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FogForever

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  1. Like
    FogForever reacted to ZPB II in Tanks, Tactics and Engagement rings   
    In the NTC 1979 scenario, your US tanks have a weaker gun and weaker armor, but have better spotting and better comms. Instead of trying to match guns with plates, seek out to leverage C&C to outspot and outmanouver your opponent. If you try to trade by sheer volume at long range, it will be statistically unfavorable. Ideally whenever an enemy tank crests or approaches in a narrow, several of your tanks will be engaging a single target with volume, or get a good ambush shot.
    Some simple rules: at any feasible range at any aspect any US tank is in mortal danger and can blow up at any second from an unseen ATGM or sabot. Soviet big guns and ATGMs will kill. Generally you can only afford to favorably trade at long range if you can leverage mobile TOW assets in good cover, they're incredibly accurate and deadly at extreme ranges. Otherwise, the Soviet heavy turret front advantage with T-64/72/80 vs. lots of your common penetrators will show, the 105mm gun on US tanks kind of sucks and there was a panic to replace it with 120mm. You should always be trying to outmanouver instead of outgun.
    Soviet ATGMs will, when properly utilized, absolutely mess up your tanks at long range. I've had great success taking out all US kit in CW with AT-3/4/5/6.
    I highly recommend leveraging all the mobile TOW platforms (infantry TOWs are too cumbersome, the crew will get suppressed when guiding and destroyed soon after.) The TOW is the premier long range antitank sniping tool in CW. The optics mean it spots amazingly well, it's incredibly accurate and it's rare to see anything survive a hit. It will enable you to reach out and touch things you want removed. I've had tremendous success with even the measly TOW jeep, it is so damn good as a mobile flanker in meeting engagements and other situations where you control the info space. When that tiny jeep peeks out from the bushes, it will routinely outspot especially buttoned up Soviet heavies and proceed to oneshot them while reversing away from danger. Unfortunately it seems like it's bugged and not available as single vehicle purchase in QB, only in formations. (OPFOR BRDM AT-3/AT-5s are also a favorite of mine when used similarly)
    The hammerhead M113 is amazingly good at trading with tanks when the range is 3km+
    As always, you want to have a light infantry screen enabling all your battlefield actions. Try to maintain good comms between your tanks, tank hunters, recon elements and their HQs so your dudes will win the spotting game. Consistently winning in CM is all about thinking in terms of command and communication. The better you facilitate your Command & Control the more often you will outspot your enemy leading to outgun & outmanouver outcomes.
    One of the reasons I like CW so much is that a lot of kit that was rather useless previously, mainly recon stuff like BRDMs and Jeeps are quite useful now and I always buy some in QBs.
  2. Like
    FogForever reacted to kohlenklau in CONTEST! Design the kampfgruppe to attack the BEF at Les Attaques, France (May 1940)   
    The winner is announced!
    Mr E.R. Bradshaw of Napier Court, Black Lion Road LONDON SE14.
    Mr. Bradshaw wins a year's supply of Whizzo Butter

  3. Like
    FogForever reacted to Hapless in Tactical Lessons and Development through history   
    At this point, it's usually a worry that trigger happy soldiers will splurge all their ammunition if left unsupervised. Aside from the fire control element, some military rifles around the turn of the century had magazine cut-off devices, which mechanically prevented the use of the magazine and forced soldiers to load and fire one round at a time. The concept was that the cutoff could be disengaged on order when rapid fire was necessary.

    I can't find a link to the Brit's "Infantry Training, 1914" but a couple of interesting snippets about the attack (original bold):
    Immediately followed by (more original bold):
    Leading to the, surprisingly modern (my bold this time):

    A quick, generalised guide to infantry attacks in this period is that they consist of waves:
    1. The first wave advances and- at some point- is forced to stop by enemy fire. They go to ground, form a firing line and return fire.
    2. Following waves reinforce the firing line, increasing the number of rifles and thus weight of fire until the attack gains fire superiority.
    3. At this point, the line resumes the advance, this time by short rushes with supporting fire, until they reach the enemy position and can get stuck in with the bayonet.

    This is not a million miles away from something like a current section attack (right down to fixing bayonets and fighting through). The tricky part is how you mass and control firepower when all you have is riflemen. The more riflemen you have in the firing line- ie. the denser the firing line is- the more, better controlled firepower you can put out and the better chance you have of achieving fire superiority.
    Right until you get shelled or you can't win fire superiority, or you can't spot/engage the enemy riflemen effectively, at which point things start to go all Spion Kop.
  4. Like
    FogForever reacted to Centurian52 in Tactical Lessons and Development through history   
    I think maneuver is essentially correct, but incomplete. It is a phase of operations that it makes sense to strive for, if practicable, but it can't be the only option in your toolbox. I think for maneuver to work your opponent needs to have an exploitable weakness of some sort, such as an open flank or a gap or weak point in the line. Maneuver by itself will work just fine on a low density battlefield or against a weak enemy. But if the enemy doesn't have an exploitable weakness then you need to fall back on attrition until you've weakened them enough to enable maneuver. On a high density battlefield with a peer opponent you'll need to grind then down in attritional battles until some part of their line is weak enough to enable a successful breakthrough battle, and only then can you engage in classic maneuver. Attempting a breakthrough battle before the enemy has been weakened enough will just result in heavier casualties.
    So I don't think its a choice between either attrition or maneuver. I think attrition enables maneuver.
  5. Like
    FogForever reacted to WimO in CMBN v4.04 NO SMOKE!   
    I'M SOOOOO STUPID! ALT-K??? I never noticed. Wasn't aware. That fixes it. Thank you thank you thank you.
  6. Like
    FogForever reacted to Bulletpoint in Benefits and risks of hull down battle positions   
    Ok so what you're saying is basically that hull down doesn't make the tank more difficult to hit, despite the turret being a much smaller target... That sounds off.
  7. Like
    FogForever reacted to Lethaface in Benefits and risks of hull down battle positions   
    I have a hard time imagining that too :). 
    If the hull down Panther could have aimed for the turret of the hull up Panther, the test results would probably be rather different. Also the tests don't account for battlefield conditions, in which the hull up Panther also has more chance that it is exposing it's weak hull side armor to other units compared to the hull down Panther. Although that all depends on the exact position. 
  8. Like
    FogForever reacted to Bud Backer in Benefits and risks of hull down battle positions   
    Interesting data, thanks for doing that and providing some plausible conclusions. 
     
    While I appreciate the substantial benefit granted by being hull down, it does seem counterintuitive that once spotted it may easily confer a disadvantage. I expected that there would be a higher probability of not striking the exposed turret.
  9. Like
    FogForever got a reaction from laurent 22 in New CMBN Map by Kandu   
    Definitely a beauty!
  10. Upvote
    FogForever reacted to WimO in New CMBN Map by Kandu   
    Bénouville et Ranville Master Map is now finished. Size: 3248 m x 2128 m. Condition: Pristine, no German or British fortifications or modifications. Fully populated with flavor objecsts. Looks best when used with all available building, wall, flavor object, foliage and terrain tile mods. German fortifications and terrain modifications will be included in subsequent scenarios. Map will be posted without deployment zones or opposing forces so that it can be used for your own Quick Battles.

  11. Like
    FogForever reacted to landser in LOS checking method   
    If and when there is a new generation of Combat Mission games, LOS should be able to be checked with a single key. Select any unit and hit or hold a key to either shade the terrain that the unit can see, or maybe shade that which cannot be seen. Not sure which is better. This should already be a thing.
    And to flesh it out further, instead of shading, use colors. One color for Mark I eyeball and a different shade/color for what sensors detect beyond sight, if that's even a thing in Combat Mission. In other words, does the game differentiate between crew vision and that which is only seen through optics? And of course in modern titles, this would be useful to show how it is the unit can 'see' a certain part of the map or specific units. Is it sight, optics, thermals, radar, etc? 
  12. Like
    FogForever reacted to landser in CMBB Players ?   
    I still play it occasionally. But far from regularly.
    CMx2 is better in most ways, but there a few things about CMBB that still stand out
    Command delay is nice feature and gives the forces a certain dissimilarity that I like
    Operations are a great concept that didn't quite live up to the potential in my view.
    Full war OOB, that we will never have for Red Thunder (Prove me wrong Battlefront)
    Hunt works the way I want it to
    Indirect fire can be directed to locations without LOS. Like they have maps and can do geometry. Crazy concept I know.
    Combined Arms force selection in QB, still better than any in CMx2
     
    But it does show its age, and is missing the improvements that came with gen 2. It's still a great wargame. 20 years ago it was the bee's knees. One of my all timers
  13. Like
    FogForever reacted to cesmonkey in How Hot is Ukraine Gonna Get?   
  14. Like
    FogForever reacted to Redwolf in What happened to Steam release?   
    But which year?
  15. Upvote
    FogForever got a reaction from dbsapp in Hotkeys   
    Problem solved! The hotkey file was stored in the User Data folder in the Slitherine/Matrix version.  As suggested by John at BF, I made a copy of the file and placed it in the Data folder.  And now all is now good!  Play my first scenario tonight.
  16. Upvote
    FogForever got a reaction from Megalon Jones in pitbull's Russian Mods   
    Nice mod.  I noticed your vehicles have the Russian tank symbol mods as well.   Is that your mod or someone elses?  Do you have a link?
  17. Like
    FogForever got a reaction from RescueToaster in Steam release   
    Yes, looks like info is right.  Announced in Slitherines TeaTime programming.  So BFN is a maybe in Q2 or Apr-June.  
  18. Like
    FogForever got a reaction from George MC in Computer Died-Continuing PBEM   
    Actually it was something simple.  We were playing Rolling Thunder which is a demo scenario.  So it wasn't on the regular game and I needed to transfer the scenario from demo to regular game and all was good.  Live and learn.  
  19. Like
    FogForever reacted to AlexUK in Mi-24P Hind AT-6 issue   
    This is a big bug... Playing the last CMBS shield of Kyiv campaign and it is exceedingly difficult with this bug. 4 hinds on call loaded with atgms. None hitting, all detonating off-map. Any chance of an Eta? Super frustrating to play at the moment. 
  20. Upvote
    FogForever got a reaction from laribe in Mysterious Symbols   
    Is this mod going  to be made public?  Or has anyone else done a Russian symbols mod?
  21. Like
    FogForever got a reaction from Strykr45 in Mysterious Symbols   
    Is this mod going  to be made public?  Or has anyone else done a Russian symbols mod?
  22. Like
    FogForever reacted to Gary R Lukas in Give us the Polish forces, Steve   
    I Totally Agree 100%, release the Polish Armed Forces. I believe the Poles know that they are next on Putin's hit list along with the Baltic Countries. 
  23. Like
    FogForever reacted to Mechasaurian in Give us the Polish forces, Steve   
    Steve, no one wants yet more Americans.
    Steve, everyone agrees that Poland would be a fricking awesome addition to CM: BS, and would make perfect sense within the setting.
    Steve, I want my eclectic Polish Armed Forces with their mix of Western, Soviet, and domestically produced gear. T-72s, PP-91s, and Leopard 2s all.
    Steeeeeeeeeeeeeeeeeeeeeeeeeeeve. plz
  24. Upvote
    FogForever got a reaction from Homer The Doomer in Mysterious Symbols   
    Is the symbols mod available for download?  Looks good.
  25. Like
    FogForever got a reaction from Centurian52 in How to equip the Ukranian Forces with Javelin's and Tow's   
    Anybody putting large identifying letters on Soviet vehicles?
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