Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Kaunitz last won the day on November 10 2018

Kaunitz had the most liked content!

About Kaunitz

  • Rank
    Senior Member

Recent Profile Visitors

1,497 profile views
  1. Last game a trooper of mine fired 4 RPG7-shots into a tree right in front of him. The tank was 20-25m away... I'm also a bit disappointed about how easily tanks seem to be allowed to manoeuver (and turn their turret/gun) in woods. It would be great if more map designers made use of small patches of heavy wood (impassable to tanks, afaik?) to make tank movement more complicated and less predictable in woods. Tank manoeuverablity in dense forest is one of my main gripes. As LongLeftFlank also mentioned, very few CM map feature the thickets at the edges of woods (a gently rising canopy, so
  2. Interesting stuff, holoween! Indeed in larger battles I think that some fortifications can be more worthwhile in terms of cost/effectivenes due the relation between point budget/mapsize. May I ask how the battle went/why it did take longer for your opponent to clear the position? Was the opponent unable to hit or were his hits less effective in taking your pixeltruppen out? I wonder if part of the perceived protection might have been due to the very flat terrain (hitting close to the target requires more accuracy in this case)? Did he have no artillery? You say it was more
  3. Hm. Never thought of it this way. I find it a bit strange if "more tolerance for casualties" benefits the defender rather than the attacker. So a better name for the assault missions should be "search and destroy". In my opinion assault missions should feature a big separate point budget for the defender to buy field fortifications. Unless you put them into a separate budget, noone is ever going to buy them because they're ridicolously overprized. Would you rather buy 2 squares of barbed wire or a full squad? Field fortifications are supposed to funnel the enemy into killzones, not to be m
  4. What often drives me nuts is that you cannot area-target reverse slope spots (exception: mortars). This basically means that your line of sight (onto the ground!) is identical with your line of fire, which sometimes leads to rather ridicolous problems: For example, I cannot order my heavy MG to spray some bushes. I can only order the MG to target the ground in front of the bushes, but I cannot fire at the bushes themselves. For this reason alone, vehicle-mounted MGs are often more usefull as they are better at "spotting the ground" because of the elevated position of the MG. But then
  5. Okay so it seems that point 1 is not true for most QB maps. For probes/attacks/assaults, the location of objectives and the deployment zones are identical. So the only difference between the battle types is the difference in the point budget and the allocation of victory points to terrain objectives and casualties, as described in the v.4 manual, pp. 27, 119. To me it seems as if the more you go towards assault, the easier it will be for the attacker. The attacker gets more points and more tolerance for losses (and some info on enemy positions). The defender gets ... nothing? Players
  6. That only works in PBEM if both players have a gentlemens' agreement and trust each other.
  7. Infantry guns are almost useless in Combat Mission because most of maps are too small/too hilly and crowded with terrain. For Normandy, that's okay, but for the other titles, I think it's a big problem. You rarely get LOS beyond ca. 250m. This is too close for comfort even for heavy MGs, let alone an infantry gun. Most reasonable "support positions" would be somewhere behind the attacker's deployment zone off map on a hill/ridge (which would also allow some spotting and help get rid of the CM scouting claustrophobia).
  8. In case you didn't know: John Tiller's Panzer Campaigns Series inclues a "Sealion" game. These are usually very well researched games that come with designer notes if you're interested in the conflict. Oddly, this one seems to be missing the "planning map" (a huge hex-map file): http://www.johntillersoftware.com/PanzerCampaigns/Sealion40.html
  9. Thanks a lot, that's very usefull! The follow-up question we could try to answer concern the differences between the different types of quickbattles, apart from the point budgets. I will try to investigate the differences, but maybe someone already knows more than I? As far as I know, the more you lean towards "assault", the deeper in the defender's deployment zone the terrain objectives ought to be / the further the defender's deployment zone reaches? the less weight casualties should have compared to the terrain objectives for determining victory (in an assault only, th
  10. This. I think one of the more interesting points in the "tanks op?" thread was the question whether the coordination between tanks and infantry is too easy in CM. And I'm still of the opinion that it is. Mind you, this is not neccessarily about borg-spotting (letting tanks area-fire at targets that they can't even know about), but also about reaction by movement. If I spot a Panzershreck team with my infantry over there, I can let my tanks stop/reverse very quickly. Tanks can react to things they shouldn't be aware of. An interesting but purely hypothetical "solution" would be to increas
  11. Most Combat Mission scenarios are pitched assaults (without any recon info for the attacker...*sigh*) on maps with relatively short lines of sight. Also, both sides usually have at least some (anti) tank capabilities. These are big handicaps for Stummels (and other non-armored infantry support assets). I suppose that Stummels would be much more usefull in those types of engagements that cannot be translated into Combat Mission scenarios that well/easily: asymmetrical delaying/rearguard actions. E.g. the enemy - let's suppose it's an infantry battalion - is on the retreat because tank form
  12. I'd like to volunteer as the stay behind man, yes, please! Interesting video! Thanks for sharing.
  13. BTW If you're looking for Red Army maps: http://webapp1.dlib.indiana.edu/images/splash.htm?scope=images/VAC9619 (you can activate a "interactive view" to zoom in, but there doesn't seem to be an option to download...) --> index map available here: https://iu.maps.arcgis.com/apps/webappviewer/index.html?id=098c42997ca441029b69f0597ff92ea6 - here you can also download the maps in high resolution Some interesting situational maps: http://armchairgeneral.com/rkkaww2/
  14. These are all very interesting points. I share the observation that in some situations the suppression bar takes quite a while to fill up if no casualties are inflicted. I think our last PBEM was a great example for that, when my 2-3 heavy MGs were firing at your platoon that was advancing over open but sloped (bad for MG, no grazing) ground and quite miserably failed to pin you down or cause any casualties at all. Now, in this case, the distance was very far (500-600m?) and the fire not too accurate, so I guess it was okay that my MGs did not stop the advance. However, I also wondered wh
  • Create New...