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Old 11-02-2003, 16:35:36   #1
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CMBO:Strategy Guide

http://www.chema-cagi.com/combatmiss...ips/index.html

Looks pretty good - its a compilation of posts from the battlefront.com forums. Covers lots of useful stuff
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Old 11-02-2003, 17:24:42   #2
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Yes...if that is the one I think it is, it is a culled forum database...simply indispensable to the serious gamer!
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Old 04-03-2003, 09:29:12   #3
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this guide has been my bible, very good posts there
a guy named Pillar also produced a good brief tactical guide, but I'll never give you the link..
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Old 06-03-2003, 16:47:14   #4
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Hint: if you read the strat guide, you'll find the link
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Old 06-03-2003, 16:54:05   #5
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darn
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Old 08-03-2003, 19:46:50   #6
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I think its odd that the Hummel had a better blast than a 150 mm infantry gun.
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Old 08-03-2003, 23:44:40   #7
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That is odd. I always assumed they were the same.

But

The 150mm infantry gun is a short barreled gun while the hummel is a longer barreled version - so its possible that the shells were not compatible and the hummel had a larger HE load relative to the IG.

There is a SPG version of the 150mm IG in CMBB

Infact its the one I was wondering about in thise thread http://www.counterglow.com/forum/sho...threadid=11182
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Old 08-03-2003, 23:46:21   #8
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Whats more odd about the hummel is that the AI that controls the targetting is daft enough to fire a 150mm HE shell at an infantry squad thats less than 10m away.

Given that the 150mm blast is rather large and the armor on a hummel rather thin. This tends to result in a rather amusing self destruct
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Old 10-03-2003, 14:18:41   #9
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Hmm, time for an 10m area fire Hummel experiment.
I love the blast on the Hummel against infantry in trees and buildings (building go boom on the second or third shell). My two favorite pastimes are blowing up and setting fire to buildings. (in CMBO, of course). Even though the AI is crap when you play as a defender, I still do it sometimes, just to set up flamethrower ambushes (large AP minefields are fun too).

That SPG version of the 150 *DOES* look like the Popemobile, doesn't it?
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Old 10-03-2003, 14:27:41   #10
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MDA, why don't you play the CG CM dimwit championship with us?
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Old 10-03-2003, 14:32:30   #11
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Can that be done with me just having CMBO?

seriously considered replying with maroule's own sig
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Old 10-03-2003, 14:40:04   #12
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yes it can, BGH and LoD only have CMBO too
so you'll only miss on slaughtering Shaker, who only has CMBB.

Join us, it's a lot of fun. If you like surrendering, you can play the French too!
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Old 10-03-2003, 14:40:06   #13
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Yes. I think everyone has CMBO (maybe Shakey doesn't, I am not sure)
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Old 10-03-2003, 16:09:06   #14
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Still haven't bought this yet. Maybe I should now. Me want new games to play.
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Old 10-03-2003, 16:28:35   #15
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MDA, PM me if you want in and I'll sort it out.

LoD plays slow slowly you will probably still finish your second games before him
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Old 10-03-2003, 16:29:27   #16
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go for it, you can't possibly better spend your money.

Only question, which one? CMBO is nice because the allied troops (us+brit) are very cool to play, but CMBB is, quite logically since it came out 2 years after, a better game (better interface and options). The bundle pack could be an option.
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Old 10-03-2003, 17:32:46   #17
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I think I'd like Beyond Overlord more. It's the theater I like better and I had more fun with that demo. Which isn't to say that BB was bad, I was just more interested in the Western Front. I'll buy both though.
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Old 11-03-2003, 13:56:41   #18
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The other thing you might like about CMBO more than CMBB is the artillery. In CMBB artillery setup takes a while, while in CMBO it is quicker which leaves more time for the serious business of blowing things up and inflicting mayhem...
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Old 11-03-2003, 14:58:50   #19
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indeed, CMBO gives much more importance to infantry and artillerie, while CMBB gives a greater edge to vehicles, mainly because the small arm fire mechanism has changed and was made more penalising to infantry (more easily suppressed), while arty was also made more expensive, longer (for russians) and slightly less effective.
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Old 11-03-2003, 15:23:49   #20
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Blow stuff up good!
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Old 11-03-2003, 15:43:35   #21
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you can still do it but big caliber arty is horribly expensive
direct fire from a hummel or KV still blow up buildings very quickly, though...
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Old 13-03-2003, 17:36:39   #22
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Buy it, Venom!

Always get a Hummel. They're like long range Wasps (not quite as satisfying as setting your enemy on fire, but BIG blast damage). German indirect fire isn't nearly as satisfying.

Oh, the tourney is closed, but you can still solicit a game from me. I would imagine BGH (or anyone else) would like a game as well.

Last edited by MDA; 13-03-2003 at 17:39:17.
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Old 13-03-2003, 17:48:34   #23
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I don't want to play you guys. You're too good. I hate to lose.
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Old 13-03-2003, 18:13:26   #24
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Fine, play with yourself, then.
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Old 13-03-2003, 18:27:23   #25
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I think I will......aaaaahhhhhhhh that's better.
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Old 14-03-2003, 16:23:56   #26
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Bundle Pack has just been purchased.
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Old 14-03-2003, 17:01:46   #27
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Nice! Too bad you didn't get it a tad earlier...I'm up for a TCP game this weekend!
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Old 14-03-2003, 17:04:40   #28
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I'll need more training.
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Old 14-03-2003, 17:30:12   #29
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Best training you can get is being beaten time and time again by twats off counterglow.
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Old 14-03-2003, 17:33:39   #30
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I'd rather get beaten by a bat.
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Old 14-03-2003, 17:57:00   #31
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The key to CM is to treat it like you are actually commanding the battlefield in real life. If you get impatient and rush your troops or orders, you will usually pay a heavy price. Getting down on the ground level view and seeing terrain in relation to movement can be a bit tedious, but it is essential to success.
There aren't many 'gamey' tactics to employ, so it is a pretty level contest of strategy, especially vs. a human opponent. The AI can spoil you as it is a bit Borg-like and not as intuitive as a live opponent.
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Old 14-03-2003, 18:20:18   #32
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That's why my troops never move, I'm a coward at heart.
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Old 14-03-2003, 20:44:37   #33
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BGH is right (even though he forgets his own advices at times ) : patience is key

but god it's tempting to charge...
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Old 14-03-2003, 21:30:25   #34
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Even the AI can handle a charge.

Just don't ask it to conduct an intelligent assault. All you need to do is put a sharpshooter or FO overlooking the heaviest cover areas between the AI side and the flags (TRPs!) and have on or offboard arty ready to drop. There is no subtlety to the AI unless its in a designed scenario. It defends the flags pretty well, though.
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Old 20-03-2003, 13:16:22   #35
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Package arrived yesterday but my computer is still broken
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Old 20-03-2003, 13:24:26   #36
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Shame. Keep clear of coffee.
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Old 20-03-2003, 13:35:41   #37
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I brought the manual to work to read. Do you think that's bad?
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Old 20-03-2003, 14:09:34   #38
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that's very good.
I didn't find the manual so enlightening the first time I read it though. It took me quite a while to really understand the relative importance of some of the stuff like unit status (supressed, tired, etc.) and to get the proper idea of relative cover (how protected your units are in trees, behind a wall, etc.). That being said, read it.
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Old 20-03-2003, 14:14:10   #39
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SO what is the best cover, and what's the worst.
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Old 20-03-2003, 14:31:44   #40
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you'd have to ask Beta for that but my guess (for infantry) in order :
hard building (except when they fall on you)
trenches, man hole
stone wall
light building
forest
wood

others as bushes, wood fence, etc. can conceal you but won't protect you

of course the very best cover for any unit is to stay concealed, and in a way your LOS is your main tool to protect your units...
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Old 20-03-2003, 14:37:45   #41
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I never knew the effects of the different types of movement. I always had my guys running everywhere.
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Old 20-03-2003, 14:40:14   #42
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I find that troops get very very tired in CMBB - more than CMBO.
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Old 20-03-2003, 14:45:13   #43
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true, they get tired quickly, you have to be very economical with the assault (A) or run orders, and even sneak will tire them

in that context mouvements like 'contact' (E) are useful, it's like a normal 'move', but with more awareness (they'll stop upon seeing the ennemy), then for the last few meters (assault, or to get to a cover) swith to (A)
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Old 20-03-2003, 14:49:21   #44
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I've never used that one. Certainly in our first game I overused the run order...
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Old 20-03-2003, 14:58:47   #45
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run is often a desperate action : if you're shot at, you're as good as dead (you're at your most vulnerable). Better assault (if forward) or withdraw (if backwards, although you can rout)
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Old 20-03-2003, 15:00:11   #46
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The moveing tiredness thing is also cos the maps bigger. If youve moved from CMBO to CMBB its second nature to have your men run 1/4 of the depth of the map, normally results in tired and which goes back to ready in about 30sec - cos the map is only 1-2 km deep, in CMBB the maps tend to be bigger but cos you scale the model size up to see the infantry you dont realise your now trying to get your guys to run 1km instead. As a result I keep planning flanking moves that get there far too late because the distance is much bigger than I thought

As for cover you have to remember cover and concealment are modelled seperately, cover is the chance someone shooting you hits something else in the way, concealment is whether they can see you to shoot at you.

From what I can remember


trenches are best cover and concealment although the trench itself can be visible,
heavy buildings are good for both
stone wall are good for both,
light building are good concealment and adequate cover
forest/woods are similar, moderate cover and good concealment (LOS is around 20-40m in woods/pine forest)
scattered trees are poor cover and ok concealment (if your on sneak or with a stealthy HQ your probably ok, otherwise not)
brush is ok concealment bugger all cover.

foxholes are good concealment but not as good cover as you would think (nowhere near as good as trenches)

Theres also the effects arty has in each terrain - which do you think is better - being in a wood in a foxhole being shelled, or being in the open in a foxhole being shelled? Being in a trench in the open or being in a building?

In each of these cases its almost always better being in the open - the presences of trees causes airbursts that are far more powerfull than a ground burst, especially to troops in foxholed that are relatively well covered from horizontal blasts,

the building case is less easy to judge but a trench gives very high amounts of cover and so even in the open you can escape unscathed by anything less than a direct hit. Buildings give good cover from arty (again a direct hit is required and even then you have a chance), but a direct hit or even a near miss from a big shell can flatten the building, which aint plesant for the occupants, whereas a trench will not collapse.

The run/advance/move option is tricky. For crossing open spaces under fire you are meant to use move (in CMBO) or advance(CMBB) cos it makes the troops use cover better and gives a slight moral boost. However if the gap is not large its often better to choose run and get across the gap as quickly as possible and minimise the time under fire. Theres no correct answer really for that one.
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Old 20-03-2003, 15:01:13   #47
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I always wondered why my guys would turn around and retreat at the first shots. Now I know, because my dumb ass was running them around.
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Old 20-03-2003, 15:17:32   #48
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what sort of cover where they in - if they are in open ground and being shot at they will often hit the dirt then try and crawl to the nearest cover.

This normally results in them getting mown to pieces where as if they just ran there they would probably make it in much better state.
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Old 20-03-2003, 15:34:25   #49
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Oh they were frequently in the open. I just thought that running was the best way, I knew move sounded stupid so I figured RUN to the next cover point was the best way. Many times they didn't make it.

One example: It was in the demo map, I was holed up in this house facing a tree line on the top of a low ridge. Germans all up in the forest but I had forced them back and had 3 Shermans blasting the tree line or any guys that popped up. I tried to run across the field and get rejected a few times. So I just drove the tanks closer and blasted the shit out of anything that moved and advanced then.
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Old 20-03-2003, 16:28:47   #50
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against a human opponent in CMBO, 'moving the tanks closer' (ie less than 200 meters) is very dangerous because of zooks/piats/shrecks
(in CMBB less so)
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