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Moon

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Posts posted by Moon

  1. More or less. I would assume that a direct hit is necessary to really knock one out of action completely. But probably a close enough hit from shrapnel can immobilize a halftrack as well - and in this particular scenario that's just as good as knocking it out.

    Besides that, I hope that the shelling will also make simple maneuvering more difficult for Fionn. Even if the shelling can have only a small effect on the vehicles, there is a chance that some will be pinned, get out of the column, block the road and all kind of stuff like that. If I can disorganise their column I'd already be happy...

  2. Yes - artillery has smoke capabilities. Not all of them - the 60mm mortars don't - but I think the 81mm mortars and 105mm artillery can lay smoke screens. BTW - that's also what I have at disposal, three 60mm teams, two 81mm FOs and one 105mm FO.

    Yep, we are past turn 5 in the meantime. I think that there will be roughly 2 turns per day uploaded to TGN - certainly you should see turns 3-4 up very soon.

    I know that Irish are a tough breed indeed, but that doesn't impress me much - I'm born in Poland... smile.gif

  3. Yep, you're right - I have several units out there that are out of command. The outpost near the clearing in the south-eastern woods, for example. Also a few bazookas which are strewn everywhere. The best example probably is the MG team that surrendered in turn 2 on the northern hill by the town... had it been in command, it most likely would still be mine.

    Command works fairly easy in CM. The platoon HQ unit can keep all units in his platoon in command, but not units that belong to other platoons. The company HQ unit can keep units from all three platoons in his company in command. The battalion HQ exercises C&C for the whole battalion. So as long as you do not lose your platoon HQ, a platoon can operate independently. Only when the platoon HQ is gone you will start looking for the Captain...

    I am not sure, however, if there are any differences in the quality of command between the different levels (e.g. if a battalion HQ has a bigger command radius etc.) - that one would be for Steve or Charles to answer.

  4. <BLOCKQUOTE>quote:</font><HR>In one, you mention that it is easy to set a tank to be hull down-you get behind the hill/wall whatever, and tell the tank to 'sneak' or 'lurk' or 'hunt' or something and the tank will inch its way forward until it can just fire at an opposing target.<HR></BLOCKQUOTE>

    Actually, you don't need to use any specific command to put your tank into a hull-down position. The 3D environment makes such "artificial" commands unnecessary. You can simply look at the map, move the camera to ground level and "judge" where you think good hull-down positions are - just like the WW2 tankers had to do it smile.gif

    In other words, when you see a stone wall, you can assume that the tank will be hull-down to targets on the other side. It works similar for a hill. If you want to make sure that you are not too low (i.e. too much of the tank is hidden behind the hill), you can simply use the LOS tool and check LOS. If the LOS is obstructed by the hill, then obviously you're too "low"...

    It does take some "judging" and guesstimates before you find a good hull-down position during setup. But this is not only realistic, it will allow more experienced players to show their talent.

    But what if there is no opposing target? What if you want to set up a tank to be hull down in the initial setup, or move it into position during the game?

  5. Tons of fun! It's absolutely amazing to hear the sounds of battle (explosions, shots, MGs) and see the action in 3D and real time. It's like a WWII movie, really, and you can replay the action form any angle (I average about 10-20 replays each turn). You know what I said to Steve the first time I saw the game running? I said that I feel like a young officer who has been playing "fake" games back home, moving little markers on maps and all that - and now, finally, after years of training, I get the taste of my first real battle. One thing that strikes me with CM is the "dynamic" environment... While most traditional hex-based games are rather "static" (work with me here...) everything seems to come to life in CM as soon as you hit the replay button.

    No screenshot or QT movie (as cool as they are) can really show you how it is to move around the map - that's for sure. And another thing - everything you read about is in the game! The interface is really easy to use, but still gives you all the information you need (while maintaining FOW). The tactical AI of the units is awesome... they act like real soldiers... Oh boy - before I start rambling, I'd better answer the other questions smile.gif

    CoolColJ - I do have one Sherman shooting at the town. It's the one hidden all the way north behind the woods. It's hidden from German view but positioned facing west and is firing at the town (quite effectively I might note...) I had to keep it in a distance because otherwise the Germans coming from the east "could" track a LOS to the Sherman (there is a little hill in the east). Besides - I certainly don't want to move the Sherman too close to the town too early, since the Krauts have those friggin' Panzerfaust.... wink.gif

    And what are my chances? Well, I think it will be tough to hold the Germans in the east. I don't have much in terms of anti-tank capability and the setup zones didn't allow me to set up really strong ambushes in the woods. The town is a totally different story and I am confident that I can take it. So I guess that the decision will be made around the town - can I take the town quickly enough and then repulse the German counterattack? As it is now, I'd say my chance is 50-50...

    [This message has been edited by Moon (edited 08-24-99).]

  6. As the mission orders from Allied HQ (uh... Steve) say, the chance of bogging down in the snow (6 inch deep) is high. Based on the previous try-out games against Fionn, I would say that if the Shermans would need to retreat FAST over the snow, they most likely would bog down earlier or later. I think that going over slopes would also enhance this effect.

    But besides the risk of bogging down, there is another effect of this snow - the going is VERY slow.

    You're right about the forests - only light woods are assable for tanks, but with the snow even that will be a very very slow thing to do. BTW - light woods are now called "scattered trees" in CM, because that's what it really is.

    The woods on the map edges are all impassable, e.g. in the south-east - should I manage to block the road - the vehicles will be stranded and can have a nice BBQ in the clearing... wink.gif

  7. The "fourth" Sherman is indeed pretty far back, maybe 500+ meters from the gap between the two woods. I would have loved to put it closer to the action, but it is pretty much the only spot I could find on the northern part of map within my setup zone.

    At 500 meters, the 75mm gun is... let's call it, not very effective. It might penetrate one of the "smaller" Panzers, like PzIV or an assault gun at this range, preferably from the flank, too. But my intention is not really to kill anything at this distance - instead, I want to show Fionn some resistance (and make him cautious) and then withdraw. What I forgot to mention is that there is a small dip behind that Sherman's position where it can withdraw into and move out of LOS completely...

  8. Let me add two more which I don't see in the above list -

    "Six armies in Normandy" from John Keegan - probably one of the best books I have read on this matter with a good deal of detailed maps and CM-level action! Highly recommended!

    "Rhinland. The battle to end the war" from Denis and Shelagh Whitaker - a must for all the Canadians out there. Denis Whitaker was a Lt. Colonel during that time and his description of a canadian assault on the Goch-Kalkar road is probably the one best description of battalion sized action I've read to date. Comes with cool maps, too.

  9. Well, since pre-registered targets are something I would expect only to see when the troops on defense had enough time to really prepare their defenses, and definitely not something which is done under incoming enemy fire ("hey, let's preregister that target over there, Corporal... Corporal...?" - "That 88 snapped his head off, Sir." - "Uh... ok, forget what I said, let's RUN!"), I would expect that such a bonus in CM should be given only to the defender in a attack/defend type of scenario, and only

    - for the defenders units

    - as long as they don't move/run/crawl

    I have, as usual, no clue however, how something like that could be translated into code...

  10. Hmm... there *might* be another way... Try this: click on "profile" and make a change, then save it. This should restore the cookie...

    I had the problem that my PC suddenly didn't remember the password anymore although I haven't changed anything (maybe I accidentally erased the cookie while cleaning up the HD?) and changing the profile fixed the problem.

  11. There is a great description of some Rangers action in, I think, "Citizen Soldiers" from Ambrose. He describes how after the "regulars" couldn't take... ahm, was it Schmidt? (I have to apologize, I'm moving and all my books are packed and my memory is not as good as it used to be smile.gif), the Rangers moved it WITHOUT a preparatory artillery bombing, instead using stealth and were able to take the town by surprise. It was, however, pretty much the only time when Rangers were distinguished that I can remember from my WWII readings...

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