markshot Posted November 22, 2016 Share Posted November 22, 2016 When out numbered, one can rebalance the fire power ratio by staying away from windows (not shooting it out) and forcing the attacker to enter. The door way changes the ratio of shooters. In the CMx1 games, it was easy to position troops in the back of a room. You simply put them there and faced them. In the CMx2 games, they head for the windows. The best I have found is to start with a covered arc pointing the wrong way. They when they have gravitated to the far wall, lifting the arc. Comments? Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 22, 2016 Share Posted November 22, 2016 (edited) Whatever you do, the units will run to the widows to shoot at enemies (assuming covered arc allows that). People on these forums report that putting units outside the building is most effective for killing attackers who enter the building (form the other side of course). What is puzzling is that several posts that say that entering a building using SLOW is better than QUICK or HUNT. I guess the vagaries of the CM2 engine allow for a sneaky approach, but unlike being on HIDE, units moving SLOW are fully aware and can spot and jump and kill occupants effectively. That also assumes that other units are firing at the building or a breach has just been made so as to somewhat suppress the defenders. Edited November 22, 2016 by Erwin 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted November 22, 2016 Share Posted November 22, 2016 3 hours ago, markshot said: In the CMx2 games, they head for the windows. The best I have found is to start with a covered arc pointing the wrong way. They when they have gravitated to the far wall, lifting the arc. Comments? Yes, that will help. Face command in the wrong direction works too. The problem is they will be looking the wrong way and may not react as well as you might want. As @erwin says once they spot the enemy they will head for the windows. Mind you if they are targeting guys that entered the building they will not head for the windows until they win the fire fight. One thing that people have discovered is that the best place to be if the enemy enters the front door is outside the back door looking in. Down right nasty actually. The risk there is how safe is the backyard because being caught in the open from a neighbouring house is not pleasant. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted November 22, 2016 Share Posted November 22, 2016 18 minutes ago, IanL said: One thing that people have discovered is that the best place to be if the enemy enters the front door is outside the back door looking in. I had the AI pull this on me the very first time I ever played the demo in BN. Boy, was I pissed! Michael 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted November 22, 2016 Share Posted November 22, 2016 10 hours ago, markshot said: <Snip> In the CMx2 games, they head for the windows. The best I have found is to start with a covered arc pointing the wrong way. They when they have gravitated to the far wall, lifting the arc. Comments? Thanks. I have found this useful for forward observers or a fire team that I don't want shooting but just observing and reporting. The FO can still see out the front of the building (provided there are windows of course) and can still call in artillery. 0 Quote Link to comment Share on other sites More sharing options...
JoMac Posted November 22, 2016 Share Posted November 22, 2016 I think CM Buildings should be sectioned off into Rooms (depending on size of Building) with Walls/Furniture giving light Cover to both Attacking/Defending Inf...The Firefight will still be quick and deadly, but last several seconds longer. I guess the alternative is to use Flavor Objects within Buildings to represent some light Cover... Joe 0 Quote Link to comment Share on other sites More sharing options...
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