View Full Version : Game Aspect testing.
If you've ran any tests for CM post them here.
Aircraft test, LOS tests etc.
Poor Old Spike
13 Jul 06, 23:50
http://i53.photobucket.com/albums/g64/PoorOldSpike/CMbridges.jpg
BRIDGE WORK
Blowing bridges in Cmbb test results.
(Note CM's inbuilt randomness means figures may vary slightly from game to game)
TEST 1 - HEAVY BRIDGE
150mm shells from Hummels/ Brummbars/ Grilles = 128 shells needed to drop bridge
75mm shells from PzIVH's = 522 shells to drop bridge
Pioneer demo charges = 66 charges to drop bridge
TEST 2 - MEDIUM BRIDGE
150mm = 5 shells needed
75mm = 22 shells needed
Demos = 3 charges needed
TEST 3 - LIGHT BRIDGE
150mm = 3 shells needed
75mm = 13 shells needed
Demos = 2 charges needed
Note:- Don't spread the shells/charges along the length of the bridge or it'll take more to drop it, so concentrate on one spot.
Note:-Don't shoot at the road at the ends of the bridge even though the targetting cursor says "bridge" or it'll take longer to drop; so target the dark grey bridge surface itself. And it doesn't matter whether you target a spot above an arch or not, it's no tougher or weaker there.
Note:- You can monitor the "damage asterisks" at the end of each turn via the "look" cursor to see how you're doing; 1 asterisk means light damage, 2 asts mean medium damage, 3 mean about to drop.
Note:- When throwing demo charges, 30metres is max range, watch for "use explosives" confirmation message when targetting.
Note:- Flamethrowers have no effect against bridges,not even the light bridge.
One last point - you can blow your own bridges to stop your opponent crossing but best discuss with him beforehand whether to allow it ..
Poor Old Spike
14 Jul 06, 22:16
http://i53.photobucket.com/albums/g64/PoorOldSpike/snipx-1.jpg
http://i53.photobucket.com/albums/g64/PoorOldSpike/snip2.jpg
http://www.dailymotion.com/tag/shooting/video/79570
TacCovert4
15 Jul 06, 22:42
Makes for interesting potential if you are anticipating a mechanized force to assail you. A few judiciously placed snipers could kill commanders, or force the tanks to button, or force them to waste disproportionate amounts of ammo on large numbers of locations. Sounds like the perfect unit to provide firepower for fake foxhole and trench postions. put him in some very small cover near the positions and he could hide there for a long time, all the while just have him fire on occasion, to convince your opponent that you have infantry in at least one of those holes, and that if he stops wasting HE on them they'll open fire.
That sounds truly evil. I like it! :devil:
Poor Old Spike
17 Jul 06, 22:49
http://i53.photobucket.com/albums/g64/PoorOldSpike/CMfoxholes.jpg
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