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CMBS House Rules and general game comments
09-19-2015, 11:34 AM, (This post was last modified: 09-19-2015, 11:35 AM by GAZNZ.)
#1
CMBS House Rules and general game comments
Hi all

I've had a few opponents talking about other people they are playing doing gamey things in CMBS.

Having been asked about whats right I thought Id give some recommendations to house rules.

First and foremost discuss with your opponent before playing what rules if any are imposed so its clear.

These rules are pretty similar to some of the CMBN and CMRT rules I use.

These are what I play with my opponents and I recommend for other people to use.

1. ARTILLERY/ AIRSTRIKES  No dropping artillery / indirect weapons till turn 7 in an ME or a Probe.  If you can directly see it with a mortar team you can shoot it direct any turn as far as i see it.  That also means you can be shot back. 
But no other indirect fire/ plotting fire.   It gives your opponent time to spread out. 
Having units all over the map to fight makes a good game. Winning in turn 1 from artillery why bother playing I ask?

Attack and Defend games you can drop artillery when you want.

Artillery as a rule should not be dropped on a deployment area till turn 7 or longer.
Personally I try to avoid dropping on the deployment area specifically the whole game. Gives someone a reserve area which is fine - an area where units are coming in from strategic reserves.    Especially in an attack / defend game.

There is no challenge in a game if you drop artillery in setup zones.  I like to give people the chance to get there forces moving.  

3. Artillery Calibre:  Anything goes.    And If you use the above rule and below rule its more harder to use and less uber.
And is cool to see going off. 
Ive used the big stuff and its missed often or hit my own guys lol ouch
Its expensive and not as effective as one would think.
Varying calibres have there place. Try new things - variation is the key.

4. TRPS should not be used in MEs as they are gamey and not realistic.
An ME is where you are advancing, do not know the terrain or where the enemy could come from.
No Areas of bombardment have been pre plotted.

Its fine in Attack/Defend games.

Personally I never use TRPs in MEs, Attack and Defend games , I find it too easy to kill my opponent with them.
My opponent is welcome to use them in Attack/Defend however.
While they are used in real life Artillery is accurate enough without.
Waiting a few extra minutes is fine.
Make the game more challenging for your selves and more enjoyable and don't use is my preference.

5. Russian Zala Drones    There's been a bit of talk about these on the main battlefront forums.
They cannot be shot down.  In real life they are hard to shoot down apparently.

I personally do not use them.
However I think if they are to be used that 1 per game is allowed.


If you are a very experienced Russian player I recommend not using them and making the game more challenging for your self using something else.
Russian players are at a disadvantage vs US Equipment.
There is a lot of Russian ATGM equipment that doesn't work in game correctly due to the game engine limitation among other things.
So this is Russia's way of having something to help.
That's fine but only use 1 is my recommendation.
Id rather not use drones myself, I like to recon on the ground most games.

6.  APS   Its a players choice whether you use APS.     Alot of people say its too powerful. Yes and No
I've killed Abrams tanks with APS easy peasy.  Other times its been hard.
Comes down to your experience level.
I recommend using maybe 1 Abrams or a couple of Brads with APS but no more.
Simply from the points cost.    Buy other other stuff without.

At the end of the day if you put too many points into something you would be surprised how easy it is to lose it.
90 point ATGM vs a 900 point tank.
Big loss.
I played an opponent who took 10 Abrams. After I killed 6 mostly with At14s he quit.
He had very little points for infantry and they were all dead.
I only took 4 Russian T90s myself in the game.

I always recommend a good balanced force. Nothing wrong in an all armour choice for a fast advance attack in an ME or other game but very hard to win.

7.  Tank use in general - try other tanks and units. There is no limit and I see why no tank should be limited.  
Try variation.
I'm an experienced player and I use 1 or none Abrams now.
I'm using Bradleys and the Stryker gun units to make it more difficult for myself.

If you are playing inexperienced players try less uber builds and challenge your self.
Try units you do not normally use. 

8. Russian players need to think about the effects of smoke - and using this to Advance or Defend with. Javs cannot see though smoke.
Get up close and in the Javs minimum firing distance and they are useless.
I have not seen any players using this tactic.
I recommend trying it if you are struggling vs US.  US dominates in long distance optics.
Put some pressure on that.
Never leave your Russian armour Or US armour sitting in the open.  Have a screen of Infantry well ahead spotting.
Commit armour only when you need to.


Hope this helps your games become more enjoyable, fun and challenging.


Happy to discuss.
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