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jbertles

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Everything posted by jbertles

  1. Apparently not all of the guns mounted on the Marder IIs were rechambered, The unmodified ones were called 7.62cm FK 296®. Can't confirm that that particular model came to NA tho.... BTW, Kingfish - check out this site: http://ipmsfinland.org/keskustelu/read.php?f=1&i=8856&t=8237&v=t Finnish StuG III Ausf C/Ds and Ausf F/8s in North Africa!
  2. Both Marder IIs and IIIs found their way into the Desert, where the 76.2 version of the III made the German supply situation just that much more complicated. The Russian 76.2 also was mounted on a Buessing-NAG 5-ton halftrack in two prototypes made specifically for the desert. The muzzle brake was removed from the gun, and a light armor shield provided for the crew.
  3. Out of 177 finally built, only "a few" had Littlejohns. No HE for the 2pdr. But "a few" (again) were converted to a CS role with 3in howitzers. From "British and American Tanks of WWII", Peter Chamberlain and Chris Ellis. The weight of a 2pdr and a 3in howitzer is about the same, so I suppose it's possible that the CS version could have been considered for glider use......
  4. My, my. So few AARs. It looks like everyone wants to audit the course, but few want to do the homework. Sheesh. You don't have to write a thesis, y'know. Most designers would be happy for even a few choice tidbits of info about their scenarios as seen from other eyes - you don't HAVE to go for the prize (although admittedly, a Richie model.... basically a new family heirloom....).
  5. Originally posted by civdiv: ________ Anyway, just as the two squads assaulted, a half platoon of German reinforcements appeared litterally 5 meters from the two squads. The squads made short work of the reinforcements, but it kept them from assaulting the buttoned HT, that promptly slaughtered them. Maybe CM should show off board sound contacts to let you know something is about to appear? But that is definately a contributing factor in the HT causing 24 casualties. _______ Reinforcements materializing like that are a sign of sloppy scenario design, not bad game mechanics.
  6. Pz IVs seem to be 50 cal magnets. Happened to me as well. A .50 on a hill fired down on the rear of said Pz IV, and the crew bailed on the next turn. You could have knocked me over with a feather.
  7. Thanks gents, for all the info. I have also found some interesting things. The Roden (models) website had some useful background information about the various 8-rads. Info from a Roden kit about the Sdkfz 232 (8-rad): "War against the Soviet Union was a severe test for eight-wheeled armored vehicles - in autumn Russia's vast territory was a total mash of mud and heavy cars of the 8-Rad type turned out to be especially vulnerable in this environment. During the first half year of operations about 150 eight-wheeled cars were destroyed. In North Africa the Sd.Kfz. 232 (Fu) (8-Rad) served as a part of the African Corps under the command of Erwin Rommel. High air temperature was one of the most significant problems for armored cars and tanks, since due to tough climatic conditions technical failures were frequent. Eight-wheeled cars turned out to be the best vehicles for long raids in wide desert territory and were in service almost until the last days of DAK existence. Sd.Kfz 232 (Fu) (8-Rad) production was stopped in 1943 when the Sd.Kfz 234 appeared, the glorious "Puma", the best armored car of WWII, which surpassed the Sd.Kfz 232 (Fu) (8-Rad) in every aspect of performance. Some of the Sd.Kfz. 232 (Fu) (8-Rad) were upgraded to a gun version, the Sd.Kfz 233 "Stummel", while others were upgraded with new radio communication equipment and returned to the front where they continued their military service. Several Sd.Kfz 232 (Fu) (8-Rad) fought for Berlin at the beginning of May 1945 during the severe street fights in the German capital - and as true soldiers they fought against the enemy until the end." From another kit - 234/1, note low production total: "Most of the 200 Sd.Kfz 234/1 produced up to the beginning of 1945 were sent to the Western Front and they fought there in the last battles of WWII." Info from a Roden kit about the 234/3: "Batch production began at the end of 1943 and continued up to the end of 1944. In total there was the opportunity to build only 88 units of the Sd.Kfz.234/3, as in 1944 the German war industry experienced widespread destruction from Allied bombing strikes, and any areas which had escaped, directed their efforts towards repairing the damage of existing armor and equipment." The overwhelming majority of the 88 completed Sd.Kfz.234/3 served with the 116th Panzer Division which was at war in Normandy. " Finally, this about the Puma: "In 1943 the situation on the battlefield took a crucial turn, but not in the Germans' favor. German armored cars were being destroyed in combat; meanwhile the army required a large output of new tanks. Plants manufacturing the old Sd.Kfz.232 (8-Rad) armored car were not able to immediately switch production facilities to production of a new model. All of this became a serious obstacle for Sd.Kfz.234/2 (later nicknamed the Puma) production. The initial plan was to produce at least 80 cars per month by mid 1943, however this was never realized. The Sd.Kfz.234/2 Puma had little in common with its predecessor. It was similar in concept but overall a completely new car. The powerful high-rotation Tatra 103 engine (eventually brought to operational reliability) allowed this armored car to make 90 km/h, and the huge 360 liter fuel tank increased its range to 1000 km. The Puma was the heaviest armored car of WWII, weighing over 11 tones. In comparison with the older Sd.Kfz.232 (8-Rad) cars the Puma had been slimmed down, particularly in respect of ground clearance, according to requirements. The Puma was armed with a 50-mm KwK39/1 gun with full 360 degree rotation, installed so as to allow a good vertical arc of fire. The armored body was several times thicker in comparison with the Sd.Kfz.232 (8-Rad), especially in front. Sd.Kfz.234/2 Puma production ran into difficulties and only a rather small number of them was produced, 101. Nevertheless they did fight during WWII, with the panzer divisions in Normandy. This impressive car had not realized its full capability, but its combat performance showed exciting potential. After tests in the British and USA ordnance yards it was judged by the Allies to be the best armored car of the WWII era." +++ Of course, we don't have access to the 234/4 in AK, but production total estimates range from 89-98. It's clear to me that the TOEs are extremely optomistic and the production totals don't match up very well. It also seems clear that the under-powered engine in all the 8-rads meant that they weren't nearly as mobile in muddy terrain. The 250/9s were brought in to replace the 222s and supplement the 8-rads. But since the production of the 234 models was so slow, the remaining earlier 8-rads were kept going as long as possible, sometimes apparently by recycling old parts into newer models. Of course, as a CM'r I abhor the the light ammo load of the 250/9, and even the PSWs, while loving the generous loadout of the 251/17. Sigh. Does that make me "gamey"?
  8. Northern Shoulder mostly. St. Vith, Losheim Gap, Skyline Drive, etc.
  9. According to several books about the Bulge that I am reading, German armored cars were all over the place. Yet most armor books that I have mention that this late in the war the acs had been replaced by recon halftracks. Anybody have any ideas as to numbers of acs vs. recon hts; also types of acs used during the Bulge?
  10. Ha-ha! But dontcha see, that was the gimmick. We all were given a game that was already well in progress - starting at turn 80 and finishing at 120. The problem from my pov is one of not being entirely happy with the setup - which of course we couldn't modify since we were given a game already in progress. But that's ok. Lots of commanders in RL have been put into that position. Plus the map was a pretty good attempt at getting the undulating steppes down right. The really, really long range visibility made you step back and consider - hmm, I've got a chance for a good kill, but at 1% chance of hitting?!? Nah!
  11. I suggest instead of entrance fees that we fine one US dollar (or whatever) per day for anybody who doesn't do a turn a day (you can work off your debt by doing more than one turn in a day). And if you don't pay up we kill your cat. Or whatever.
  12. Kingfish - you got Sandy's and my scores reversed in St. Nazaire. Thanks [ January 01, 2006, 05:07 PM: Message edited by: jbertles ]
  13. Hey Aragorn: I sent you Bastognette Day 1 and Bastognette Day 2, plus a third, a (kind of) new one, also Bulge-related: Hochstetter's T, which is Skyline Drive-ish. As a matter of fact it seems my recent scenarios are beginning to shape up to be a kind of "Faux-Bulge" battle-set with fictional scenarios that stand in for RL battles. Sometimes the scenarios take the premise of an archetypical battle, such as "fighting in really steep terrain" or "battle in the canyons of the Our River". Other times they are RL-inspired-with-a-twist (the Bastognettes, for example). Anyway, enjoy; more coming. At some point I'll actually update my pathetic CM site for some of these scenarios. jbertles Tiny little CM page
  14. Looks like lipstick-stained cigarette butts glued end-to-end. My only question is - what shade?
  15. All games completed (finally!). Starting AARs shortly. Thanks to all the designers and organizers, and of course to my opponents, may they rot.
  16. If you don't care about realism, I'll forward to you "Catfight" - 4000 pts of Panthers vs. 4000 points of Hellcats. Exploding vehicles galore.
  17. Just about 20 turns to go in Bear with Stikkypixie, but we're moving nicely now.
  18. Keep: - PBEM - WEGO - Scale - squad to regiment(?) - Reasonable balance between armor and infantry - Ability to create and distribute scenarios, campaigns and mods Change or Add: - Ability to control the initial movements of the AI. In certain scenarios (such as an ambush scenario), the scenario designer may wish to plot specific movements for the AI opponent in the beginning of the scenario. A good example of that would be the old Harpoon naval game: At each plot point there is a % chance of course deviance (e.g., 30% to go this-a-way, 60% to go that-a-way, 10% chance to go the other way). The idea is to give the AI a very general set of commands like "Move to the hill via the town". The % deviance would enable even the designer to play the game against the AI and be surprised. Reinforcements could be handled the same way. - Variable rates of artillery fire - Transfer of Units and Game Maps from one game to another. Same thing goes for Battles to Scenarios and vice versa. - Show targetable area as a color overlay rather than single LOS - Map-building: A drag-and-change altitude tool like the old Sim City map editor; cut and paste ability with map features (possibly with filters such as "altitude only" or "man-made features only"); variable weather (starts out rainy and ends up foggy, for example) And of course horses and motorcycles!
  19. OBIT: Admiral Keth announced today the untimely passing of the SCENARIO DEPOT, one of the most useful and entertaining sites for Combat Mission players and itinerant designers and tinkerers worldwide. The Depot suffered from bad, evil, dastardly webhosting although the new and improved version had seemed robust up until the time of its death. As a repository of scenarios (and incidentally a kind of informal history of CM gaming throughout the years) the Depot was unparalleled. [On a personal note, this correspondent would like mention that the very existence of the Depot had pushed him toward being a scenario designer in the first place.] The community of CM'rs worldwide are saddened by the passing of the Depot, and, although encouraged by the thought of some of its wisdom (and data) being passed on to The Proving Ground, wish to express our deepest sympathies to Keith; sincere thanks for all his hard work; and best wishes for the future. jbertles
  20. OBIT: Admiral Keth announced today the untimely passing of the SCENARIO DEPOT, one of the most useful and entertaining sites for Combat Mission players and itinerant designers and tinkerers worldwide. The Depot suffered from bad, evil, dastardly webhosting although the new and improved version had seemed robust up until the time of its death. As a repository of scenarios (and incidentally a kind of informal history of CM gaming throughout the years) the Depot was unparalleled. [On a personal note, this correspondent would like mention that the very existence of the Depot had pushed him toward being a scenario designer in the first place.] The community of CM'rs worldwide are saddened by the passing of the Depot, and, although encouraged by the thought of some of its wisdom (and data) being passed on to The Proving Ground, wish to express our deepest sympathies to Keith; sincere thanks for all his hard work; and best wishes for the future. jbertles
  21. Or: The Tiger in the dell... The Tiger in the dell... Burning Shermans all around The Tiger in the dell...
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