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Bil Hardenberger

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Everything posted by Bil Hardenberger

  1. Bil Hardenberger

    Bil's Floating Icon Mod

    I know there have already been a few of these released, but thought I would show a preview of what I have been toying with... These are based on the US Army's FM 101-5.1 .... with a little license taken to make them clear at any distance. This image is an overview of the first AAR map I was playing with @Baneman.. yellow are FOW icons of course. This set includes special colors for each nation... ...in this image I have selected a Bradley Platoon, which if you remember was playing red in this action. The icons remain the color I chose for the US side (Infantry Blue) while selected.. they will be red when not selected. FOW icons showing a selection of different unit types... very easy t tell them apart. All nations use the same FOW icon set... so no clues as to nationality until you fully ID a unit. The following image illustrates Syrian infantry.. also note the Blue infantry.. that is one of Baneman's irregulars and was on Blue.. Ihave included an inset of that icon selected, showing that when playing blue, Syrian units will highlight green. BMP-3 (with one infantry unit selected) showing the darker red Syrian highlight: On the blue side...highlight insets show a British vehicle (khaki) and a German IFV (gray)... And finally, the overview I started this post off with, but with one US Platoon highlighted... Coming soon.. probably this weekend. Just need to run them through some thorough tests. Bil
  2. I created this floating icon mod based on modern tactical symbology. If you try it out, any feedback would be appreciated. Download link: CMFB Modern Style Icons
  3. Bil Hardenberger

    CMFB Modern Style Floating Icon Mod

    Oops... I updated the link in the first post... that should take you to the right one.
  4. I created this floating icon mod based on modern tactical symbology. If you try it out, any feedback would be appreciated. Download link: CMBN Modern Style Icons
  5. It is possible that the TOE is correct, and though these units were identified as "mechanized" that they don't "own" any inherent transport. It might actually be a TOE bug, but it could just be a reflection of reality. It could be that at this point in the war the Germans (even the SS) simply didn't have enough transport to hand out... like having FJ Divisions that never used a parachute... in a quick battle you would have to purchase that transport separately. This happens even today, for example, in the US Army's current 101st Air Assault Division, though it is an Air Assault unit and each Battalion can be transported by helicopters, the Battalions do not have any inherent helicopters... in fact there aren't even enough helicopters available to move the entire Division at one time.
  6. Bil Hardenberger

    Mortars with squad or not

    My preference is to have my mortars on map, always, if at all possible. They are much more responsive (much faster reaction times and can be devastating because the enemy does not have the spotting round warning you get with indirect fire) than off map mortars are in my opinion. Nothing worse than plotting an off-map mortar mission, only to have it fall on empty positions because the enemy pulled out when they identified spotting rounds... Also, mortars can "cheat" a little on LOS/targeting (allowing for some local indirect fire)... for example, the following image from one of my AARs shows a mortar, with no direct LOS, firing on an enemy HMG team.. this was direct targeted.
  7. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    Never give up hope. I thought you had more time left.. but that last screenshot, once I zoom in tells the tale. Again, not enough time was given to complete your task. You probably do not have enough time to let your units recover for another push... but maybe. Sometimes in a game you are not necessarily outfought, but fall victim to either a terrain or firepower disadvantage... and there is no shame to losing in that way, nobody can win in every situation. You have both disadvantages as your opponent had a much shorter run to the objectives and thus there was probably no way you could have gotten to them before him... and now that he is in those built up positions you are at a firepower disadvantage, as you have to cross open terrain to close with him... additionally you are moving and he is stationary and that brings spotting advantages for him that will just compound the already lopsided combat-effectiveness disparity. Bil
  8. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    Ha! You are right, I had forgotten his opponent was Brits.
  9. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    The clock is ticking, are you feeling rushed? Don't be in a hurry to run into contact, you have plenty of time. If you received that AC you can probably expect that your opponent received an M8... be careful, these are not equivalent vehicles.. the M8 will eat your little AC for lunch.
  10. Bil Hardenberger

    Bil's Floating Icon Mod

    Finally completed the Icon Key.. hope this helps:
  11. Bil Hardenberger

    Bil's Floating Icon Mod

    I have completed my first iteration of these icons, please download them and give them a try. There are two versions: War Movie Mode Icons - these are brighter so they look better when playing in War Movie mode. Standard Mode Icons - (the @domfluff Variant) these icons are saturated versions of the original and look superior to the in-game screenshots I originally posted. Note: There are two vehicles, the British Sultan and Spartan that are not working right now.. but this is a BETA version.. I will update the links when I get the issues ironed out. Standard Mode Version: War Movie Mode Version:
  12. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    Nope.. they will try their damndest to reach the waypoint with those two movement types. Only Hunt will have them hit the ground and stop moving when under fire. When the enemy contact is possible or probable I try to only use Fast or Quick in very short rushes (one or two action spots) and only under certain conditions, crossing a linear danger area, to quickly move through covered ground, etc. You can intersperse those fast movement types with Hunt and still move forward at a pretty quick clip... I usually will pause after each rush for 5-10 seconds, or longer to allow the bounding team to reach its destination. Yeah.. don't be in a hurry.. this is a small map and you have plenty of time. Bil
  13. Bil Hardenberger

    Bil's Floating Icon Mod

    Heh, I can't imagine mixing the two as they are quite different in style.. but to each his own.
  14. Bil Hardenberger

    Bil's Floating Icon Mod

    Sounds good... when you find a setting that pleases you, send it to me and I'll post it on my blog as "domfluff's Variant", if you agree of course. Bil
  15. Bil Hardenberger

    Bil's Floating Icon Mod

    It's possible.. but they look perfect in war-movie mode.
  16. Bil Hardenberger

    Bil's Floating Icon Mod

    Here is one more showing Blue Armor types:
  17. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    That's a good point. Also, it appears, and I don't know for sure as I haven't seen an overhead map.. that your opponent had a MUCH shorter run to the objectives than you... I would call foul if I were you.. now instead of an ME you are playing an Attack with equal forces. That could get tricky.
  18. Sorry, but I don't think this is true.. the thing would have failed service trials and would never have been fielded if that was the case. You will need to research that for us and prove me wrong. If I'm not mistaken, I think there were issues with the effectiveness of the Shillelagh, vulnerability of the tank itself and the small number of rounds carried that ended up ending the service life of both the M-551 and the M-60A2. I personally don't think the Russians would have used tactical nukes right away either.. I believe that they would have only used them in case of emergency... like a collapsing front. But the repercussions would have been catastrophic for them as MAD would have kicked in. Chemical weapons now.. those they most certainly WOULD have used. Bil
  19. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    At my age I forget half of what I write Obviously I am thinking "German" as our Trekkie is playing the Germans... splitting off a two-man scout team from a German Squad really leaves you with a far less flexible unit... also from my blog: Of course the fewer men you have in a scout team, the less vulnerable they will be, harder for the enemy to spot, etc.. but when commanding Germans I almost always scout with a full split squad, the LMG team will be providing overwatch and support for the maneuver team. The following image shows this in action (Team B is moving up in line with Team A, then Team A will bound forward again):
  20. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    Upon reading a little closer, it appears like you are using one two-man scout team. A bit of advice.. scouting is most effective using a split squad, each alternating movement, so you always have one team stopped and listening, also if they get into trouble, a full squad can get out of it easier than a two-man team. I almost never use two-man scout teams... I'm pretty sure that I cover this on my blog. Otherwise I appreciate how thoughtful you are being with your tactics in this game, scouting, maintaining a reserve, I'm so proud [sniff]. I won't give any advice while the game is ongoing., but I am watching and reading. Bil
  21. Bil Hardenberger

    Newbie DAR/AAR: ncc1701e vs JoMc67D

    You are doing a fine job... it's nice to see you doing some effective scouting. How many scout teams do you have out front? Bil
  22. Bil Hardenberger

    Newbie AAR: ncc1701e vs JoMc67

    I think I get where they are coming from with the vehicle smoke Ian... the vehicle smoke grenades were intended for vehicle defense, not necessarily to provide concealment for infantry. The Soviets actually have (not sure about WW2 Russian armor) built in smoke dischargers on their armored vehicles to provide battlefield tactical smoke... but that is not represented in CM. It would take some fancy infantry-tank coordination to use tank smoke grenades to help provide concealment for infantry... not an easy thing in this period. I also doubt whether a tank would agree to that in battle. Bil
  23. Bil Hardenberger

    Newbie AAR: ncc1701e vs JoMc67

    I think this little fight had an unsatisfactory conclusion... 15 minutes is never enough time to complete a scenario, especially one as small as this... it is a tad artificial. I am in favor of leaving plenty of time for scouting, decision, maneuver, and then execution... 15 minutes barely gives you enough time to scout properly on a map of this size. I wouldn't feel bad about how you handled this action, I think you did a fine job, and you had the opportunity to maul your opponent and roll over him... if only you had given yourselves enough time. Though I think given more time your opponent would have fought this one very differently too. Your self critique is on the mark... so not a lot to offer you other than what I wrote yesterday. I hope to see another AAR from you in the near future as this was quite fun to read. Bil
  24. Bil Hardenberger

    Newbie AAR: ncc1701e vs JoMc67

    It shouldn't be that complicated, basically keep them within visual distance of each other, and ensure they stay in C2 range of their leader (not always possible or desirable)... if you are interested and don't mind a little reading, I go into this subject in detail on my blog in the Platoon Leader series. Especially in the Approach March and the Platoon Scouts sections. Try not to get too scientific with tactics, it is more of an art than a science and there are exceptions for every rule. Bil
  25. Bil Hardenberger

    Newbie AAR: ncc1701e vs JoMc67

    I will say that I do like the house rules being used in this AAR and might need to try a game using them (maybe with some modifications). Perhaps @IanL is up for a challenge. PM me if so.
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