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Author Message
  Topic: Playing as Allied player...
rooibos

Replies: 6
Views: 14503

PostForum: Total Realism Sub Mod   Posted: Sat Oct 01, 2011 10:29 pm   Subject: Re: Playing as Allied player...
be safer with your tanks
suppress guns with infantry and mortars
encourage german counter attacks to take advantage of defensive bonus
  Topic: What tactics do you use to destroy a Panther G?
rooibos

Replies: 6
Views: 7178

PostForum: Close Combat Wacht am Rhein   Posted: Fri Sep 30, 2011 1:29 am   Subject: Re: What tactics do you use to destroy a Panther G?
against a player or against the ai?

ai is a sucker for traps.
load up some prey such as a stuart, armored cars, etc etc. roll em out in front of tank killers like fireflies or even regular shermans

this is a twofold action:  it gets the enemy to show you where he is, and it means if he shoots you have a few seconds after to fire at him, potentially get a 2nd shot off, or just relocate.

sometimes if you're lucky he'll miss your bait and you don't have to sacrifice some light armor.

bait method #2

is similar but you set your bait up in a different location. this way when mr panther turns his turret to shoot at the stuart, you roll out from behind a house and fire off a shot. often means that after you shoot you can jsut back up into your hiding spot and be safe again.

i try to keep these manoveurs alll onthe same screen so i don't have to scroll. that way, if you're fast you can set up enough of an attack to minimize your own losses while maximizing his.

i also like the whack a mole method.
this works if you've got eyes on the panther, say from an infantry unit that is hidden but can see its location

take 2 (or more) of whatever tank you're using to hunt the panther, say behind houses on opposite sides of the panther. or at least north/south of each other.

send tank 1 out, take a shot and then immediately retreat him back to his spot.
send tank 2 out, presuming the enemy's turret is now facing to where your last tank stepped out, take a shot then retreat to cover.
repeat until he moves or is destroyed.

..or you screw up and mess up the timing (or the tank dance begins) and he kills you

the terrible pathfinding in tanks is a real shame. it would make tank battles so much more fun if it were easier to roll in and out of cover quickly.
  Topic: strategic advice
rooibos

Replies: 1
Views: 6641

PostForum: CC5 Gold, Juno, Sword   Posted: Sun Sep 25, 2011 8:15 pm   Subject: Re: strategic advice
yep
  Topic: okinawa- hill178.txt corrupt problem
rooibos

Replies: 3
Views: 4902

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Sep 25, 2011 8:06 pm   Subject: Re: okinawa- hill178.txt corrupt problem
i tried to substitute another map for this map
didn't work
i took another map, say... hill120 renamed all the associated txt and btd files to hill178, ran the game, and it still said that the hill178 txt was corrupt
Sad
  Topic: okinawa- hill178.txt corrupt problem
rooibos

Replies: 3
Views: 4902

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Sep 25, 2011 8:05 pm   Subject: Re: okinawa- hill178.txt corrupt problem
Sad Sad
  Topic: okinawa- hill178.txt corrupt problem
rooibos

Replies: 3
Views: 4902

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Sep 24, 2011 5:16 am   Subject: okinawa- hill178.txt corrupt problem
seems this occurs a lot. all of the trouble shooting is from many years ago.
downloaded the individual hill178 mappack and copied overtop, still getting the 'hill178.txt corrupt" or whatever

anyone have a link to alternate .txt and .btd file for hill178/okinawa mod?
  Topic: best victory conditions? Timer + VL + morale?
rooibos

Replies: 4
Views: 6084

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Jan 18, 2010 1:20 am   Subject: Re: best victory conditions? Timer + VL + morale?
well that was a helpful and relevant post.
  Topic: best victory conditions? Timer + VL + morale?
rooibos

Replies: 4
Views: 6084

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Jan 17, 2010 9:25 pm   Subject: best victory conditions? Timer + VL + morale?
what does everyone think is the best victory conditions in a GC

i used to play just with VL, but the games against the AI are slow, they never attack.

and then i switched on VL and force morale, but i really hate when the battle ends even if you've got a few units left, of you're making a final charge for the last VL and it ends the battle. I do like how you constantly revisit the battles though, and it takes 3 or so battles to actually take a map. That can get tedious though.

So should i play with VL and Timer? or all three?
 
 
 
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