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ALLIED HQ/AAR CMPzC Operation Nyakleves


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For all allied players: here are the current rules/procedures...

 

CMPzC Battle Booklet

(The PBEM Foot Soldier’s Guide)

 

CMPzC is an operational combination of Battlefront’s Combat Mission (CM) and John Tiller’s Panzer Campaigns (PzC).

Here is a link to download the Panzer Campaigns demo if you are curious and want to see what it is like.  http://www.johntillersoftware.com/Demos.php

 

1.    In CMPzC you get to fight some CM H2H battles as part of a greater context. Your victory or defeat down at the platoon or company level will impact the greater overall mission up at the brigade or division level. Additionally, your unit’s casualties in one battle can leave you in a tough spot for later battles. The operation is created by the Game Manager from a PzC game scenario. Nothing is ever perfect and compromises must be accepted in certain areas to allow the Operation to press forward. Thanks for joining us and we hope you enjoy it.   :D

2.   The Operation starts with a PzC turn with certain phases (movement, offensive fire and defensive fire) and if any assaults are declared then there will be 1 or more CM PBEM battles. Your chance to shine! As background, PzC hexes are 1kmx1km and a PzC turn is 2 hours. 1 hour for each side! The in house policy is to restrict the Operation to a max PzC turns of say 3, 5 or 6, but always 10 or less. So, think of it as a day of operational battle.  The overall PzC Map is likewise restricted to a nominal 10kmx10km area. PzC units are typically company size units for infantry, troop/platoon size for tanks. I try to have no more than 10 units per side including artillery and HQ’s. All these limits are to keep things manageable and provide the best chance that we will see it through to the end.

3.   Rules: Here is the basic set of rules first created by noob…

https://sites.google...operations/home

4.   As a PBEM foot soldier, you will be assigned a unit for a battle. Your team will get a chance to download the map beforehand with no enemy units on it. Just the proposed battle map with your own unit in their set-up zone (SUZ). Study it carefully. If you see any issues, bring them up immediately, BEFORE the PBEM starts.  Don’t waste your time with set up yet. You must wait for the actual PBEM battle turn to commence your deployment.

5.   Battle Start LOS: Be warned that some of these PBEMs CAN start off with units in LOS of each other. Take cover as needed or as best you can right from the start.

6.   Exit Zones: Most often you will have an exit zone strip of Action Square (AS) tiles along some edge of your map. Stay away from them unless it is time for a designated retreat or withdrawal ordered or permitted by your CO.

7.   Battle Objectives: Hit Alt-J to see what objectives are designated. Ask your CO for any clarification on your goals for the battle beyond normal SOP of protecting your own forces and destroying the enemy.  

8.   Artillery and mortars: Please follow the rules for our policy of restricting artillery and mortars from overtaking the game. Defender cannot preplan any fire. Both sides have a max diameter for area fire per “tube”. 20m per EACH mortar and 35m for EACH “tube” of regular artillery. Plus up to 10% wiggle room since it can be hard to exactly adjust it with your mouse. The exact diameter you have requested can be double-checked in the artillery mission dialog box under the spotter for the mission. Example: 2 mortars would be an area target of 2x20=40x1.1= 44m max diameter. 4 x105mm artillery guns = 4x35=140x1.1 =154m max diameter. Got it?

9.   PBEM turn rate: Well, we don’t expect you to play 5 turns a day but also if you will be gone for several days due to RL, please let someone know. Perhaps if the absence is significant then we should assign a substitute to assume control of the battle. Or perhaps we can wait for your return but at least raise the issue so we can figure it out together. Thanks.

10.Fog of War (FOW): Please maintain FOW and have a fair battle so don’t go looking in the other side’s thread or browse around where you shouldn’t.

11. AAR’s: It is not required but it is greatly appreciated to do an AAR in the BFC forums with screenshots and some cool commentary.   :D

Edited by kohlenklau
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Hi Pallebahtep!

 

I am glad you could join us. 

 

****************************************

 

Meanwhile. Here are your Soviet set up zones. We'll dump all your toys on the map right from the gitgo.

I made a few VP hexes. 50 pts for Nyirgehaza and 30pts for Migojo.

Hex coords are also listed. Bottom right corner is (5,11). 

 

SUZ3 will be your Army HQ, we'll just have all your units subordinated under the 23rd Army to tidy things up.

Artillery and heavy mortars as well. All these SUZ3 units are currently "FIXED" and cannot move, but you can pick the hex.

 

SUZ2 will be for the Guards

 

SUZ1 for everything else with the sappers probing/assaulting into Migojo.

We''l just do one appetizer battle!

 

NewMap_zpse6jaa7oy.jpg

 

Comrade Concord has given me his set up, so the next map will have the units in position. <Tonight after I finish my shift at the tractor factory, I must meet my quota.> 

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Also tonight I will make an image that shows the PzC map hex terrain types for our map and a short description of what it is and impact on movement and combat.

 

Only 4 different ones I see, we are lucky: open, broken, village and forest.

 

This part of Hungary was the plains. The Puszta. https://afterthewoodsandthewater.wordpress.com/2012/04/02/empty-or-mere/

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For this  CMPzC Operation, the allies get to go first. It will be called turn 1A. The top of the inning so to speak. It is a nominal 1 hour period for allies and then the bottom half is another nominal 1 hour period for a 2-hour PzC turn. The flow of the turn will almost always be the same and we will all get to know it very well. It starts with the CO telling me where he wants his units moved on the PzC map.

If he owns the PzC game then he can move them himself but I will gladly do it if he doesn't own the game.

 

alliedmovementturn_zps11b3ac3d.jpg

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Welcome Comrades, thanks for posting.

 

Allied commanders - you may want to click on the 'follow' button at the top of the thread, so you get email notifications when posts are made in this thread.

 

There is an initial warm up clash coming - contact! Looking for a volunteer to fight!

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Thanks kohlenklau for your excellent work constructing this campaign buddy.

It adds a whole new dimension to the game, and insights into the operational level.

 

Snols, this should be an interesting battle. A night raid by assault engineers!

The only advice I have in the beginning is to get into the mind set of conserving troops as much as possible.

Not a very Russian SOP I know, but since we are playing an operation, losses carry over in a unit's history.

 

Also, the occasional action report posted in the allied thread would be greatly appreciated.

Can be just text, but some images would be great too. Allows the rest of the team and forum lurkers to enjoy.

 

Crack on! :)

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OK, dropbox invites are out to both of the players and both the CO's to examine the map. Briefings and intel are being sent by PM.

 

I will roll in any feedback from those 4 guys and we can start in a few days I figure. Looking great!

 

Then as they fight the appetizer we can iron out the operational side, some of my art for the units and other tiny details.

 

The next wave of battles I will have several to hand out. :D

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@Concord

 

How do you like the 3D view above for screenshots?

 

Ground conditions are normal. Visibility is 5 hexes and you have spotted these axis units:

Trenches and XXX infantry in Migojo.

XX Assault guns in the forest behind them in 1,6

XX recon forces in 2,4.

X scout cars in 3,4. 

 

Let's get this party started! 

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Wow, much to consider here!

Thanks for the screenshot. I wonder how the flat view compares?

 

Entrenched infantry in Migojo, and assault guns in the woods behind the town. I WANT THAT TOWN! AND I WANT THOSE ASSAULT GUNS BURNING! :D

This will be our first mission comrades. -_-

 

Hm, shame we don't have some recon units. Can we split off a platoon of T-70's or BA-64's to sniff about (that our HQ miraculously materialises out of thin air)?

Wait a red second! Is that air power? Including a recon squadron??

Edited by Concord
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Comerades! This whole city of Migoyo is a bloody trap! Enemy is dug-in in well prepared positions around the town and city center. I'm afraid that casualities will be higher then expected, but I'll try to make a hole in their defences and scout designated areas.

 

Over and out.  

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