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      Final Blitzkrieg v1.01 released!   05/21/2016

      Once again proving that we don't sleep much, we have just released v1.01 for CM: Final Blitzkrieg.  There's lots of great improvements and fixes now just one download away.  Click HERE to see the release notes and download links.  Thanks to everybody for reporting issues and special thanks to the testers who make sure we don't overlook them.
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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

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      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
Bil Hardenberger

CM Final Blitzkrieg - ALLIED (Defense) BETA Battle Report

525 posts in this topic

I have had many of those turns.  Minus the good planning....

thanks for an excellent AAR as usual.

bobo

This made me laugh - because I'd say the same! :)

 

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Not an auspicious beginning, Bil, but I remind myself that it's not who make the first kill that wins but who makes the last. ;)

 

Edited by Bud_B

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You set up a very nice riposte to his advance. You cannot predetermine how the gunnery will turn out. 

I agree. There were plenty of guns on the line, that was just bad luck.

Hopefully Bil, you can absorb these losses and soldier on!

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Indeed, nothing makes me caulker than an early lopsided victory. Then I get over confident and careless. After that the ouch moment is even worse. If the same thing happens to Baneman Bil us just the commander to make a mark.

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That sucks pretty hard.

Would you usually be so aggressive in defence Bil? I'd normally hide armour on the defence - especially as the Allies in late war - hoping for close range or side shots on the stronger German armour as it entered my prepared kill zone. Not that it always works!

Great AAR by the way. These are always great entertainment and education while waiting for a new title.

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That sucks pretty hard.

Would you usually be so aggressive in defence Bil? I'd normally hide armour on the defence - especially as the Allies in late war - hoping for close range or side shots on the stronger German armour as it entered my prepared kill zone. Not that it always works!

Great AAR by the way. These are always great entertainment and education while waiting for a new title.

I do tend to be very aggressive when on the defense... it's how I tick.  I was working on getting a flank shot on the first Panther.. the frontal Hellcats were just supposed to keep his attention.. the second Panther upset my plans however.  ;)  Don't forget that the Hellcats, though important were never my real tank killers and are part of my recon force, my main anti-tank threat is the M36s and his Panthers will have their hands full with them.. the JagdTiger is another story.. that thing needs to be flanked.

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The sacrifice was not in vain: It got you our full attention!

Best regards,
Thomm

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I can hear Baneman whistling: 'It's beginning to look alot like Christmas...' :)

Bad luck, Bil, but as you said you've worked miracles before. 

 

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If he only have the two Panthers and the Jagdtiger then you are gonna win for sure, I fail to see how dismounted infantry will stand a chance against your armor heavy force on such a large map, and I dont se where he could be hiding a company of tanks himself, or why he would hide them from you in the first place? 

Edited by Andreas3

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Gah! Enough of this "koombaya" crap. I'm really glad you finally got your Hellcat crews to get themselves out of those armored carapaces! C'mon, how are your men supposed to show you their valor from inside a fossil-fuel belching behemoth? Your actions have allowed the survivors, who have proven themselves as competent warriors by their very survival, to attack on foot...as men should! As an added bonus, Baneman now has 3 fewer rounds of ammunition. That's a win!

:)

(Umm, you did have some survivors?)

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I believe it was Moltke the elder who said 'No battle plan ever survives contact with the enemy'. Though he probably really said it in German.

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 Baneman now has 3 fewer rounds of ammunition. That's a win!

 

You would have worked wounders back in the days as a political officer on the russian front...

What an insperational speach ! :)
 

Edited by RepsolCBR

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Yes,  I'm sure that's Bil's strategy - victory by ammo attrition :lol:

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Thanks for another great read Bil! Looking forward to see how it plays out and also to see more of the game itself!

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TURN 12 (1:19-1:18)

HELLCAT SECTION & SHERMAN SECTION:  Both of these sections withdraw this turn... the Shermans put a few rounds into the L Shaped Woods on the way back, inflicting at least one known casualty.  

Turn%2B12-Hellcats%2B%2526%2BShermans.pn

GERMAN PANZERS:  (note: the following image was Photoshopped, I did not have spots on all three of these vehicles at the same time)  the German armor either sat in place and did not move (Panther-1), moved forward slightly towards the L Shaped Wood (Panther-2), or withdrew a short distance (JagdTiger).  Eventually Baneman is going to have to move these panzers over the ridge leading to the objective 1 locations, but for now he is happy with using them in an infantry support role.  I haven't seen the Stummel in a few turns now, but its last known location is identified on the map below.. however the icon for this vehicle is back near Panther-1. 

Turn%2B12-Panzers.PNG

GERMAN MOVEMENTS:  It appears like Baneman has three main axes of advance... the one centered on the L Shaped Wood (my left) and the one moving into the Rectangular Wood (center) each look to be larger than a Platoon, so I suspect that they are Company in size... the third, on my right heading into Cobru I suspect might be another dismounted infantry company.  I hear a lot of noise (tank and MG firing) on this side of the field so I suspect he has at least one and probably two tanks (most likely Panthers) supporting his advance into Cobru though I have not spotted (or received any UI contacts) any yet.  It is possible the firing I am hearing is from SP guns, so I need to make it a priority to get that information, even if it costs me a scout team.

Turn%2B12-Situation.PNG

 

Edited by Bil Hardenberger

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TURN 13 (1:18-1:17)

SHERMAN SECTION:  The Shermans targeted a building that I had spotted a couple infantry teams move to in the last few turns... this turn I actually spotted a team entering.  The Jumbo fired for the first half of the turn while the Easy 8 was moving back, and the Easy 8 fired during the last half of the turn... at turn end the UI icon disappeared so I suspect I eliminated whatever (team or squad) was inside, or simply lost the contact...but it doesn't usually work that way.

Turn%2B13-Sherman%2BSection.PNG

SITUATION:  Baneman continues to send infantry into the L Shaped Wood... Panther-2 did a little driving to and fro... and infantry is clearly entering Cobru from the north, but not in large numbers yet.

The infantry holed up in the L Shaped Wood and the Rectangular Wood have yet to move beyond them.  I suspect they are resting a bit prior to pushing on.

Turn%2B13-German%2BMoves.png

Edited by Bil Hardenberger

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Were it me, my worry now would be that Baneman, if he is advancing Panthers into the town along with infantry, might be able to hit your armour in the flank, once he realizes that your forces in town are ethereal.  

Edited by Bud_B

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Bil,

  Yikes, that was a freaking brutal turn.  Did Mace or Zeigler survive?  I saw a lot of red crosses - never good.

  What was the experience level of the Hellcat crews?  Do you think that had an effect?

  "Moving in a rearward direction" [not retreating] will keep your flanks from being exposed if Baneman forces Cobru too quickly.  And, Baneman will have to be cautious as he pushes forward, knowing you have quite a bit of armor.  Time seems to be on your side for this battle.  I think you mentioned delay and attrit somewhere in the earlier posts.

  Shake off the losses.  There will be time later to write letters to the families of the pixeltroops.

  As always, really great AAR read.  I am always learning from your AARs.

Heinrich505

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TURN 14 (1:17-1:16)

RECTANGULAR WOOD:  Note the difference of the enemy contact icons from the beginning to the end of the turn in this image... Baneman is pushing maybe another platoon (+) sized element across the open ground between that wood.  I have started to interdict this movement with the Shermans from Team Punishment.  The second image shows the interdiction fire on this sector.

Turn%2B14-Rectangular%2BWood.PNG

L SHAPED WOOD:  Not a lot of movement around the L Shaped Wood.. but it seems clear that axis 1 in this image is heading towards the buildings in the map's center.  I have identified at least one HMG team among this group.  Those buildings are in LOS of Team Pain's Shermans... I will wait for him to occupy them before I fire on these teams.

I have identified the ridge where I have a burning Hellcat  as Hellcat Ridge... more on that below the image.

Turn%2B14-L%2BShaped%2BWood.PNG

HELLCAT RIDGE:  Baneman has at least one scout team (looks like a two man scout team) moving towards Hellcat Ridge... I have the door to this approach closed right now with a lot of firepower overwatching.  Its possible he is just moving towards the thin line of trees in the center of the image in an attempt to get more information.  I am determined to poke these eyes out with only units I know he has identified... that means either my Shermans or Hellcats.

Turn%2B14-Hellcat%2BRidge.PNG

Edited by Bil Hardenberger

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TURN 14 (1:17-1:16)

RECTANGULAR WOOD:  Note the difference of the enemy contact icons from the beginning to the end of the turn in this image... Baneman is pushing maybe another platoon (+) sized element across the open ground between that wood.  I have started to interdict this movement with the Shermans from Team Punishment.  The second image shows the interdiction fire on this sector.

Turn%2B14-Rectangular%2BWood.PNG

 

 

Hi Bil, great AAR by the way. I always learn something from them.

You talk here of interdiction on the other side of the rectangular woods. Is this a new command where you can area fire in to someplace you do not have a LOS?

Also, what do use for the screen capture?

(And a Merry Christmas and Happy Holidays to all!)

 

Edited by Ted

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No not a new Command, interdiction fire is fire that is intended to disrupt or delay enemy movement on its way to the battle area. 

I use Fraps for all image captures and PHotoshop for adding labels, etc. 

Edited by Bil Hardenberger

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But how can you lay fire in to an area that you do not have a LOS too i.e. the open area on the other side of the woods? Or do you? (it looks like the woods are in the way)

 

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I'm curious about that myself. They can fire through the woods? Or over the woods because of a hill? If they can see that field, they can tear those guys to pieces as they run across. Could you post a screenshot looking down the barrels of those tanks maybe? 

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I think Bil interprets the German inf movement as heading towards that crossroads village. So any point between their current position and the village would be considered 'interdiction' :)

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Guys I'm away from my computer doing family stuff right now.  If I remember correctly both of those Shermans were targeting the woods, but several rounds went beyond the woods hitting behind it in the midst of his advancing horde.  I'll check LOS tomorrow and get back to you. 

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