Jump to content

DerKommissar

Members
  • Content Count

    699
  • Joined

  • Last visited

About DerKommissar

  • Rank
    Inconsequential Rambler

Profile Information

  • Location:
    RL Cadia

Recent Profile Visitors

1,183 profile views
  1. Yeah, I've been having a great experience with 4.02, so far. I went into playing the SAA with Warsaw Pact combined arms tactics, after finishing the CM:BS UKR campaign. The layered cake of artillery, tanks, ifvs/apcs and infantry, all at once, seems to be the way to go. You can't expect a NATO level of individual competence, so using NATO tactics is disastrous. In a way, this parallels a real world problem for the SAA -- few officers are trained on the intended tactics. Whenever I play a Soviet-style army, I usually spend 75% of my time arranging my perfect 5 minute battle. So, all artillery, vehicles and infantry is standing-by to for a simultaneous avalanche on the enemy's line. Best way to use low-experience troops that can't be expected stay frosty after first blood. Recon is important, but you lack Western Optics. So, you have to probe the line with scouts and scout cars, before the 5 minute battle. I use these probes a as a litmus test -- if a BRDM-2 is burning, you know not to go there. Areas of the enemy line that don't immediately destroy your scouts, can be considered schwerpunkts. These are the prime targets for your breakthrough. I believe the modern-day SAA is actually quite good at these tactics, after years of bloody field training. You can take a look at how they operate in Idlib. Spend months on probing attacks, but spend a couple of days breaking through pincers.
  2. The Kampfgruppe lacks the strength for another frontal assault. The plan is to seize the hill on the right flank, and advance through the wooded valley. As the first part of the Kampfgruppe arrives, the Panthers take the hills -- as the infantry probes American defenses in the area. The Americans have dug-in their infantry in the wooded areas. These dogged defenders are ready to delay my breakthrough, as they call in their heavy artillery. They are eager to engage, despite the overwatching panthers. Time is of the essence, and the mixed elements cannot afford to be zeroed in by American batteries on stand by. They must push forward, and break through the wooded areas. Luckily the Panthers managed to neutralize all of the apartment cannons at the northern objective. Despite being on the receiving end of fire superiority, the American defenders hold their ground and attempt to suppress and delay the advance. The foxholes in the woods provide heavy cover, as well as concealment for their infantry. There is little time to methodically clear the wooded areas. American heavy artillery has already obliterated the hill. The maneuver must continue to step one step ahead of the artillery. The panthers break through the clearings, and begin to engage the northern town's defenders. As one troop suppresses the defenders. Another troop makes their way from the right flank, and up the valley, towards the town. Once they have coverage of all buildings and foxholes, the halftracks and infantry will follow. So far, the assault is going according to plan. The infantry has sustained light casualties, and the Americans were expecting a frontal assault along the highway. BOOM! The troop command tank bursts in flame, as a solid slug smashes through its mantlet. There are no survivors. The rest of the troop quickly hurry to return fire at the hidden American tank destroyer. A high velocity armour piercing round goes straight through the 90mm tank destroyer's hull, and hits the ground behind it. The american crew bails out. It is tragic to lose a panther HQ to this tin can. As the infantry catches up with the Panther troops, they encounter fanatical American resistance. Unlike previous battles, there are no surrenders. After the slaughter of POWs and Belgian civilians, by the Kampfgruppe -- they expect no quarter and give none. Yet, they are overwhelmed by superior numbers and firepower. The infantry catches up, and the the Kampfgruppe closes the distance. So far, the assault is going according to schedule. All the heavy elements in the northern part of the town have been cleared. The objective is within firing range. The next phase of the operation will be to exploit this flank and secure the exit. The final objective is to attack the center of the town, no doubt the American's strongest position, from the rear.
  3. To the Meuse! After weeks of heavy fighting, the state of the Kampfgruppe is dire. Infantry companies are at half strength, and the panthers are suffering from a lack of repair. The retaking of Stavelot proved to be a costly affair. American resistance has greatly strengthened since the start of the operation. Their men fight to the last, with new equipment that evens out the playing field. The time is now. The Kampfgruppe must break through to the Meuse now -- or lose the opportunity forever!
  4. My mates and I were drinking brews and watching whatever on youtube. We chanced upon this series -- and after seeing one film, we were hooked. We saw most of the series, out of order. It's got big bombasting battles and cool history tid bits for days. You really don't need to know the language to understand what's going on. In a way, I prefer it to American war films, which are usually focused on personal stories (loved Hacksaw Ridge a lot, though), rather than the outright carnage. I still remember a brutal scene where two tank crews bail out of knocked out tanks, and continue their fight hand-to-hand. Gotta give Mosfilm and Lenfilm mad props for making their films widely accessible.
  5. I pushed my tanks onto the center hill, that blocked Stavelot from LOS. I gave them and the Pumas a nice hull down position, with which they could take out the relatively inaccurate Priests: I encountered the AT guns, one at a time, and they did little damage to the front end of the Royal Tigers. The bulk of my cars flanked through the forests on the north and cleaned the artillery batteries up: My general plan was to place all the guns on the hills, and watch over my infantry advance along the south road. Stavelot was very well defended, the overlapping fields of fire made my advance slow. Then, I walked into an artillery reference point: This ate up valuable time, that I had planned to use clearing out tight Belgian streets. Instead I had to rush in, guns blazing. The deeper I got, the stronger American resistance I faced. Result: Tactical Victory. The tanks would have been more useful as a vanguard to my infantry assault, rather than as glorified SPGs on the hills. I am currently struggling with the next (and final) mission. Going to be posting new screenshots soon -- may do it as a mini AAR.
  6. Yeah, the Steel Panthers games (WinSPMBT & WinSPWW2) make HPS games feel obsolete, over-priced and limited in scope. If you are into 2d, turn-based, hex-grid, tactics games -- I highly recommend you check out their demos (they're pretty much the full game). The problem with 2d wargames, is that an entire dimension has to be abstracted. They're not even on the same level of authenticity as Combat Mission.
  7. Why would anyone storm the Canadian consulate? Are they going to demand timbits, in exchange for the hostages? In all seriousness, this is a very cool concept. Really interested how it turns out -- may inspire me to do something similar.
  8. I'm surprised, nobody mentioned Panzer Command: Ostfront. Unlike most other games mentioned here, it follows the CM formula. It's basically CM 1.5. I like that game, well enough -- but I prefer CM2. I think SB is a great tank simulator, and the editor is nice. However, it doesn't ship with campaigns or any sort of quick battle generator. It's not a "game", and not marketed as such. Big fan of Graviteam games, but they've moved the basic operational unit from platoon to company. Which makes the battles more fun, but less like CM -- to which the earlier Achtung Panzer was more akin. After years of owning their entire library, I am still mystified by how battles on the operational map are translated to the tactical map. The shape of the battle area, center of the battle area and units in the battle area, seem to be arbitrarily chosen. The battle's result's translation onto the operational map is just as arbitrary. Points I've captured on the tactical map, will be uncapped on the operational. A german company that I've encircled will reappear in its safe space. I once had a german infantry battalion attack a valentine squadron -- and I decided to retreat before they even came in range. Apparently, all my tanks were all routed on the operational map. At that point, I put that game down. Steel Panthers is a fantastic title. Albeit, it's quite a retro looking, hex-grid turn-based tactics game. I still find it more realistic, and detailed, than Armored Brigade. Theatre of War trilogy is very analogous to CM games. BFC used to publish them, and I wish they continued that series. They are quite clunky and get a bad rep -- but I've enjoyed the lot. Pick them up on sale and try it for yourself.
  9. Climate change is a global problem, not just a national one. So, is all that trash in the ocean (including pirates). It's hard for something constructive to happen, with finger pointing and chest beating alone. I realize that an effective UN is a pipe dream, but can we at least have superpowers competing for who has the best looking back yard? Another space race would be nice. Either way you cut it, Earth has an expiration date -- and you know what they say about eggs and baskets.
  10. 1. Models for aircraft. Right now, they feel like an arbitrary destructive anomaly. 2. Dynamic campaigns. Either with an operational map (move your companies, and generate tactical battles), or just a string of random scenarios (allowing you to spend points at the end of each one). 3. Random map generator. Like in CM1. 4. Purchasable reinforcements. Units cost less, but arrive later. 5. Formations. Order a convoy to move in a column or a platoon in a wedge. 6. No grid. 7. More dedicated vehicles. Medevacs, mine clearers. 8. Realistic projectile models. Not every round is a bright tracer. (I do really appreciate the different colours introduced in 4.0) 9. More animations. Give units more opportunities to lower their silhouette -- no mocaps necessary. 10. Enhanced vehicle simulation. Vehicle movement reflects transmission, suspension, etc. Honourable mentions: bigger maps, better performance, rendered backgrounds, fulda gap, better shadows, NBC mechanics. And somehow fail to stop when 7.92 Mauser is zipping over their heads...
  11. You mean that Bruce Willis movie? DON'T WANNA CLOSE MY EYEEEEESSSS DON'T WANNA FALL ASSLEEEEEEEP It's as if Aerosmith was paid to wake up the audience, after that snooze fest. As far as I'm concerned, it's never an option. I can only imagine how upset some people when literacy was invented. Darn kids writing things down, without memorizing them. How're people supposed to function, if they can't remember all of Homer's Odyssey? Everything changes with time, and this isn't the first time in history humans dealt with climate change. Adapting to changing environment, society and resources is inescapable. On the bright side, global standards of living and life expectancy are higher than ever, and climbing. Change isn't always bad. People like to romanticize fatalism, because it makes the present seem more grandiose. Good way to grab an audience's attention. Either that, or you can put Steve Buscemi in it.
  12. Sorry for the double post -- but I had to show off this drive-by with the banana clip!
  13. I think I'll preorder it, then. I generally avoid preorders because big games exploit them: Ironically enough, the selling point of this preorder is that there are no "benefits" to the preorder.
×
×
  • Create New...