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Found 7 results

  1. The purpose of this topic is to point out what can happen when we receive a mission. In this case Hobarts Funnies in Battle for Normandy. On the picture is a deployed Vickers Machinegun on a universal carrier. Be aware once you take the Vickers from the universal carrier you can't put it back in the deployed condition. Not even in the 'Set Up Zone' before you start the game. Future mishaps I also will post here. If something like this happens to you feel free to add on this topic. Thank you and happy gaming.
  2. I'm playing the first campaign, and over a dozen times, I've had people run away the moment fire starts to be exchanged. Why is this?
  3. Do you guys split your units often? Perhaps to have many people occupying buildings at the same time for area control? Only time I've actually used it wasn't a real combat situation, but during the training exercise. It does make people useful for scouts at least. Speaking of which, can buildings be used as scouting locations once you shorten the targeting cone? I'm trying to learn about every tactic I can use to my advantage, this game is really tough, even on the training difficulty.
  4. I know this is a pretty loaded question so let me break it apart. I'm watching Armchair General's tutorial on Battle for Normandy, and he said that the most important thing is fire superiority. This question is going under the assumption that this is 100% fact, so it can be used as a universal unit of trade. So, first, because it's 4am and I'm bored, let's define just what fire superiority is so we are all on the same page. Essentially, it is the measurement of Delta between you and your opponent's firepower; the bigger difference between them, the more superiority is had. On to the first part of the tactical conundrum: how do you spend firepower efficiently so you gain superiority? So, to elaborate on what I mean a little, let's start with "spending firepower. The reason I call it spending firepower is because everything you do in combat has the opportunity of making you weaker. Moving your units around the map, shooting at a target, firing artillery, all has a chance to limit or reduce your firepower, or reduce your resources. So, the question becomes how can you do this to your opponent, before they do it to you? How can you control the loss of your military to your advantage? The next part of my question applies to when you are already licking your wounds. How do you regain fire superiority once it is already lost? Now, I don't mean necromancy, bringing forces back from the dead, but instead how do you deal more damage with less firepower in order to turn the tides of battle?
  5. So, I've been trying to learn how to play on the tutorial mission, and I've realized something: The armor given to you is completely useless.Let me explain my situation So, my plan is to attack through the north field. This would allow me to avoid their anti tank gun with concealment, and a few of their regiments thanks to the bushes along the road. Here's the biggest problem: *Armor can't run over hedges*. For whatever reaeson the tanks can't go through gaps in hedges or or fences something, but they must always drive along the road and then come back off of it. I don't know what gun Germany is using in this scenario, but one hit from it leaves the tank combat ineffective, and I can't issue any more orders to it, which means they'll just keep attacking it until it's destroyed. This gun has overwatch across half of the map, so the moment a tank has gone on the road, they are in extreme danger. So, I guess my question is, what's your advice on using these things? I haven't been able to find a "fire on the move" button, and opening up seems to do absolutely nothing for your line of sight sadly, when that was a huge part of of going hull down, your commander directing the gunner so he ecould fire at what he couldn't see from that position. I really could us some advice.
  6. So, after getting this game yesterday, I'm having a hard time with it. I'm loving the game regardless of my failures, but I just have to ask, why do tactics fail here but succeed everywhere else? In most other games, there is the general idea of, "push first, and push hard" in order to capture your objectives. While I attack with what I believe are "overwhelming odds" (although without any intel to support this), by the time the battle ends, it was a horrific, bloody draw. In my current game, the first campaign mission, I've gained control of multiple areas, but barely nobody is alive to continue the attack, with most of the units written down as casualties (also, learning how to heal people would be great). So, making my attacks at least somewhat more efficient than a Skaven bumrush would be very useful information. My next question would be about artillery. I find myself completely dry halfway through the battle, which I wouldn't mind if I knew that it was being used effectively. My first targets at the beginning of the match are the objectives, in this case I bombard the school, or other clumps of buildings with hope to suppress or just wipe out many squads at once. What fire modes do you guys use under what situations? In exchanges of fire with other infantry, I tend to use light fire for short periods of time, and for groups like machine guns and infantry in buildings, I would use heavy for short as well. I don't use Long much because I'm worried that the fir will continue long after we push upwards into the location. Something someone posted that got me curious was to "always leave units in reserve". Does this help? Won't your attacking forces just get overrun immediately without strength in numbers? My last qustion is, how can you preserve the health of your units, and how can I reduce the number of times they just drop what they're doing to run away? It feels like the moment a fight begins, a unit is running away, and their fear level is difficult to manage.
  7. So, I'm in the setup phase and learned that the open up button allows the vehicles gunner to shoot, and acquire gives people ammo! In a conquest to just click everything, I noticed those three buttons in a row, the green red red ones with different symbols on them. What do they do? A second question as well, do rifleman need the 7mm ap ammo? How can I get them to use it now that I've given it to them? How much ammo should I give them before it affects stamina? (assuming it does at all)
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