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LongLeftFlank last won the day on February 18 2019

LongLeftFlank had the most liked content!

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About LongLeftFlank

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    Civil Works Manager, City of Ramadi

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  • Location
    Manila, P.I. (formerly Toronto)
  • Occupation
    Energy business

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  1. How Not to be Seen Mr. Neasbitt has learned the first lesson in How Not to be Seen.... This will definitely take its place in my CMBN mod set, fantastic!
  2. Ha, and here is JasonC in classic form over at BGG, "racking and stacking" a thesis on the Roman debacle at Cannae.
  3. Erich Koch et al. slapping the bread and salt out of villagers' hands didn't help, certainly. But once Soviet authority was removed, all kinds of local warlords and opportunists were going to pop up to fill the vacuum, no matter how enlightened the Germans chose to be. The Reichskommissars had their orders to squeeze the Ostland dry, and were too racist and ignorant to understand that they needed to cut deals with a subset of these folks and play them off against each other, instead of treating them like dimwitted cattle (stűcke). But Nazis gonna Nazi....
  4. But that kind of very 'micro' technical topic is actually where "His JasonC" was at his weakest, and often made enemies here when challenged by insisting his Word be taken on faith, usually without troubling to cite sources. He has a extraordinary macroeconomic mind (Chicago school, works in very big brain OR), and so he was at his best in macro 'rack and stack' types of evaluations of men against fire over time, IMHO. Hence, tactics, operations and strategy. And at no time did I ever get a sense of him regurgitating Osprey books.
  5. Par for the course in irregular warfare, right up to the present day! And frankly, it's the norm for most regular armies as well. Kelly's Heroes and Major Minderbinder aren't entirely fictional.
  6. Yes, @JasonC left here of his own volition around 2015. He still posts regularly on a variety of boardgames and historical topics over at BGG. I don't recall him citing Zaloga much, but a great deal of Glantz. I got a lot of value from his stuff personally, although I've been at the pointy end of his lovable manner too. But then, I'm also married to a know-it-all, so that all doesn't bother me so much.
  7. Yup, pretty much the same reason I haven't bought CMSF2 or anything else new. I'd be deeply depressed trying to replay JOKER THREE with Marines constantly Keystone Kopsing around the complex streetscapes of Ramadi. When fellow realism junkies like @RockinHarry or @Kaunitz say it's safe to break 3.0 quarantine, I will. Not before then. Men under fire, even panicked, should get their arses down and stay put *by default*, unless they're in the middle of a runway or something. I'd sooner see them 'grow' some microterrain not previously rendered, or even sink into the terrain mesh to reflect just how good humans are at at putting hard objects between themselves and incoming hot metal.
  8. Wow @Aquila-SmartWargames, I just watched your video end to end! Many thanks for making it, I enjoyed it very much and learned a lot from you. The 1943 Makin landing was very well documented (by SLA Marshall, no less!), and most of those bunker lines you had to slog through were in their historical locations. And it sounds like you encountered all the frustrations of a real life BLT commander, especially inability to access your plentiful-on-paper support firepower once ashore. The original design was that most of those ships and aircraft plastered the map in the first 5 minutes without player involvement, but perhaps the updates to CMBN since 2012 altered the logic, or did you make a change? TRPs would definitely have been totally ahistorical, though convenient gamewise. The Navy had to be very careful with the bombardment and even then there were numerous friendly fire casualties. Shore to ship fire coordination by radio was simply infeasible in timelines less than a day in late '43. And it was an extreme rarity in the PTO that an Allied force had the luxury of standing off and letting big guns pulverize the enemy; invariably the bulk of the Japanese were still in their holes once the smoke cleared, still needing to be cleared out the hard way (you know this all, I'm sure). As you noticed too, jungle warfare is extremely fragmented, a series of lethal 3 on 1 hide-and-seeks, down and dirty. In a big scenario that presents a CM micro nightmare. I personally don't play above company level in RT and it sounds like you're the same. But with WeGo it is quite manageable, albeit lengthy. It would have been hard to hack this action up into small chunks without losing a lot of the wargame command decision element. I respect that's not your priority though; fair enough. Some of the other annoyances you mentioned are also historical, and deliberate. Just as in the real landing, the platoons landed all mixed up all along the beach, having got hung up on the reef, so you need to sort them out prior to moving inland. (Platoon movement (Hunt, usually) helps a lot with speeding up the issue of orders). Those snipers out in the water on the wrecked hulks (bridges) were a very real irritant; their fire held up the main landing force for an hour (!) while a US destroyer sailed in close and pulverized them! I was smiling as they popped up again and again. I notice you largely used only one speed: Quick, which caused your guys to take a lot of extra casualties. And you also pushed the same Green squads forward again and again without letup until they broke. So, they panic, hair-on-fire: the engine 4.0 issues compound that problem of course. That's why you really need a whole battalion to clear this map (that's in the briefing, which I will admit runs on far too long). Only a subset of formations are in action at any given moment. Were I ever to redo this scenario (unlikely), I'd make the tanks a lot less powerful. You had them flitting all over the map, which is skilled gaming, but pretty ahistorical. Again, just as in Vietnam there was no high tech magic bullet to PTO jungle warfare; just filthy, dehydrated young men scrambling through dense thickets with rifles and grenades. Anyway, thanks again for taking it for a spin, and for the excellent video!
  9. My Mum, bless her Old Empire Loyalist heart! read the review in the #FailingNYT and just knew this game was for her son. She was exactly right! Talonsoft got instantly kicked to the curb.
  10. Ha ha mate, I think your work has long surpassed my crude modding and hacking skills (now almost entirely forgotten). No more training do you need. ... I sometimes get tempted to pitch the Philippine Army to contract BFC to develop an officer tactical training aid, with scenarios based on Marawi, SAF-44 and various anti-NPA actions. (Which would incent them financially to cover off some longstanding issues like heavy/light buildings and proper foliage which would benefit the rest of us). Filipinos are brave, hardy soldiers (that goes for their enemies too, who are also Filipinos) and quite good marksmen, but even elite unit leaders routinely bungle simple platoon tactics like flank security and tactical cordons. Allowing enemies to ambush them, or readily slip away to fight another day.
  11. Hi folks, just a brief touch and go here: as usual, work and RL doesn't give me much leisure for CM, except in short single evening bursts. I'm pleased, and honoured, you are getting some enjoyment out of my 2012 burst of post-Ramadi CM creative hacking (Makin, Dien Bien Phu, Baba Amr, le Carillon), which several others mentioned in this thread contributed to. I'll mail you the mods over in a few days (they're on an old computer). But please don't look to me to fix anything, sorry. This stuff is strictly as-is, where-is. Feel free to alter and (hopefully) share it with those like minded. PS. In the pre-Blender world, the Brits (Poles) made the closest analog to Japanese troops in terms of small arms: rifles, Brens, Mills bombs. Modding German formations to Japanese was hopeless and I didn't own CMFI. The sole reason I modded LW troops as well was to get an on map 75mm infantry gun not available in the CW arsenal. Those units are walled off behind bocage and aren't supposed to ever see actual combat, mainly owing to the very un-Japanese MG42s their ammo carrier sections are toting. It was just another crude hack, one of many.
  12. PM me with an email and I can send you them, along with the Iraqi Army mod by the same author. Please note that if you own CMSF2, uniform mods won't work, as the figure wireframes changed. These are CMSF1 mods only.
  13. A little more progress at last. I (re)wrote US and German briefings and worked up tactical maps for PURPLE HEART CORNER. Now to start playtesting.
  14. Agreed. Rural areas are also extensively cut up with small stream beds, rivulets, drainage ditches, and large boggy patches, in all seasons. Most of these won't entirely stop tracked vehicles -- tracks are designed for cross country after all -- but they do make movement slower and more chancy... and bottlenecked. These features, which also tend to be lined with trees and vegetation, also provide natural covered routes for infantry (although the TacAI won't put the guys into them unless one puts in a fence along the trace). That said, they were also some of the first things skilled minelayers like the Germans would mine. These important features are insufficiently employed by CM mapmakers, IMHO, in spite of the handy ditch lock feature.
  15. Yeah, this is another venerable pain issue where your actual ability to see/shoot/be shot doesn't match the visual feedback or the LOS tool. Modeling real woodlands filled with many young trees and undergrowth would really tax graphics cards. I made my peace with it once I understood the 1/2/3 trunk visuals are mere abstractions of the actual trunk density in that forest tile. 'Old growth' trees, with the kind of trunk thickness shown would actually be quite rare anywhere near human settlement. But because I'm an infantry player, the 'steel trunk' phenomenon doesn't bug me so much. Absence of woods edge thickets -- new growth that (seasonally) restricts LOS but not fire (think double height grain) -- is what bothers me more as a designer. But I simulate that on my maps by varying tree types, using gapped bocage/hedge and/or varying local terrain height.
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