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Bannon DC

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  1. Some images Google image matches the approximate size of the scenario map. The satellite view from Gellert Hegy. The Combat Mission view from Gallert Hegy. Attack and counter-attack... the Soviets retook positions lost along Ullio Ave. and threaten the Axis flank of forces holding the Jozeph Blvd. (to the right) line forcing a withdraw to Muzeum Blvd. This is where the battle starts. ROOFS OFF -- I used combinations of heavy buildings and factories to depict larger buildings; this allows pathways through larger buildings that would not exist with heavy buildings alone. Turning roofs on and off (shift+r) helps to keep track of units and shows paths through buildings. A closer view looking SW at the grounds of the National Museum, Kalvin Square, and Muzeum Blvd. Roofs on. [ June 22, 2008, 02:05 PM: Message edited by: Bannon DC ]
  2. Situation: The siege of Budapest has witnessed intense, non-stop street fighting. The routine has been attack and counter-attack. As the Germans and Hungarians have fewer and fewer men to hold the line, the fighting on the Pest side of the Danube River is reaching its conclusion. As of January 16, the Axis forces are within a few blocks of the river and two battered bridges are the last connections between Pest and Buda. The Ferenc Jozsef Bridge (to the south) collapsed overnight. Erzsebet Bridge (the only link depicted in this scenario) will be critical for the movement of Axis reinforcements and withdraw of certain units. Chain Bridge, off map to the north, was the last bridge standing and was destroyed on January 18 after the final retreat from Pest. A new defensive line is being established at Muzeum Blvd. The order for the final retreat from Pest had not been authorized but is expected at any time. The Axis forces have started moving HQ and other units to the other side of the river even as new forces are arriving to attempt to delay the Soviet advance. The Soviets hope to capture a bridge intact or cut of as many units as possible from retreating. Overlooking the Pest battlefield from across the Danube is the citadel atop of Gellert Hegy. In stark contrast to Pest with its flat terrain, Buda is hilly and rugged and has been a natural stronghold against numerous invasions through the centuries. During this invasion, commanders look down on Pest through binoculars and call in artillery on the enemy below. ------- Available at The Scenario Depot. Kalvin Square, Pest ------- If you enjoy urban combat scenarios (Military Operation in Urban Terrain -- MOUT), you will enjoy this scenario. Map is not very large (combat area is about 1K x 1K). The number of units is large, but manageable. Battle has been playtested and balanced for head-to-head play. Map is based on period and current maps of the area. The Soviets must rely on effective combined arms tactics and must accept casualties in order to advance. The Germans and Hungarians have been outflanked along Ullio Ave. and must conduct a fighting withdraw and move up reinforcements to establish a new defensive line at Muzeum Blvd. The Axis must also exit certain units as part of their withdraw. Artillery plays a key role for both sides. I specifically designed this scenario so that both sides will have critical decisions to make. The defender will be actively involved in every turn instead of just hitting "go" and seeing if his original set up holds the attacker. The Axis have a "rear area" to move and organize reinforcements and the units they must exit. A wise attacker will use some of artillery in an intradiction role... if he can spare it. Most units start at full strength and the map starts with only limited rubble. Given the amount of firepower, the map will quickly assume a beat up condition... and so will your men. Recommended to play as head-to-head. Also plays well as Axis vs. AI (see play recommendations). Thanks to testers who have commented at TPG and play-tested this scenario with me and to those who have provided research info: George Mc, Charlie M., Highliner, Heinrich505, Umlaut (check out his urban terrain mod), and Bardosy. And, as always, thanks to GJK for supporting the CM community with his web sites.
  3. Hello -- Updating the link for "South to Kiev" posted years ago. Now over at TSD: Combined Arms, South to Kiev Here's another one with early war tanks. Since the AI is attacking, you should turn up the experience level for this one. Tin Can Alley cheers
  4. Has there been an announcement that CMX2 Ost Front is coming out in ten years? Did I miss something?!? Do you have a link? Is "Ost Front" the official title? Any screenies? Will it support WEGO?
  5. Oh, that's bad all around. But, worse... in a recent scenario I designed, I renamed one of the truck drivers to "BJand Thebear."
  6. Bear with Polish Troops in Italy "He drank a bottle of beer like any man."
  7. There's nothing like a good short, sharp fight. True, CM does work best at the company level and the bigger it is the fewer players there are interested in playing it. Still, I do enjoy larger battles myself... not exclusively, of course. I enjoy actual scale where either side can potentially see the other outside the range of small arms. The challenge of closing with the enemy becomes a combined arms puzzle. Lately with my larger battles, I have started to make "cut down" versions of portions of the map in traditional company-level scale. I'm testing a bunker busting scenario that takes place on the ridge above the castle. I might do one focusing on clearing out Rimburg Castle itself.
  8. Bumping... the board is quiet. This one is primarily an infantry battle. I made map as close to historically accurate as possible... then worried about how it would be played. Infantry has a lot of open ground to cover. Challenges you to test your CM tactics against a real situation.
  9. Both good books... interesting and quick reads. Good tactical level CM stuff, especially from Bidermann.
  10. And a good web site too: http://www.goforbroke.org Has anyone read "Just Americans" by Robert Asahina? Story of the 100th/442nd RCT. I've been looking for a book about this group and I see this one on sale for 9 bucks at Scholars Bookshelf.
  11. Another Google image. Looking south (similar angle as in screen shot above). Rimburg castle in the middle, farm is off to the left in fore ground. Rimburg village is on right. Railroad track visible on left. Wurm river is narrow line down center. Water treatment plant has been added since the war and river straightened here. White line marks a distance of 500m. Photo gives some idea of the height variations. Jump-off line of 117th Regiment was treeline above Rimburg village attacking north of the castle toward the farm. The 119th left the treeline and moved across the field to the south of the casle and into trees containing the West Wall defenses. The railroad embankment to the south acted as a tank barrier with man-made tank obstacles blocking the tracks to the north. The village of Rimburg had been evacuated and was in Allied hands. The Germans defended from their bunkers and trenches in the trees and beyond as well as from Rimburg Castle. Click on the Arno Lasoe link above for eye-level views of much of the area. [ January 01, 2008, 09:59 PM: Message edited by: Bannon DC ]
  12. Moving this scenario to The Scenario Depot. Thanks to all who have commented and tested. <font color="red">West Wall, Assault at Rimburg</font> The American 30th Division "Old Hickory" embarks across the muddy beet fields toward the West Wall bunkers. The 117th Infantry Regiment on the left flank and the 119th on the right. In the middle is Rimburg Castle, a moated medieval fortress. Ahead -- damp open ground, the Wurm River, more open ground, a railroad embankment, the bunkers of the West Wall and German soil. Best played as Allied vs. AI or Head to Head. Historical recreation based on period aerial photos and maps, topographical data and overlay maps with bunker locations. Great photos and information here: Arno Lasoe Photos and Old Hickory Download from the Scenario Depot: L I N K Click on photos to enlarge
  13. Heinrich and ALL -- West Wall updated and moved to TSD... see link above. Also some related photos and excellent sites included in the discussion area at TSD. Another tough one.
  14. Bump -- Added "Tank Trap" and "West Wall" scenarios.
  15. Has anyone read: "A Writer at War: Vasily Grossman with the Red Army, 1941-1945" by Vasily Grossman? or "Ivan's War: Life and Death in the Red Army, 1939-1945 by Catherine Merridale? Also, wondering if anyone has read "Marshal of the Soviet Union" -- Zhukov's memoir. I picked it up a couple of months ago but have not gotten to it yet.
  16. Update -- added "Tank Trap, Muzeum Blvd., Pest" scenario.
  17. As Heinrich said... bring them forward with supporting squads. Put a cover arc for 32m on them and give them a command to "move to contact." Sneak them forward if necessary, avoid tiring them. Pick a good HQ if possible... stealth and moral bonuses. Avoid contacting enemy units that are close to your own supporting squads... FT have a tendency to fire wide of their target for the first 1 or 2 squirts. Also, keep in mind there is a good chance they will ignite the building. If you have routed the enemy squad, put your FT on hide so he saves his ammo... or target a different enemy unit.
  18. Heinrich505 Thanks for the fantastic write up. I had my doubts that the AI could attack well in this one, but it seems to have come through for you. Very glad to hear you enjoyed it. This one is still in testing at The Proving Grounds. For a large battle, it has actually received a lot of interest in the playtesting stage. With your comments, I know of two people playing it against the AI. And in addition to my head-to-head test against Highliner, there is one other H2H test going. I'm having a great time playing this one and it is very challenging against a human opponent... especially one who seems to have little regard for his men and is throwing them at me in the most ruthless and relentless manner. Talk about a steamroller! Von S is correct... there is a discussion thread for all the individual scenarios on both TPG and TSD. Just click on "discussions." (Not always easy to find the link, but look around). If the battle is older or not as active, you may have to scroll the list for it, but they all have their own thread. For your convenience here is the link. See the "discuss this scenario" link at the bottom. But, no need to copy your comments unless you wish to. Also some Google images and a battle map in this thread. Kalvin Square Scenario at TPG For those who are not interested in large scenarios, I did a cut down version of just one street in order to test my tank trap idea. This one has been moved over to TSD already after some good playtesting. Balanced for two players (better) or as Russian vs. AI. You can find it here: Tank Trap Museum Blvd, Pest Again, as Von S said, designers appreciate any feedback. Good feedback makes for better scenarios for all of us. Bannon
  19. May be because the CMSF forums are falling into death, and they are becoming closer to the activity displayed here in the CMC forums. I hope that the crew of CMC, keeps his development with the CMx1 engine, because any WWII game based in the CMx2 engine will fall short in quality. It's very clear that CMBB and CMAK will be the biggest quality standard for the next 10 years. It's now clear that CMC will suck if they expect to release something conected with the CMx2 engine, because the number of weapons that this small team can model for any WWII expansion over the CMx2 engine, will be too small for consider CMC as even possible. CMC needs lots of weapon class to represent true WWII battles at bigger level... with the few weapons that can be modeled in the more graphical complex CMx2 engine at 1:1, CMC will lack of deep and any interest. </font>
  20. UPDATE, Oct. 28, 2007 This scenario is ready for playtesting at The Proving Grounds. Needs a good head-to-head or Germans vs AI playtest. (I will probably end up making a separate AI version of this one, comments helpful.) Kalvin Square at TPG Approximate scope of map: Google Image This one MUST be played BLIND if playing 2-player. The siege of Budapest has witnessed intense, non-stop street fighting. The routine has been attack and counter-attack. As the Germans and Hungarians have fewer and fewer men to hold the line, the fighting on the Pest side of the Danube River is reaching its conclusion. As of January 16, the Axis forces are within a few blocks of the river and two battered bridges are the last connections between Pest and Buda. For the units fighting near Kalvin Square, Erzsebet Bridge is a vital link for reinforcements... and eventual retreat. A new defensive line has been established at Muzeum Blvd. Fighting over the last two days south of Kalvin Square along Üllöi Ave has exposed the Axis flank forcing a withdraw. The Soviets are preparing to continue the advance with the goal of capturing a bridge intact or to cut off the retreat of as many Axis forces as possible. Overlooking the Pest battlefield from across the Danube is the citadel atop of Gellert Hegy. In stark contract to Pest with its flat terrain, Buda is hilly and rugged and has been a natural stronghold against numerous invasions through the centuries. During this invasion, commanders look down on Pest through binoculars and call in artillery on the enemy below. Map, battle lines are historically accurate. OOB is guesswork. Suggest playing H2H if possible, if not, Axis vs AI with modifications as suggested in the brief.
  21. "Lost Victories" is an obvious "must read." I've read "Tank Rider"... enjoyed it. I've seen it for very cheap... under $10. Hard back. I would give you the vendor but I just pitched the mailer I received a couple of days ago. I agree... Erickson and Glantz are text-book like but great sources. My last WWII read was "In Deadly Combat." Terrific. Great CM fodder. Also reading "Soviet Field Fortifications, 1939-45" during commercial breaks and building up the courage to start Zhukov's 2 volume memoir.
  22. Margit Island sits in the middle of the Danube between Buda and Pest. For decades it was the playground of the wealthy, now it will be the scene of a World War I style infantry struggle. Historical scenario. Scale recreation of 2.25 km by 700 m wide island. Largely parkland with a few building including a spa complex, swimming pools, polo field and cafe area. Axis OOB based on historical data. On Jan. 19, 1945, the Soviets secured a beachhead on the northern tip. On Jan. 21 they made another successful landing a few hundred meters south. This is where the operation starts. 10 battles, 20 turns (fixed). Night every third battle. Weather pattern mixed. Allied assault (reach end of map). Possibility of Soviet airstrikes if weather clear. Both sides have a reserve if the going gets rough... and it will. Ideal for 2 player game, but also works well as Russian vs. AI. To win, German player should plan for the long haul. Margit Island, Budapest available at The Scenario Depot. Comments and reviews welcomed. This Google image courtesy of Bardosy who helped identify details of island buildings and landmarks.
  23. Margit Island sits in the middle of the Danube between Buda and Pest. For decades it was the playground of the wealthy, now it will be the scene of a World War I style infantry struggle. Historical scenario. Scale recreation of 2.25 km by 700 m wide island. Largely parkland with a few building including a spa complex, swimming pools, polo field and cafe area. Axis OOB based on historical data. On Jan. 19, 1945, the Soviets secured a beachhead on the northern tip. On Jan. 21 they made another successful landing a few hundred meters south. This is where the operation starts. 10 battles, 20 turns (fixed). Night every third battle. Weather pattern mixed. Allied assault (reach end of map). Possibility of Soviet airstrikes if weather clear. Both sides have a reserve if the going gets rough... and it will. Ideal for 2 player game, but also works well as Russian vs. AI. To win, German player should plan for the long haul. Margit Island, Budapest available at The Scenario Depot. Comments and reviews welcomed. This Google image courtesy of Bardosy who helped identify details of island buildings and landmarks.
  24. Go online and buy a used WWII atlas. Or head to a used book story. I've come across many of them... and I have noticed that many of them are exactly the same, no matter the name on the cover. Found two in a used book store near me and athough a different cover and name across the front (mine says "The Times" Atlas of WWII), they are identical in content. Mine is edited by John Keegan. Oversized, hardcover. Got it for $10 or $20. Harper and Row publisher. I found it handy when reading Erickson myself. Great book... one of the best... I haven't read the second.
  25. ITI -- One of your best sources for telling the difference between a company of British Infantry and American Infantry is the CMAK (or CMBO) editor. Open up the editor, start a new map and select a company of Brits and a company of Americans. CM does an accurate job of showing the squad and platoon sizes and basic equipement and number of men. You can go the next level up and select a battalion as well which will show the heavy weapons companies, etc.
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