View Full Version : Minimizing surprises
bongotastic
01 Dec 07, 17:04
Hi,
I'm brand new to the CM series, and just bought SF. I'd like to know how to minimize the effect of surprise on unit survivability. For example, a squad is told to sprint up an alley, there is an undetected MG team opening up and kill half the squad right away. The other half just keep on running into the incoming fire and die a few seconds later.
What is your trick to react to surprises like that? Is there some way to set a SOP, or use one movement type which make the survivors react more conservatively?
Christian
You could split the squad and one half cover the alley while the other advances to a point, kinda like leap-frogging them down the alley in a way. Or you can move to contact(or something like that).
bongotastic
02 Dec 07, 18:48
Thanks,
Using (B) Fast to run the gauntlet was reckless to say the least. I've cross posted to the Battlefront forum and a good thread emerged from the question:
http://www.battlefront.com/index.htm (There is no direct link to the thread, unfortunately).
I've run into brutal shocks with this game, which I initially though were the famous "bugs" that are often cited: I though it was dumb to run into the BMP-2 fire, but then again I told them to do so. The C2 model is another source of weird behavior that looks like bugs, but are in fact just me being sloppy. I think that it's pretty cool!
CB
No kidding.. that did turn into quite a thread.
O and glad I can help
Mad Russian
05 Dec 07, 23:31
Keeping CMSF surprises to the bare minimum is easy when you don't bother buying it.
Good Hunting.
MR
Keeping CMSF surprises to the bare minimum is easy when you don't bother buying it.
Good Hunting.
MR
Another helpful strategy is to keep the disk in your desk drawer if you were silly enough to actually buy it, so I've heard, from complete strangers that is.:lier:
bongotastic
06 Dec 07, 22:56
Okimaw, long time.
The CM:SF seems to be a heavily loaded topic in the GS forum, but here is my neutral take on this game. Having not played CMX1, and purchased CM:SF last week at v1.04 (and thus not suffered through the earlier bugs), I got to say that I like the game and didn't encounter any bugs that I can't live with. v1.05 will bring more stuff and tweak some other quirks. I can't mourn the WWII era because I'm more interested in modern and near future wargaming, which may be biasing my opinion in the opposite direction of many CM players.
My initial post was about the interface, mostly, which was sorted out after trying different movement modes.
Cheers,
Christian
Do your self a big favor and pick up a copy of the 3 CM1 games on ebay or elsewhere. In a couple of days you'll be hooked. And you will curse/thank me.
bongotastic
09 Dec 07, 15:11
Tanker, I probably will. ;)
Agree with Tanker. If you liked SF you will love the scope of a real CM game.
bongotastic
14 Dec 07, 11:16
One question about CMX1: is there a better control that CM:SF on picking up and dropping off within turns? Another example would be to drop-off in the middle of a turn then keep on going. I guess I should try the demo again. Tuning the timing in WEGO in CM:SF is my biggest beef about the game.
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