of IanL's advice in another thread: spreading the enemy defences by being visible all along the front. Giving one's opponent multiple sound contacts and visual contacts spread widely to make one's actual main thrust difficult to identify until too late for him to respond. I never really thought of this before Ian brought it up. I'm not very good at the deception game. My opponent In this battle is actually better at it than me. So yes, I will be scouting on both AOAs, and maybe in so doing give my opponent something else to worry about other than my real attack. I can't transport all my infantry as Tank Riders, so I've taken one squad, supported by an armoured car, to go carefully probing along AOA 1: RU011 Meanwhile, the bulk of my forces are ready to move along AOA 2: RU012
  21. Bil, I'm right with you. I will do just that! Thanks for the suggestion. Just as I know my opponent (who's been a close friend for over 30 years) he has to know me, and you're right, he's going to anticipate what I am likely to do; splitting his forces is crucial.
  22. The corollary to that is that applying this system (admittedly making things more realistic) to the Ukrainian and Russian forces would only compound the already vast gulf between US and the other two nations' forces.
  23. All right, so after playing around with the points, and struggling with the different formations and how to get it structured how I want, I've picked a force for this game. 1 Tank Regiment HQ (T34/85) 1 Tank Co HQ (T34/85) 2 Platoons of Tanks - ea with 2xT34/85 & 1 IS-2 1 Recon Platoon - 3xBA64B 1 Tankodesantnikii Co consisting of CO HQ (3 men) 3xPlatoons consisting of 1 plat HQ (1 man) & 3 Squads (10 men ea) 1 FOO 1 Battery of 4x82mm Rocket launchers - off map - 384 rockets The two tank platoons each had one T34/85 substituted with an IS-2 for some heavy punch. I will use them as assault tanks - tanks that are frontally heavily armoured and able to face enemy tanks and take a few hits possibly. Their ammo loadouts are low, and reload time is very very long, but I think they are meant to hit something hard - demolish walls and provide stationary AT support. The T34's will do the maneuver work, advancing while covered by these behemoths. This is the first time I ever use rocket launchers, so I hope this wasn't a huge mistake! The armoured cars only have MGs but should be able to support my scouts as I go looking for my enemy. In any case they are expendable, there to expose threats, not to actually do combat. So the totals are: 6 T34/85s 2 IS-2s 9 SMG squads, with associated 1-man HQs 1 FOO 3 Armoured cars Off Map arty
  24. Thank you, Frankster65. I enjoy doing these things and the discussion around it is a big part of the reward.
  25. I have to see how the points balance out. Demo teams might be handy, but then from what I've seen from T34/85 HE loadouts, I may just use them as demo teams!
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