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Industrializer

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  1. remember that large quantities of soldiers werent intended to fire at the enemy. Officers (especially NCO ), everybody working in the supply chain, security and garrision units, drivers etc. I think I've read somewhere that only 35% of all men in a division were front line soldiers.
  2. Tim The Enchanter is certainly a Netiquette Nazi with a touch of Lurker and Troller, don't you think?
  3. don't want to sound to geek, but how about a little bit of file compression next time ? 1,4MB for a picture? Not all of us have broadband Here is the same picture, only 27-times smaller in size:
  4. That's true, if the imprinted date isn't lying the picture was taken 1999, but here is another (modern) picture and I think the shingle can be easily identified here, it was indeed a pretty unpleasant obstacle and totally unpassable for tanks. Allied engineers had to first breach the shingle before the tanks and trucks could move off the beach. pic
  5. Indeed, that's why I have this house rule: the operation represents the first 5 houres so no unit can be moved during the setup phase between battles, they all have to walk the entire way as the battles are ment to happen continuously. So NO unit can be moved during the setup phase between battles, if you want to get your men of the beach you have to actually move them, same with the germans, if you want to retreat to a better defence position you have to move your men under fire and not teleport them The reason why the battles are 15 min. in because in CM units tend to waste their ammo like there is no tomorrow, a MG bunker will run out of ammo after 15 min... thats just rediculous and the only way around this are many short battles with the ability to replenish the ammo. Remember the famous WN62 were Hein Severloh was fireing his MG-42 at the allies, he is reported to have spent 12.000 shots during the first 6h ! So there was certainly no shortage of ammo on the german side. quote from one of my sources: The infantry companies in the first wave came in by boat sections, six to a company, with a headquarters section due in the next wave (0700). Each LCVP carried an average of 31 men and an officer. The 116th assault craft were loaded so that the first to land would be a section leader and 5 riflemen armed with M-1's and carrying 96 rounds of ammunition. Following was a wire-cutting team of 4 men, armed with rifles; 2 carried large "search-nose? cutters, and 2 a smaller type. Behind these in the craft, loaded so as to land in proper order were: 2 BAR teams of 2 men each, carrying 900 rounds per gun; 2 bazooka teams, totaling 4 men, the assistants armed with carbines; a mortar team of 4 men, with a 60-mm mortar and 15 to 20 rounds; a flame-thrower crew of 2 men; and, finally, 5 demolition men with pole and pack charges of TNT. A medic and the assistant section leader sat at the stern. Everybody wore assault jackets, with large pockets and built-in packs on the back; each man carried, in addition to personal weapons and special equipment, a gas mask, 5 grenades (the riflemen and wire-cutters also had 4 smoke grenades), a half-pound block of TNT with primacord fuse, and 6 one-third rations (3 K's and 3 D's). So yes, the US marines were loaded to the point were they could barely move, one of the reasons why so many drowned, they simply couldn't get rid of their equipment fast enough and were sucked to the ground by the sheer weight. I think it's only fair to give the first assault wave as much ammunition as possible, after all they will suffer so badly under the german fire that they will have precious little time to actually use their weapons.
  6. Here are some more pictures: one of the historical maps I used to design the scenario a photograph of the Omaha Beach landing zone the same scene in CMAK the bluff... the bluff... the bluff is on fire! [ August 20, 2004, 06:28 AM: Message edited by: Industrializer ]
  7. Thanx, that's what I expected, that, as soon as they start to fire they will reveal their position and draw some murderous counterbattery fire. I guess I'll stick with the 'just two salvos' houserule, seems to make the most sense.
  8. Thanx, but don't worry, the map is huge and there are many forces involved, but if you play the germans your main task in the beginning is to give your forces propper cover arc or assign targets for your mortars and MGs, not much running around early on. As the allies, you'll quickly experience the same the allies suffered during the D-Day landings, your troops will be pinned at the water edge or in the hedgehogs and the ones that make it to the bottom of the bluffs will be too exhausted to do anything usefull for quite some time. Historically the hirst assault wave had over 50% casualties and was virtually neutralized as a fighting force. and when the second assault wave arrived they went through the same hell as the german defences were only marginally weakened. Your tanks? well, I don't think that their life expectancy on an open beach with no cover and under fire from several pillboxes it too great If you manage to quickly destoy the german pillboxes and hidden AT guns you might save some, but don't depend on them So while the sheer size seems to indicate an unplayable monster its in reality not that bad, because there are either not that many forces you can control during a turn or the orders are so simple that you don't have to think about them for long (get off the beaches... ASAP!)
  9. Hi GJK, I will answer your questions here, they might spoil a little bit but it will help others to understand why I did what I did 1. All infantry are "tired" and "weary". I suppose you're accounting that they waded into shore and thus that status - which I could see I suppose. It's making it hell though getting them to move. Yes, many assault boats hit sandbanks further out and squads had to wade ashore or heavy enemy fire forced them to leave the boat to the side, jumping into the water. Many drowned, sucked to the ground by ther heavy equipment and the ones who made it to the beach were often already exhausted. 2. There's a lot of Shermans in this first wave! Was there that many initially? EDIT: Read your note at BFC regarding the tanks, nevermind assuming your research on the OOB is correct. Yes, those are the DD shermans. The initial plan was that the LCT (Landing Craft Tank) release them still in open waters and the tanks than reach the shore on their one, landing 3 minutes before the first assault wave. The DD tanks of 16th RCT (Regimental Combat Team) were release as planed but most of them never made it, only 5 reched the shore. The commanders of 116th RCT (thats your force) decided not to risk it and drove their LCTs directly onto the beach (you will now see several tanks still inside theri LCTs (shallow ford)). One LCT was hit and sunk but 40 out of 48 DD Shermans assigned to this sector made it. 3. Only 2 TRP's. I would think that the offshore battleships had the area targetted well - their effectiveness could be questionable, but not their accuracy. Perhaps a few more TRP's and modules of artillery? With every battle the allies will get some more TRPs, the reason is than during the first hours heavy smoke from the initial bombardment and well camouflaged german positions made it almost impossible for the supporting navy to spot targets on their own, also most radios the assault forces carried were destroyed by water or bullets or simply lost, so that very little fire support could be called in by the the landing force. [ August 19, 2004, 11:13 AM: Message edited by: Industrializer ]
  10. I have updated the scenario to V1.1. get it here: Omaha Beach V1.1 Changes: V1.1 - most german squads set to veteran (reason: the 352d infantry division defending Omaha was a veteran division from the Ostfront and was deployed just recently to this sector) - german pillboxes changed from crack to veteran (reason: they were to strong as crack) - all allied squads are now loaded with the max. possible amount of ammo - all allied officiers have now at least a +1 moral to help the allies to get across the beach - the initial allied wave now lands far further up the beach than in V1.0, it's now closer to the historical debark line - the bluff west of Les Moulin is now on fire, just as it was historical. The fire was probably started by allied rockets and helped because it blocked the view of the defenders. (why is there no 'burning brush' tile in the editor? Now I had to use grain to start the fire grrrr) - some minor map changes (demolished two buildings and rearranged some barbwire). - All german units should now be either in a foxhole or in a trench - removed the german tanks and replaced them with AT-guns. Historically the germans had some bunkers with tank turrets but even dug in tanks with sand bags around them are far to easy to destroy in CM, the AT guns will last a little longer (I hope). - german MGs got a little bit more of starting ammo - ammunition resupply is now set to: axis: adequate, allies: sparse - new house rule: the german Nebelwerfer is only allowed to fire two salvos during the entire game (thats two times 36 rockets) There was a german Nebelwerfer battery in range of Omaha beach but I have no data whether they firead at all or if they fired, how much ammunition was available. So, until I get any new intel I will limit their usage. The 105mm is still free to fire whenever munition is available. - new house rule: all allied reinforcements have to enter before the hedgehogs. reason: the task of the first assault wave was to blow a breach through the obstacles but the german fire made this almost impossible, and were they succeeded they were often unable to mark the breach, making it useless once the tide raised.
  11. those are the DD Shermans that hit the beach together with the first wave. And that Omaha sector was lucky, most tanks of 16 RCT on their way to the other half of Omaha (not modeled in my scenario) sank before they reached the shore. But well... don't know whether those tankers of 116 RCT at this Omaha sector should consider themself lucky that they made it [ August 15, 2004, 05:26 PM: Message edited by: Industrializer ]
  12. The scenario has a good chance to end earier, if the german positions are getting overrung it's basically game over for them. The allies on the other hand can keep attacking to the bitter end even if they are pinned on the beach for the first 10 battles because they'll get plenty of reinforcements and the german positions will get weaker from battle to battle. So, if you want a quick game, play the allies and be really good (I know, easy said )
  13. OK, did that Omaha beach So whoever downloads the scenario and playtests it (either vs the AI or vs a human opponent), please provide some feedback, thanx!
  14. Robert: the email bounced with a 'user unknown' error, is your address (beastttt AT cs DOT com) still correct ?
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