Jump to content

George MC

Members
  • Posts

    7,417
  • Joined

  • Days Won

    43

Posts posted by George MC

  1. Hi

    I'm looking to upgrade my graphics card but I'm a bit confused - not to difficult either smile.gif

    I'm running on my PC:

    Windows XP Home Edition Service Pack 2

    Motherboard: ASUS P4S800/800Mhz

    1GB RAM

    Intel P4 3.6GHz/800Mhz/512Kb cache

    Nvidia GeForce FX5200/128Mb PCI Card (Driver version 6.14.10.5673)

    The confusion arises from my thinking about getting a graphics card that will run in the one AGP 8X slot I have on the motherboard. However, the voltage given for the AGP slot is 1.5V only. All the AGP graphics cards I've seen suggest I need 4V on the AGP slot.

    Am I stuffed then in getting an AGP card to run on this motherboard or am I missing some fundamental and obvious bit of information?

    Many thanks for the anticpated help smile.gif

    Cheers fur noo

    George Mc

  2. Originally posted by Kingfish:

    One of the guys at the Proving grounds has a problem with a QB map, particularly in the setup, so I offered to help. He sent me the map, which was titled "PP_Tankovyi Desant".

    Hi Kingfish

    That map. Is is based on a scenario called Tankovyi Desant? I've a scenario by that name so I could send him if he likes the actual plain map to check out? Email address in my profile.

    Cheers fur noo

    George

  3. Originally posted by Der Alte Fritz:

    I am not sure from your initial post if you have actually played Soviets before. So apologies if this is old news to you. Here is my list of scenarios supplied with the game which I enjoyed playing as the Soviets.

    Iron Roadblock

    Katukov Strikes

    Pop Guns and Elephants

    The Balka

    Borisovka Station

    Hill 312

    Kalinin Raid (I like the scenery in this one but find it hard going as you are fighting down a narrow road. So I make the first platoon of tanks T-34/57 1941 and delete the second German reinforcement forces)

    Anyone else got any late war suggestions or good ones to download from the Scenario Depot?

    cheers

    I've a couple of late war scenarios check out Tankovyi Desant and Railyard Blues at the website address in my sig line below (I think both are also at TSD II). Enjoy!

    Cheers fur noo

    George

  4. Hi

    I've just started to upload some of the maps used in scenarios both Charlie and I designed.

    The maps are freely available for players to use in QBs and new scenarios. All we ask is the original designer is credited in any new scenario.

    First one up is Charlie's excellent map of the city of Kharkov in the winter of 1943. (It's an operation map but that is easily changed using Pyewackets Map Convertor).

    You can get the map at CMBB Kharkov Map

    More to follow soon...

    Cheers fur noo

    George

  5. Originally posted by Shmavis:

    </font><blockquote>quote:</font><hr />Originally posted by Bannon DC:

    Oh man, we are off and running.

    This thread will really l-e-n-g-t-h-e-n when Jason C chimes in. Let me summerize... Nazi Punks F'Off.

    Jason wasn't bashing anybody. He was just singing a Dead Kennedys song. Right, Jason?

    By the way, I posted some more details on 1SS at 0115 at The Proving Grounds. </font>

  6. Originally posted by Bigduke6:

    George,

    I've been meaning to send you a note and this is as good as place as any.

    I'm just happen to be playing Tankoviy Desant in PBEM (I'm Soviets, suprise), and it's great fun. I'll shoot you an AAR once we get done if you like. I am not the tactical expert that JasonC is, but certainly the theory that tank-mounted infantry and armor can give a halftrack-mounted infantry and panzer force a run for the money, is getting a decent work out.

    Meanwhile, I just wanted to say the map is incredible. How good? Well, earlier this week strangely enough I had to go to the border region of north Ukraine, not far from Belarus and so on the south edge of the Pripet marsh. Not in the marsh, but close. Not much up that way, sustenance farming and forestry mostly.

    Your map is uncanny, in how close it is to some of the terrain I drove through. The only major difference from your map, and where I was, is the RL forested bits are thicker usually, and the stands are usually softwood rather than hardwoods.

    (Which is not to say the tree mix like you had it was wrong for all of East Europe. Just being a tree grog).

    The road layout, the water drainage, the villages, terrain deviation, the distances, heck, even the way the fields were tilled are so close to the particular(modern) "reality" I saw, it was spooky. Fortunately the weather for the drive was mostly sunny with a bit of rain. Had there been fog I might have been seeing shadows of nasty armored vehicles you put in the scenarion, but I can't mention here because of FOW.

    I have always been impressed with your maps, but you have outdone yourself on this one. One man's opinion: Well done!

    *Applause*

    *Bows* Thank you Bigduke! Praise indeed. It's always reassuring to her comments like that. If I can I use an actual map of an area to design the CMBB map from. In this case definitly looks like I've succeded. Glad they were not any nasty armoured vehicles laying in wait for you on your drive ;) Be keen to hear how you get on. I played it not so long ago as a PBEM (as the Soviets myself) and it utrned out to be some battle. Hope you have the same fun I had smile.gif

    Thanks agin for your feedback - always great to hear.

    Cheers fur noo

    George Mc

  7. Originally posted by Kolyan:

    http://en.wikipedia.org/wiki/Image:LSSAH_-_Kursk_POW.jpg

    Trerating wounded!!

    I was suprised to see that. I always thought Russians from did not take prisoners from LSSAH and other way around.

    Mr Picky says the photo does not show LSSAH. They are soldiers from "Das Reich" "Der Fuhrer's" Panzergreandier Regiment who are tending to the Russian. The photo was taken by kriegsberichter Gronert. There are several in the sequence and they are reproduced 88 - 90 in volume 2 of the Waffen SS: Kursk 1943 published by Remy Spezzano. IMHO a fascinating series of books by the way which have some stunning combat images covering II SS Panzer Corps operations duruing Kursk. Worth checking out.

    Mr Picky now sits down ;)

    Cheers fur noo

    George

  8. BigDuke6 - spot on mate - I'd echo your comments wholeheartedly - and thanks for the info about the ATRs!

    Your right the Soviet info is out there it just takes a bit more digging and in many places is not as complete as corresponding German accounts but it is still there, and ceratinly accounts like your mans above deserve to be read and due respect given.

    Cheers fur noo

    George Mc

  9. A few years back I recreated this actual scenario. I mind some feedback criticising the AT ditch - but it was there and it did affect the attack as you can see above. If you want to take a look at it and see exactly the point JasonC is making, you can get it at this link -

    http://www.blowtorchscenarios.com/born_again_near_prokhorovka/born_again_near_prokhorovka_details.htm

    You can play as either the Germans or the Soviets. It's a smallish map but with lot's of units, and surprise surprise a heck of a lot of fighting.

    Cheers fur noo

    George

  10. Originally posted by Bigduke6:

    As to the Soviets driving to their death in the anti-tank ditch at Kursk -

    I have no doubt Soviets drove their tanks like lemmings onto anti-armor obstacles from time to time, but I must say the German account impresses with its knowedge of the enemy: Not only do the German writing the account know why it is is the enemy drove into the ditch (he was trying to move from "a" to "b"), but they know the state of the enemy's intelligence collection/dissemination system (the Soviets had no idea the ditch was there), and what's more they know why unit after unit hurled themselves into the ditch (the Soviets were following orders.)

    Another plausible explaination might well be the Soviets knew about the ditch, the leaders got oriented into the confusion of the battle, and the remainder of the Soviet formation followed the leader, knowing the ditch was out there somewhere in the dust and smoke, but believing they were going to avoid it.

    Another, and even more plausible explaination, was the Soviet commander didn't know the Germans could cover the thing with effective fire; a miscalculation which happens far more often than you want when your opponent is a well-trained mobile mech force like the Wehrmacht/S.S.

    And yet another plausible explaination is: The Germans made the story up, but it was accepted uncritically by their editors, publishers, and readers as all of them had a stake in believing the Red Army was a mindless horde, and none of them was able or willing to check the other side of the story, i.e., the Red army's histories.

    Big grain of salt. One-sided battle reports have a tendency of falling apart, once you subject them to reports from the other side.

    Big Duke, you might be interested in this. I've not long got this book published by Schiffer.

    There is an account in the "SS Panzer Artillery Regiment LSSAH" by Thomas Fischer, which tends to back up Ribbentrop's accounts. Two accounts the first by Helmut Franke who commanded a battery of Wespes in the arty regiment. His battery is lined up behind Peiper’s SPW battalion. They are preparing to attack and Franke’s battery is firing in support of the battle group –“…The attack was delayed at the tank trench. Everything gathered around a few crossings built by the engineers. The Soviets got ready for a counterattack…” In the resulting melee his Wespes takes out a T34 at 30m range then is promptly damaged with one crewman killed immediately after.

    The other account is from the battery Chief (Heinz Bernhardt) of the “Hummel” (6th battery) who is a PzIII command tank. He writes –“Early on the morning of July 12th we drove along the road left of the rail line in the direction of Prokhorovka. Beyond the tanks it was 300m from the tank trench southwest of Oktyabirski to the railway line…. Infantry fired purple smoke signals. Scarcely had we closed the hatches when the brand new, unpainted Russian tanks came on in packs. Before our driver could make a left turn, two T34s passed us. We hurried up to the tank trench (Note: he is attempting to head back across the ditch and safety). Thus we drove as the third tank in the line and headed for our own tanks. The machine pistol bursts of the Russians sitting on the following tanks could not bother our good Panzer III. The first T34 before us took a hit and went off to the left making the road free. The same happened to the next but we got through…”

    Bernhardt and his crew had a close escape, as the gunner in Martin Gross’s tank was the one who had KO’d the two T34s. Gross himself knocked the loading gunner’s hand away at the last minute when he saw the German cross on the panzer III.

    I’ve no idea how accurate the accounts are and none of the accounts speak of the Soviet tanks driving headlong into the ditch. I guess what it does prove is the ditch was there – so perhaps your theory that they knew the ditch was there but could avoid it is perhaps the likely one?

    Cheers fur noo

    George Mc

  11. Originally posted by Xenophile:

    Replicating some of Strachwitz's reported exploits should be a very interesting challenge for a designer. Looking forward to it.

    Doesn't Der Panzer Graf's first name translate to Hyacinth? Almost surreal.

    Hi!

    The research is going well - what Charlie has dug up so for confimrs that the Count was an extraordinary character in many ways - but more of that anon. Our first scenario will be an early Barbarossa action - expect some pretty desperate fighting with tin cans! smile.gif

    Cheers fur noo

    George

  12. Originally posted by spartan1:

    </font><blockquote>quote:</font><hr />....

    However, in this scenario, as the German player Vs Soviet AI (or indeed as either side in H2H) you really do need to go looking for the AI (enemy) and find out where the attack is coming from.

    It can be a slow burner but sitting tight and waiting for the AI to appear is not what this is about. I guess the main aim was to compare how German and Sovier recce units operated and their respective strength and weaknesses.

    Cheers fur noo

    George Mc

    Well I did that just waiting and see the AI, not the coorect thing to do I guess. In any case it was wonderful scenario worth of playing [/QB]</font>
  13. Originally posted by George Mc:

    </font><blockquote>quote:</font><hr />Originally posted by zmoney:

    I now realize that I have enough time. Man I have to say again this is a great map.

    The one thing that bugs me, (and this is out of your control) is that from battle to battle in an operation your infantry AT weapons change. For instance all my infantry are now carrying Molitov's instead of magnetic mines and such. It really eerked me to see that.

    All the infantry should be carrying magnetic mines. It was pointed out by Rockinharry that carrying petrol filled bottles in the back of a halftrack might not be the best move, and anyways molotovs are more a field expedient weapon.

    I'll go and check out the Editor and sort that. My apolgies... redface.gif

    Cheers fur noo

    George Mc </font>

  14. Originally posted by spartan1:

    I have played the scenario and it is great.

    One comment only. I played as axis and it took some time for the AI opponent to make an appearance. Maybe an easier way for the soviet forces to enter the battlefield would help this shortcoming.

    Keep up the good work.

    Thanks

    Hi Spartan 1

    Thanks for playing this and equally pleased you enjoyed it.

    Regrading the slowness of the AI attacker. That's an AI/game engine issue I'm afraid. The AI is not the best of attackers although in this scenario that slow cautious approach it uses works realistically. Mind the Soviets are pushing deep into the German rear area so are expecting trouble at every turn.

    However, in this scenario, as the German player Vs Soviet AI (or indeed as either side in H2H) you really do need to go looking for the AI (enemy) and find out where the attack is coming from.

    It can be a slow burner but sitting tight and waiting for the AI to appear is not what this is about. I guess the main aim was to compare how German and Sovier recce units operated and their respective strength and weaknesses.

    In that respect the German player needs to go out and recce. By doing this you do make contact with the AI and stand a better chance of stalling the attack. That's another reason there are so many turns for when playing the AI due to it's slow and cautious approach. When playing H2H this is not a problem in the playtesting I've done :D

    Thanks agin for playing the scenario and glad you enjoyed it smile.gif

    Cheers fur noo

    George Mc

  15. Originally posted by zmoney:

    I now realize that I have enough time. Man I have to say again this is a great map.

    The one thing that bugs me, (and this is out of your control) is that from battle to battle in an operation your infantry AT weapons change. For instance all my infantry are now carrying Molitov's instead of magnetic mines and such. It really eerked me to see that.

    All the infantry should be carrying magnetic mines. It was pointed out by Rockinharry that carrying petrol filled bottles in the back of a halftrack might not be the best move, and anyways molotovs are more a field expedient weapon.

    I'll go and check out the Editor and sort that. My apolgies... redface.gif

    Cheers fur noo

    George Mc

  16. Originally posted by JasonC:

    Ever going to make any scenarios slightly smaller than the Ukraine involving less than 10000 points? I appreciate the work and the interest in the question, I'm interested in it too. But I can't play it, it is too frickin big by an order of magnitude.

    He! He! That's how we like em in Scotland ;)

    I guess the actual scenarios are large due to the nature of the terrain and the actual unit. I've produced smaller scenarios which are easier on the old processor. If you like I can email you them (also sent you an email by the ways).

    With regard to the other comments in this thread. Many thanks to all those who expressed support for the scenarios and for my own efforts - never knew there was that level of support for what I, or Charlie my co-author do. It's nice to be loved :D

    For the record I did'nt take offence at JasonC's comments, in fact it is a comment a lot of people have made. But as Panther Commander says we all make scenarios for our own reasons - Both Charlie and I just happen to like doing biggies :D Lots of other designers do create smaller ones so i guess there is something for everyone. Mind variety keeps the gene pool healthy, and I should know living in the Highlands of Scotland ;)

    I also happen to like JasonCs training scenarios and have had my head handed to several times! smile.gif

    Cheers fur noo

    George

  17. Originally posted by zmoney:

    Man I have to tell you George, this is a great OP. I'm 15mins into the first battle and am having a great time. This is another vs AI great that you guys have created. I was already a fan but I really think this is the best one yet.

    Any plans for another series or maybe even more of the Piper scenarios. Maybe next time you could do a series covering a Russian unit or commander?

    The only gripe/question; I don't think two battles will be enough. Like I said I'm only 15 minutes into the first battle and have hammered through the Soviet road block with very minimal casualties so it might be sufficient.

    I have to commend you on the realist unit mixture. I also thought it was pure genius having those FO’s simulate an air attack since air is so unpredictable.

    Over all great job again, appreciate the hard work and keep them coming.

    Oh I also wanted to say great idea not including flags in this one since I think it throughs the AI off.

    Hi Zmoney

    Glad you enjoyed it! smile.gif Peiper's Race is full of surprises and takes a lot of luck. It is possible to make it to Belgorod in the first battle - just ;) Glad you liked the air liason bit. We had thought about actual air support but given the rather random and uncontrollable nature of it in CM having a FOO serve as the liasion officer made more sense.

    However, this is the last Peiper action though. The next series is going to be based around Count Von Strachwitz's ("Der Panzer Graf" and a fascinating character he is but more latter)combat career. Its still in the research stage, but as they say, watch this space.

    Both Charlie and I would love to do a series on a Soviet commander or unit. I guess the bottom line is there just does not appear to be enough info out there, at least in English, to the same level of detail we can aquire about the German units etc.

    For the Peiper series were were meticulous to ID the actual Soviet units that were involved in the actions. But beyond commanders at Divisional level IDing any other personalities is beyond our research capability at the moment. in saying that if anyone was to point us in the right direction...

    Thanks again for the positive feedback. It certainly fuels the desire to do more. smile.gif

    Cheers fur noo

    George Mc

  18. Originally posted by Sgt AA:

    Hi!

    I have only played the "Operation Pieper" (German vs. AI), it was really exiting and very fun, but not very difficult to win :) Not ment to criticise - historical scenarios is just like that sometimes.

    But I really must say that I admire the maps, they are indeed beautiful! When going down to the ground it feels like I'm actually there.

    Hi Sgt AA

    Glad you enjoyed the scenario. This one gave a bit of a challenge to balance. At first the battle was more like some sort of winter Kursk against the AI - not what we were after. The final version does make it a tad easier against the AI, but it is designed to play better if the AI has a combat experience bonus. Then it dies get a bit tougher. Also we use a random factor for the Soviets so each time you play it might just be a bit differant. Luck played a big part in this operation. We were aiming for an action that was exciting, but, as it sounds like you were, a bold approach pays off in spades. Move, Move, Move!!

    However, playing against another human as in H2H this is a differant ball game. It is one helluva challeneg for both sides playing this and gives some great action.

    Especially glad you enjoyed the map. All the maps in the series are based on actual maps of the area (albeit at halfscale). One of the things that struck me about this series of actions was how small the unit was and the size of ground it operated in. I hope that CMC will allow these sort of actions to be fully realised.

    Hope you enjoy the rest of the series.

    Cheers fur noo

    George mc

  19. Originally posted by Crinius:

    What are the proper tactics for the Aufklärer? Do I advance with the 250 and disembark the Infantry and wait till they make contact? Or do I advance all the way with the embarked Infantry till contact. That scenario showed me that I know nothing about proper Cavalry and Recon tactics.

    Possible spoilers ahead...........

    I guess there are several options here. This next section contains spoilers so don’t look if you don’t want…

    The trick is to use your recce units as recce units. You have limited AT capability with your recce units, but their job is not to engage but to locate, ideally without being seen. Your intel gives some indication where the Soviets are coming from, but you do need to proceed with caution.

    One option would be to screen possible approach avenues with your recon units, if need be fast move your 250s down covered avenues of approach (get down to lev 1 view here to figure that out). The idea is to erect a screen that should either get a visual or at least sound contact. The infantry de-bussed are best for this. They can then move forward, in cover closer. If contact is made you can then decide what next to do.

    The recon units have some close range ambush capability so this might be an option. Mind if you engage the Soviets Borg spotting will mean one seen you, all have seen you therefore any sprung ambush had best be followed up with getting the hell out – this is where hightailing back to the 250s and bugging out is a good idea.

    Once contact has been made you can then decide where to erect your blocking positions. Sitting tight here and waiting for the AI to come to you will lose you this – you need to get out there spot them, then assemble ambushes with your heavier AT assets (which are limited so use em well).

    To summarise – infantry are stealthy and spot well; 250s are fast but no match for tanks or anything with HMGs. You have limited AT assets you need to find where the AI is attacking from then ambush, then bug out, before more appear on the scene. All you have to do is stop the AI from exciting so it’s all down to slowing it down, making it deploy for a fight (likewise if playing against humans).

    I’m sure someone else will have their own more detailed take on this subject.

    I’ll be off line for the next week so afraid I wont be able to post anything else till then.

    Meanwhile thanks for playing the scenario, hope you enjoy it, best of luck and hope this helps. smile.gif

    Cheers fur noo

    George Mc

×
×
  • Create New...