If you ever play this game again ... A tip on the use of the SU 152 or SU 122 When clearing suspect positions, before moving out set up a fire rotation > First SU fires then reloads, a second fires ,then a third ,and even before then the first SU will have reloaded. As You only need one SU 152 hitting a suspect target, the "152"'s HE blast is both crazy powerful and has a Large blast radius. Using one vehicle at a time alllows: You to clearly hear a hit. Your other vehicles will be able to deal respond in case a tank or other targets shows up. (using your tanks means they've loaded HE rounds,and their first shot vs tanks would be HE) Once you've gained the SUs you really do not need mortars. And the A.I. always setup up it's mortar right next to the large two story building(Edit: The Church near the back objective) rightside of the front,right where that little trail of snow starts.
This is why I was advising against buying Gds T 34s or M4s, as they can't upgrade to the JS II yet. And even then it'll cost 140 plus points to upgrade those Gds T 34s to Gds JS IIs in Op#14 If a player upgrades their T 34s to the Reg KV 1S ,come operation #12, then upgrades to a Reg JS II the cost is only 85ish points.
I hear ya. I tried to go the regular path early and everyone was telling me to take the GDS units. I figured I'd lose them and take regular tanks before this point, but here we are.
Not getting the major victories? You're essentially making frontal assaults. Your infantry worked hard while the fire support sat in the forest. Try a grand flanking sweep and come up the far side of the map. You were lucky to get away with presenting your armour to the Nashorn. Carry on sir.
"Jorge" had his strong frontal armor facing that Pak 40 (and "Jorge" should've been in a JS II by dumping the mortar and Hmg teams) And When You Turned Him Around in full view of whomever... Well there's a real life story of a Jagdtiger's commander also turned his vehicle around in full view of everyone... 'Cause reversing was not a thing for you or a that JagdTigger (it did not end well)
For sure. In my defense I did want him to back down the hill, even though I didn't see the gun yet. Once he pivoted, I was just trying to get him off the hill. We know how that ended
Uh .. your game bought a IG 18 (Infanteriegeschütz 18 err "75" infantry gun) Well that's really rare for me to see. Would say 90% of the time, the A.I. goes with a Flak 36 for this map - if it buys a gun. (played this map only a few dozen(s) of times)
The infantry assault was great to see. Would've been better with the HMG and mortars nearer to provide direct support but it was great none the less. Two or three units shooting the crap out of the unit/building you're assaulting to suppress and the assaulting team screaming at the top of their lungs, guns blazing, throwing grenades like confetti and killing the target with no losses. Well, that's how I'd imagine it going lol I would've been getting as much experience and leadership on good infantry teams long ago as they will be the ones doing most of the heavy lifting. If you look at the units you have, you'll see they are gaining rank. Only Munot's team still had conscripts for the most part. Most are Pvt, Cpl or Sgt. If you want Mulliganov to gain more experience and leadership, put him just behind the front lines so he can provide direct support as opposed to indirect all the time. You will see he becomes a real killer that way. As much as some seem to think this is a tank game, it's not. All tanks still have their uses as only being able to buy one tank when you could've bought two or three means when you lose it, it really, really hurts your forces. While it's great to bring a force of four JS or IS, it's not practical as you'll never be able to afford them. T-34 is still amazing at supporting infantry assaults and hunting down enemy infantry. Light tanks can do this as well. Can also take out any enemy tank if it has a side or rear shot. The AI has the same issue with tanks not doing as their told as you have. You've already seen "weak" infantry guns really screw up your armour. RNGesus giveth and taketh away sometimes. All in all I thought the assault with good planning went pretty damn well. Only thing I'd say about your game play? Pay more attention to the mini map. I've seen enemy units get spotted but it takes you too long to take a look to see if it's an immediate threat or not (Nashorn). I check every blue dot to see if I need to do something or ignore it for the moment. A tank can take out your armour, guns or infantry in a split second so best keep an eye out for them. Probably your best video yet. The assault was amazing and your aggression when you had the advantage was awesome.
I see what you mean about putting all my hopes in one really good, but really expensive tank. Losing Jorge or Viktor would be devastating. With all the mud I haven't given mobility a ton of thought. Do the light tanks perform better in the thick stuff that's bogging and miring my heavies? Thanks for all of your feedback!
@@RubberDucky087 Lighter tanks do perform better in mud/snow but obviosly you need to watch them if there are enemy tanks around. Better for mobility is a bazooka team as they can kill any tank if they get close enough. They're are also cheap as chips but the (very) big downside is they take up a space in the roster. I'd ditch the HMG's for bazookas as they aren't doing much and a light tanks is better for killing than a HMG anyway.
Welcome, I'm glad you had that flashback! I never played CCIII back in the day, and this is my first time getting exposure to it. I grew up with Close Combat II and was very excited to get more from the series!
17:50 It's hard codeed, that at this stage of the campaign - Once a player has Reached maximum rank and has X force strength, it's basically impossible to score above a "Major" victory for a given operation. (operation #16 is an exception) To score better than a Major victory - On each map of a Op: A.I. would need to fight to the death A player needs to take all of each map -> A.I. fleeing does not count. Player would have to take zero losses. And even then if you rocking a really powerful force doubt you're not getting that Total victory .
@@RubberDucky087 Pfft you're enjoying the game and winning Just did a Soviet run Op#12 2 Command T 34s 3 Engineers (only difference between Gds Air Gds and Reg is a minor cost increase for refits) 2 Reg JS IIs ( from the front,only fear the 88L71 -> I still don't close with infantry with 'em ) 2 Reg KV 1S' (these lurk behind the SUs to clean up any infantry they've left behind. 6 SU 152s (three of which are just piggy banks > saving for JS IIIs) Of the three used, 2 Gds & 1 Reg (because Gds SU 122s were offered first) ((and yes for the giggles I've fielded all six SU 152s -> just ends the match) None of the tanks has below 20 tanks kills and run 80ish to 100ish infantry kills And the three SUs I do use run about 16 to 20ish tank kills but far fewer infantry kills than the tanks. (Both tanks & SUs have vehicle & gun kills but meh) So my AFVs are Elite (gunners & loaders are 1st class Sg, LTs,captains and majors) And the point is not ot brag but tomake you feel good about your wins Because even with that force I can only get a Major victory at this point in the campaign My German forces at this point > only major victories. (And my German force ends up running with 8 Kingtigers)
@@barbaragingras5955 OMG 20+ tank kills is nuts, not to mention anything in the realm of 100 infantry. I think I want to replay this for myself and experiment with some of this more. I'd have a blast rolling in 8 KT or SU/JS.
These three maps are "deep mud" maps period. "Snow" means nothing,there's no frozen ground, only deep mud. "Roads" are just a visual, there is only deep mud. Only the buildings are not deep mud. Only RNG reasons are why some of your vehicles move "better" on Light /Deep Snow/ Mud maps, is that they're specifically mobile and or light vehicles. For example T 34s are specifically consider mobile (not it's flavor text, but unit's info tab will say "mobile") So they have a slightly better chance at not becoming bogged or mired. > They'll still get mired or bogged, just there's that "slight" chance of 'em not....
@@RubberDucky087 "a watched kettle never boils" So if units on roads and or snow make those units move faster for ya.... I'll not disagree. (but this late 90s game can only do so much)
Tip Again if at some point you play this again game for your own enjoyment. 28:08 - 28:12 ish Your SU 152s could have destroyed the Nashorn. A SU 152 does not need direct LOS to kill a target (whether soft or armored),as it relies on HE. > A "152" HE round has a large area of effect (blast radius) Anything in that area of effect stands a good chance of getting dead or damaged,then dead. This also means you can shot around corners of building and or get multiple kills/hits < Map 1 of Kursk is great for this (that town map ya dislike Ducky) So at 28:08 - 28:12 you could have aimed at the ground near that Nashorn and blown it up Eventually ya learn just how large the 152's ,or 280mm rocket's, blast radius is. (280mm rocket is modeled as a 152 )
At the moment I just wanted them off the hill. They weren't being targeted so I wasn't really thinking about them pivoting in full view of a hidden gun. Mistakes were made.
@@RubberDucky087 JS IIIs are 312 points So if they become available during Op#16 Better start saving now. "Jorge" really should've gone into that JS II. :)
Another tip 37: 57 ish Never fire a SU or be dropping mortar rounds at the same target when you're own infantry s engaing in close combat with. 40:45 ish Not a flamethrower, your men threw their vodka(molotov cocktails) at that German rifle squad.
If you ever play this game again ...
A tip on the use of the SU 152 or SU 122
When clearing suspect positions, before moving out set up a fire rotation >
First SU fires then reloads, a second fires ,then a third ,and even before then the first SU will have reloaded.
As You only need one SU 152 hitting a suspect target, the "152"'s HE blast is both crazy powerful and has a Large blast radius.
Using one vehicle at a time alllows:
You to clearly hear a hit.
Your other vehicles will be able to deal respond in case a tank or other targets shows up.
(using your tanks means they've loaded HE rounds,and their first shot vs tanks would be HE)
Once you've gained the SUs you really do not need mortars.
And the A.I. always setup up it's mortar right next to the large two story building(Edit: The Church near the back objective) rightside of the front,right where that little trail of snow starts.
So do you think I retire Mulliganov in the coming battles, or keep the team and get them to the finish line?
This is why I was advising against buying Gds T 34s or M4s, as they can't upgrade to the JS II yet.
And even then it'll cost 140 plus points to upgrade those Gds T 34s to Gds JS IIs in Op#14
If a player upgrades their T 34s to the Reg KV 1S ,come operation #12, then upgrades to a Reg JS II the cost is only 85ish points.
I hear ya. I tried to go the regular path early and everyone was telling me to take the GDS units. I figured I'd lose them and take regular tanks before this point, but here we are.
Not getting the major victories? You're essentially making frontal assaults. Your infantry worked hard while the fire support sat in the forest. Try a grand flanking sweep and come up the far side of the map. You were lucky to get away with presenting your armour to the Nashorn.
Carry on sir.
Thank you, thank you. 🫡
"Jorge" had his strong frontal armor facing that Pak 40 (and "Jorge" should've been in a JS II by dumping the mortar and Hmg teams)
And When You Turned Him Around in full view of whomever...
Well there's a real life story of a Jagdtiger's commander also turned his vehicle around in full view of everyone...
'Cause reversing was not a thing for you or a that JagdTigger (it did not end well)
For sure. In my defense I did want him to back down the hill, even though I didn't see the gun yet. Once he pivoted, I was just trying to get him off the hill. We know how that ended
Uh .. your game bought a IG 18 (Infanteriegeschütz 18 err "75" infantry gun)
Well that's really rare for me to see.
Would say 90% of the time, the A.I. goes with a Flak 36 for this map - if it buys a gun.
(played this map only a few dozen(s) of times)
Haha, well it likes to keep you fresh and guessing what's coming, while throwing me curveballs along the way!
The infantry assault was great to see. Would've been better with the HMG and mortars nearer to provide direct support but it was great none the less.
Two or three units shooting the crap out of the unit/building you're assaulting to suppress and the assaulting team screaming at the top of their lungs, guns blazing, throwing grenades like confetti and killing the target with no losses. Well, that's how I'd imagine it going lol
I would've been getting as much experience and leadership on good infantry teams long ago as they will be the ones doing most of the heavy lifting. If you look at the units you have, you'll see they are gaining rank. Only Munot's team still had conscripts for the most part. Most are Pvt, Cpl or Sgt.
If you want Mulliganov to gain more experience and leadership, put him just behind the front lines so he can provide direct support as opposed to indirect all the time. You will see he becomes a real killer that way.
As much as some seem to think this is a tank game, it's not.
All tanks still have their uses as only being able to buy one tank when you could've bought two or three means when you lose it, it really, really hurts your forces.
While it's great to bring a force of four JS or IS, it's not practical as you'll never be able to afford them.
T-34 is still amazing at supporting infantry assaults and hunting down enemy infantry. Light tanks can do this as well. Can also take out any enemy tank if it has a side or rear shot.
The AI has the same issue with tanks not doing as their told as you have. You've already seen "weak" infantry guns really screw up your armour. RNGesus giveth and taketh away sometimes.
All in all I thought the assault with good planning went pretty damn well.
Only thing I'd say about your game play? Pay more attention to the mini map.
I've seen enemy units get spotted but it takes you too long to take a look to see if it's an immediate threat or not (Nashorn).
I check every blue dot to see if I need to do something or ignore it for the moment. A tank can take out your armour, guns or infantry in a split second so best keep an eye out for them.
Probably your best video yet. The assault was amazing and your aggression when you had the advantage was awesome.
I see what you mean about putting all my hopes in one really good, but really expensive tank. Losing Jorge or Viktor would be devastating. With all the mud I haven't given mobility a ton of thought. Do the light tanks perform better in the thick stuff that's bogging and miring my heavies? Thanks for all of your feedback!
@@RubberDucky087 Lighter tanks do perform better in mud/snow but obviosly you need to watch them if there are enemy tanks around.
Better for mobility is a bazooka team as they can kill any tank if they get close enough. They're are also cheap as chips but the (very) big downside is they take up a space in the roster.
I'd ditch the HMG's for bazookas as they aren't doing much and a light tanks is better for killing than a HMG anyway.
Fucking blast from the past.
Welcome, I'm glad you had that flashback! I never played CCIII back in the day, and this is my first time getting exposure to it. I grew up with Close Combat II and was very excited to get more from the series!
17:50
It's hard codeed, that at this stage of the campaign -
Once a player has Reached maximum rank and has X force strength, it's basically impossible to score above a "Major" victory for a given operation. (operation #16 is an exception)
To score better than a Major victory -
On each map of a Op:
A.I. would need to fight to the death
A player needs to take all of each map -> A.I. fleeing does not count.
Player would have to take zero losses.
And even then if you rocking a really powerful force doubt you're not getting that Total victory .
That makes me feel better. I was thinking it was performance based.
@@RubberDucky087
Pfft you're enjoying the game and winning
Just did a Soviet run
Op#12
2 Command T 34s
3 Engineers (only difference between Gds Air Gds and Reg is a minor cost increase for refits)
2 Reg JS IIs ( from the front,only fear the 88L71 -> I still don't close with infantry with 'em )
2 Reg KV 1S' (these lurk behind the SUs to clean up any infantry they've left behind.
6 SU 152s (three of which are just piggy banks > saving for JS IIIs)
Of the three used, 2 Gds & 1 Reg (because Gds SU 122s were offered first)
((and yes for the giggles I've fielded all six SU 152s -> just ends the match)
None of the tanks has below 20 tanks kills and run 80ish to 100ish infantry kills
And the three SUs I do use run about 16 to 20ish tank kills but far fewer infantry kills than the tanks.
(Both tanks & SUs have vehicle & gun kills but meh)
So my AFVs are Elite (gunners & loaders are 1st class Sg, LTs,captains and majors)
And the point is not ot brag but tomake you feel good about your wins
Because even with that force I can only get a Major victory at this point in the campaign
My German forces at this point > only major victories.
(And my German force ends up running with 8 Kingtigers)
@@barbaragingras5955 OMG 20+ tank kills is nuts, not to mention anything in the realm of 100 infantry. I think I want to replay this for myself and experiment with some of this more. I'd have a blast rolling in 8 KT or SU/JS.
@@RubberDucky087
Nah,just a lot of (wasted youth)time spent on this & CC II.
These three maps are "deep mud" maps period.
"Snow" means nothing,there's no frozen ground, only deep mud.
"Roads" are just a visual, there is only deep mud.
Only the buildings are not deep mud.
Only RNG reasons are why some of your vehicles move "better" on Light /Deep Snow/ Mud maps, is that they're specifically mobile and or light vehicles.
For example T 34s are specifically consider mobile (not it's flavor text, but unit's info tab will say "mobile")
So they have a slightly better chance at not becoming bogged or mired. > They'll still get mired or bogged, just there's that "slight" chance of 'em not....
Wow. They did so much better on the snow, it seemed certain they were out-performing those on mud alone.
@@RubberDucky087
"a watched kettle never boils"
So if units on roads and or snow make those units move faster for ya.... I'll not disagree.
(but this late 90s game can only do so much)
Tip
Again if at some point you play this again game for your own enjoyment.
28:08 - 28:12 ish Your SU 152s could have destroyed the Nashorn.
A SU 152 does not need direct LOS to kill a target (whether soft or armored),as it relies on HE. > A "152" HE round has a large area of effect (blast radius)
Anything in that area of effect stands a good chance of getting dead or damaged,then dead.
This also means you can shot around corners of building and or get multiple kills/hits < Map 1 of Kursk is great for this (that town map ya dislike Ducky)
So at 28:08 - 28:12 you could have aimed at the ground near that Nashorn and blown it up
Eventually ya learn just how large the 152's ,or 280mm rocket's, blast radius is. (280mm rocket is modeled as a 152 )
Cool, I'll be more open about targeting near targets that I can't actually engage!
@@RubberDucky087 Thats what I tried to tell you the last time, SU-152 is basically a self propelled howitzer, the biggest gun in the game.
🤘😁🤘
😁👍✌️
Why didn't you just sneak backwards down the hill with your assault guns instead of turning around and exposing your rear?
At the moment I just wanted them off the hill. They weren't being targeted so I wasn't really thinking about them pivoting in full view of a hidden gun. Mistakes were made.
So you've already finished the campaign?
Generally the last four Ops can go by pretty quick.
No, I'm only played through today's content. I have to play tonight
@@RubberDucky087
JS IIIs are 312 points
So if they become available during Op#16
Better start saving now.
"Jorge" really should've gone into that JS II.
:)
Another tip
37: 57 ish
Never fire a SU or be dropping mortar rounds at the same target when you're own infantry s engaing in close combat with.
40:45 ish
Not a flamethrower, your men threw their vodka(molotov cocktails) at that German rifle squad.
I didn't think about molotovs! Was that fire mission too close for your comfort 🤣. It was a little hairball.