Force picks, tactics etc. that your opponent may consider gamey

Brought to you by DrVonCool

(updated 2006-05-17 to include CMBB and CMAK)

(updated 2006-05-25 to include more potential issues)



Gameyness is in the eye of the beholder.” – Me

Playing CMBO in the Band of Brothers is about having fun. Loosing a battle may be less fun than winning it, but it will still be fun. However, there are some things that may take out the fun for a player because he considers a tactic by his opponent as “gamey”. What do people consider gamey? Usually it’s about “realism” of some sort. Ranger503 wrote a nice classification of battles which you find here. The initial version of this essay was focused on CMBO, and several things described here still apply to CMBO only, mainly because the CM developers removed some issues and added some features in CMBB and CMAK. Reading through the list should help players of all three versions of CM to get a better look at (real or perceived) gameyness in CM.

 

The following table lists a number of items that, if used in a CM battle, might disappoint or annoy your opponent because he feels “cheated” somehow – usually because of “lack of realism”. His reaction may range from not even telling you and just silently putting you on his “don’t play again” list to loudly accusing you of being a “gamey bastard” on the message board (not recommended). Since playing CM should be fun, annoying your opponent by doing something that he considers gamey is not helpful. Since many of us at one point or another did use something “cool” only to find out later that the other guy considered it “gamey”, this list is meant to help discussing the individual feelings towards gameyness before a battle starts. There is a (very human) tendency amongst the losers of battles to look for a reason why they lost which has not to do with their personal game skill; “gameyness by the opponent” is a nice candidate (others include “unfavorable map” and “unbalanced forces” :-). If you discussed the issue of gameyness before the battle, this excuse will no longer work.

 

Experience from the Band of Brothers discussion forum shows that people have quite different views on what is gamey and under which circumstances. Many members have also indicated that their view on gameyness has changed several times over their CM career. The list below includes all items that the author ever heard to be considered gamey, and you probably find no person in all of wBoB that considers ALL of them gamey. The author’s personal assessment of gameyness of an item on this list (augmented by how many other members seem to consider it gamey) is given in the soon-to-be famous DvC-DoG value (“DrVonCool’s Degree of Gameyness”). DvC-DoG comes in five levels: 1 = definitely a no-no, 2 = very gamey, 3 = gamey, 4 = mildly gamey – some would even say not gamey at all, 5 = only gamey if you loose to this, otherwise ok :-).

 

Potential uses of this list include

  • Newbies can check the list to see whether during their fights against the AI they taught themselves something that might offend a human opponent.
  • Players can agree to exclude certain items from the list (e.g. “nothing with a DvC-DoG of 1 or 2, please.” Or “no gamey items 1,2,5,8,16).
  • Innocent players may learn new tricks to use on other innocent players. ;-)

The list is split into two categories. Category 1 (Force Picks) only applies to Quick Battles with forces that are picked by the player (“human pick”). Automatically picked forces in QBs and the forces assigned to a player in a pre-made scenario can never be gamey and should be used to their full potential (i.e. if in a scenario you get four British Wasps, five French HMCs, both Canadian and US airborne big size artillery FOs and a platoon of US Super Pershings, you should only worry about the crazy scenario designer, but not about using all that stuff against your opponent, who likely has all sorts of crazy stuff too). Category 2 deals with exploitations (real or perceived) of limitations in the game engine that a game like CM has to have compared to reality. 

                    

I’m open to (constructive) ideas for improvement of this list (better wording, additional items, …). 

 

Force Picks                                                                                     
 

No.

Gamey item

Description

versions

DvC-DoG

1)

Flak trucks

A bug in the CM engine causes AFVs to shoot at them with AP, which will do little or no damage. HE kills them all right. Forbidden in wBoB (unless part of a scenario).

CMBO only

1

2)

M8 HMC

Gamey only if using lots (e.g. more than two in a 1500 point battle) of them in a group. HMCs are relatively cheap for their fighting ability, and the so called “HMC hordes” tend to overrun most defenses because of their sheer number and fire power.

CMBO only

3

3)

Wasps

Gamey only if using lots (e.g. more than two in a 1500 point battle) of them. Wasps are relatively cheap for their fighting ability.

CMBO only

3

4)

Hetzer

Gamey only if using lots (e.g. more than two in a 1500 point battle) of them. Hetzers are relatively cheap for their fighting ability.

CMBO only

4

5)

SMG platoons

Gamey only if used as the main infantry force. SMG platoons are very cheap compared to their (short distance) fighting ability. SMG platoons have all automatic weapons, and the game model for ammunition of automatic weapons gives them as many shots as e.g. a rifle squad gets, so they have superior firepower without having a matching disadvantage.

CMBO (all SMG troops)

CMAK (Italian paratroopers only)

4

6)

“Super” tanks 

Very heavily armored tanks like Jumbos, Pershings, Churchill VIII, King Tiger, Jagdtiger, or in earlier periods Lee/Grant, Matilda, KV-1, KV-2, IS-1/2/3 etc. are very hard to kill – depending on the date the opponent may have no weapon in his repertoire that can kill them except at short distances from the rear.

all

4

7)

Big artillery

CM already limits your purchase of artillery; still you can buy quite a lot of really big shells compared to the overall force size. Having max. amount of artillery is considered gamey by some.

mainly CMBO due to high precision

5

8)

Assault boats

If used on dry land. Supposedly enemy units focus their fire on the boats which allows other units of the boat owner to take free shots at the enemy.

all

2

9)

Mixing forces or branches

a) across nations or more than two

b) two branches within same nation

This is about mixing units of different nations (e.g. US and British, or Italian and German) or different troop branches (e.g. Airborne with Army). Some people feel that any mixing is gamey; others think that mixing no more than two branches (but not across nations) is ok, e.g. the (in CMBO) favored mixing of British Airborne infantry with British armor.

all

a) 2

b) 5

 

 

Non-standard use of equipment and other (real or perceived) exploitations of the game engine                                                                                   
 

No.

Title

Description

versions

DvC-DoG

10)

Wire for spotting or creating paths

When wire is put on non-open tiles, you can spot much better across and along them. A long string of wires can enable you to spot through a thick wood patch that would otherwise certainly block your LOS. In addition, tracked vehicles will be able to drive across otherwise impassable terrain if driving over a "path of wire".

all

2

11)

Flame wall around flag

Denying certain ground to the enemy by putting it on fire is usually considered ok, but you could set up a complete wall of burning tiles around some or all flags, thus making it impossible for your opponent to reach them.

all

2

12)

Crews used on attack

Crews that are killed give big points to the enemy, so using them is punished by the game engine. Still some people frown upon the sight of your crews charging instead of hiding.

all

3

13)

Crews used for scouting

Crews have a low spotting ability. Yet you could use them to scout the enemy positions.

all

3

14)

Edge hugging

Advancing along the edge of the map, thus being sure that one flank is secure. In reality, there is no map edge, so you could never be sure that there is no enemy coming from the “other side of the edge”. While considered gamey by some, you better prepare for this as there is no clear difference between "edge hugging" and "flanking".

all

4

15)

Jeep rushes

Jeeps are pretty cheap and if you drive them close enough to the enemy defense, some defending gun etc. may unhide (triggered by the TacAI) and shoot at the Jeep, thus showing itself before becoming dangerous to your more pricey stuff.

Mainly CMBO due to lack of cover arc

3

16)

Endgame flag rushes

This is when close to the end (last one or two turns) one or both parties charge some or all of their units close to one or more enemy controlled flags in order to neutralize the flag or even control it without leaving the opponent time to counter-attack. Real battles don't end by an outside counter, so the opponent will always have the time to execute a counter-attack (assuming he still has the forces). In its extreme form, you won't see your opponent for the whole battle but in the last minute he jumps at you at full force.

To prevent this, wBoB rules require to use variable endings in CMBB and CMAK, which greatly reduces the usefulness of this tactic.

Mainly CMBO due to no variable ending

4

17)

Retreating units off-board

Once a unit leaves the map, it’s gone for good, i.e. can’t be used anymore but also is safe from destruction (and thus deprives the opponent from getting a chance to gain additional kill points). Each unit that leaves the map also reduces the global morale, which in extreme cases can lead to an auto-surrender by the CM engine.
I’ve recently been informed that there are people out there who actually consider this gamey, thus I added it to this list.

all

5 (would be 6 if there was such a value ;-))

18)

Mainly using infantry in half squads

CM allows to split an infantry squad into two half squads (an overwatch element with the LMG, if any; and an assault element with the SMG, if any). Splitting a squad supposedly has a negative impact on the units morale (i.e. they take cover and panic earlier), but has the advantage of being able to fight two targets and to require two enemy units to suppress. Since a squad in RL won’t be all sitting in the same foxhole anyway but may be well spread out (and spread out their fire across several enemies), I add it only for the sake of completeness.

All

5

19)

Long strings of wire

Barbed wire was and still is a formidable tool to deny enemies fast access to a defense zone. Yet in CM the attacker has no means to destroy a wire barrier, whereas in RL there exist ways to do so. This has caused some people to consider long strings of wire (particularly if it runs from one map side to the other) as gamey.

CMBO, CMAK (in CMBB wire counts as loss!)

4 (if from side to side)

5 (otherwise)