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mangus2000
26 Nov 06, 16:33
How do you plan your set ups?
It's the most crucial part of the game in may respects and if you get it wrong it can kill you, Quickly! Especially in QBs where you can't see the map.

Me, I tend to use what little CM knowledge i have and alot of gut feeling and instinct, but i'm sure alot of you out there have a more scientific way of doing it (just look at some of TaCoverts posts ;-)

So do you go for high ground, straight for the flag, sit back etc?

PS: obviously i wouldn't want you to give too much away, but just give us a snippet ;)

Iron Mike USMC
26 Nov 06, 18:29
With some experience, you can generally tell what to expect based upon game parameters. I try to create a force suitable for the expected terrain, and situation, then add some spice. That, however, can bite you in the ass. More than a few times have I purchased armor or ACs, only to find there are no traversable routes for my vehicles. They end up stranded, and wasted.

When I look at the map, I consider whether I think I have a chance to capture all flags based upon the size and composition of my force. If I do not think I can do it, I figure which flags count more, which are easiest to approach, and which could I contest if I couldn't win it outright.

I then consider approaches to each flag, and determine which of my units are best to approach them. If I find I have a lot of open ground, I won't bring any FTs along. I'll send them along the ways with the cover that gets them closest.

I used to race for the flags. I only got there tired, and unready. Now, I try fast and slow approaches. Get close enough to content, if necessary, until the bulk of the forces get there. I have found, lately, that a number of my opponents have taken an inordinate amount of time to get to the flags. I have been veery surprised to find I am there, and waiting, and sometimes, waiting, until they arrive.

It doesn't hurt, if you have suitable terrain, to take your time, and set up good fire lanes to cover your final push. I am playing a game right now that covers a long and narrow stretch of terrain. I am approaching from some high, bald hills, across a trough with fair cover and concealment, and approaching a small town on a hill, that has large building, and decent LOS's. Needless to say, the first order of business was to scope the terrain, and determine the approaches with the best cover. There were few to choose from. I also placed what FOs and guns I had to cover likely OPs and troop placements. I then maneuvered my troops to rush the shallow passes, once smoke was placed. First hurdle down. Now the first line of defense. :surprise:

mangus2000
26 Nov 06, 18:55
I'm gonna post an AAR about a game i'm playing that for me presented one of the biggest challenges i've come across.
It's called Grimbiemont, you can get it in the ETO pack.
Brit inf(mostly)attacking across open ground towards a village with one exit for your Armour.
When the games finished i'll post my report but i hope every one gives it a go coz it's a real challenge.

PS:don't play the AI!

Neilm85uk
05 Dec 06, 04:43
I'm gonna post an AAR about a game i'm playing that for me presented one of the biggest challenges i've come across.
It's called Grimbiemont, you can get it in the ETO pack.
Brit inf(mostly)attacking across open ground towards a village with one exit for your Armour.
When the games finished i'll post my report but i hope every one gives it a go coz it's a real challenge.

PS:don't play the AI!

You mean the minefields of Ponyri aren't the biggest challenge you're facing! :argh:

mangus2000
05 Dec 06, 08:23
You mean the minefields of Ponyri aren't the biggest challenge you're facing! :argh:
No just one of many i seem to be facing at the moment, i sense a big lossing streak coming:crosseye:

Boff
05 Dec 06, 17:51
How about an AAR on our game, Dan..?
:whist: :hurt:

Lurker
05 Dec 06, 19:40
For me that depends on if it's a QB or an imported map. I prefer imported maps that both players get to look at. This way they can check the balance and determine the best force mix. How many comanders sent large forces into an area completely blind.
As pointed out above, knowing the general parameters doesn't always mean much when picking. So in those cases I try to select for balance based on those parameters (heavy woods, open, town, etc). If it's a QB then it's typically a shallow map and then there's always the chance one side gets a great concealed overwatch advantage.

Rushing the flags depends on the logistics. If you can get there first and dig in forward of the flag and create a nice buffer, then he has to attack at possibly even odds and work his way through you toward the flag. But that again depends of the surrounding terrain. Is it good cover for you with moderate LOS from him? Is it reasonably open and he can hammer your forward positions? Does he have excellent OBA LOS to your forces? Do you have the same to his?

If the flag is fairly exposed then it's probably not a good idea to rush, for then you're troops may make good target practice. It may be better in that case to seek the destruction of his forces first. Of course that's always the intent, but if he's taking a long time getting there you have nothing to destroy, so why not set up ambushes as a warm greeting.

Very many possibilities with a ME. :yummy:

TacCovert4
06 Dec 06, 09:30
It Depends on the situation.

I'm not going to go into the whole LOS and OBA and ETC stuff, the others covered it. Since I'm a bit of a desert rat, I've found that if you are going to use infantry, your best bet is to get them to permanent cover ASAP. Many times, this means the buildings near the flags. MGs especially, since they are easier to spook and have fewer crewers. Therefore in the desert, I focus on a extra mobile force, typically with light tanks and halftracks to both lug the legs around, and to provide them with protected fire support. Light tanks such as the German PzIIC, are excellent at this, as they have enough armor to require AT weapons, a rapid firing 20mm cannon that can clear out any AC in CMAK, a couple of MGs, and full tracked off road capability. Medium and heavy tanks should be bought as "battleships" with their emphasis being on taking out the most powerful enemy armor before it becomes a problem. However, the maxim "quantity has a quality all its own" should be remembered, as too few high quality units will be attritted away before the battle is finished.

mangus2000
06 Dec 06, 12:49
How about an AAR on our game, Dan..?
:whist: :hurt:
I don't think we need to mention that now Boff! :upset:

TacCovert4
07 Dec 06, 13:06
And I think Boff has shown the ultimate setup

Boff
07 Dec 06, 15:11
And I think Boff has shown the ultimate setup
I have?
Gawsh.. :rolleyes:

mangus2000
07 Dec 06, 15:34
I'll get you all back, mark my words:laugh: :laugh:

Redwolf
07 Dec 06, 17:16
First I put a big sign in front of myself saving:
KEEP IT SIMPLE, IDIOT
and
DON'T OVERTHINK [edit: and check spelling]

On defense I plan by killzones, with particular emphasis on keyholes for my heavy shooters. Fallback isn't normally possible in CM so I split off a line with some survival chances and a mobile force behind it.

On the attack I go for flexibility. Don't set up so that you can only go one way. Spacing and distance between my units is important so that they don't get pinned together (not to mention artillery and planes). I don't plan scenarios with too few turns. You could as well throw a dice.

In both cases I mostly ignore the center. From my experience the defender can always wipe out an attack through the middle, even if the defender didn't plan for an attack in the middle. As the attacker it is pretty much always hopeless to go through the center.

Nemesis Lead
07 Dec 06, 19:41
In both cases I mostly ignore the center. From my experience the defender can always wipe out an attack through the middle, even if the defender didn't plan for an attack in the middle. As the attacker it is pretty much always hopeless to go through the center.

Funny, I don't mind attacking in the middle. I find many defenders defend the flanks and then their forces get divided and destroyed.