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noob

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    noob got a reaction from Artkin in CMPzC Normandy '44 Operation - Caen   
    Below is a screenshot of a small Panzer Campaigns Normandy '44 (PzC N44) scenario that i have created. The scenario covers the combat on the outskirts of Caen on the 7th June 1944.

    The battle is seven turns long, starting at 08:00 hours, and ending at 24:00 hours, with each turn representing 2 hours real time, and each hex representing one square kilometre.

    The Allies are attacking North to South, with the objectives being the villages of Buron and Authie.



    This operation is a test of the system i have created to use PzC N44 as an operational layer for CMBN.

    I will post two threads on this forum. One will represent the Allied HQ, one the Axis HQ. In each thread i will post a screenshot showing the deployment of the forces, and an identification key.
    The operation is open to all members, so anyone that wants to play a side must look only at their sides HQ thread to maintain FOW.

    Before the Allies perform their operational movement and firing, I will provide them with screenshots showing the reachable hexes for any unit, and the visible hexes from any hex requested.

    The Allies will perform their operational movement and firing first. I will provide screenshots showing the reachable hexes for any unit, and the visible hexes from any hex as requested. Once this has been done, the Allies can then decide on a plan of attack. Once a plan has been decided, it will be communicated to me using diagrams or text. If there is a conflict over different plans, a vote can be taken, with me casting the deciding vote in the case of a tie. After the movement and firing phase, any units adjacent to an enemy unit may initiate an assault, thus creating a CM battle. I want the players with the highest turn rates to fight the CM battles, with a minimum turn rate of seven CM turns a week.

    Anyone wishing to participate please answer this thread with the side you want to play, and your CM turn rate if you want to fight any operational CM battles that occur.
    Players that fight operational CM battles will be required to create an AAR in their teams HQ thread.
  2. Upvote
    noob got a reaction from sttp in Why can't 88mm Flak or AT be limbered/towed?   
    My advice for using an 88 is to place a false nose, false moustache and fake glasses on it after it has fired, if that doesn't work then thats tough !!! you shouldn't have started the war in the first place !!!
  3. Downvote
    noob reacted to Nelson 1812 in 20 minutes to breakfast... movie (real time, no icons)   
    Combat mission scenario played in real time with no icons... fun game ... hence the posting.
    Paused when game goes on overload or when fired at, unable to load my audio... 
    My objectives to take farmhouse... Axis AI whats to take junction.
     
     

  4. Upvote
    noob got a reaction from Odin in Please add exit zones to scenarios   
    I'm currently playing a CM battle where my gun damaged tanks, because they cannot exit the battle, are having to follow my main force around like baby ducklings. Exit zones would solve this problem.
  5. Upvote
    noob got a reaction from Tactical Wargamer in Allied AAR: A Route to Ribera or "A Bridge Too Far" (CMPzC)   
    I'm going to run an "open to all comers" operation on the CMBN forum. I will create two threads, one Allied, and one Axis. Each thread will show screenshots of each sides starting deployment in a small semi historical PzC scenario i have made. Once the participants have decided which side to play, i want them to put forward plans of attack that i will translate to the PzC game. If there are conflicting plans of attack team will have to vote on which to implement, if a decision cannot be made, i will decide which plan is used. I will then post updated screenshots of the new positions after each operational turn. When a CM battle is created, i want players that have high turn rates to fight them, and post the AAR's on their sides thread. I will post an introduction thread in the next few days, describing the scenario, and showing the operational hex map.
  6. Upvote
    noob got a reaction from Tactical Wargamer in Allied AAR: A Route to Ribera or "A Bridge Too Far" (CMPzC)   
    I was forced to keep updating, as more and more revisions needed to be applied as the system was tested. Every possible situation needed a rule. Therefore i decided to shut it down until i had a version that i felt was the best i could possibly come up with. This version i am satisfied with, it may need some tweaking, but the basics are sound IMO.
  7. Upvote
    noob got a reaction from Tactical Wargamer in Allied AAR: A Route to Ribera or "A Bridge Too Far" (CMPzC)   
    I would never use these settings in a CMPzC game, they increase the amount of emails to be sent threefold, and also reduce flexibility, as they compartmentalise actions, thus forcing players to have to perform all movements before being able to fire.

    Using the alternative settings in my guide allows players to perform all movement and firing without sending any emails before the assault phase.
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