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Posts
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Joined
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Days Won
43
Everything posted by George MC
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Hi All! First of - this is NOT a new Scenario Depot I’ve just set-up this small website which has CM scenarios available for download. At present the scenarios are either my own or the result of a collabaration between Charlie Meconis and myself (these are the Blowtorch Scenarios currently still in playtesting but available to test at the Proving Grounds). I’m still in the process of uploading my own stuff, but forthcoming additions include the Blowtorch Series, QB maps, and ‘command maps’ (basically realistic topography maps of some of the larger scenarios). I should stress this is NOT a Scenario depot Mk2, but my own project to allow my own scenarios to be accessed by the wider Combat Mission Community. The site is www.blowtorchscenarios.com Enjoy! Cheers fur noo George Mc
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Hi All! I’ve just set-up this small website which has CM scenarios available for download. At present the scenarios are either my own or the result of a collabaration between Charlie Meconis and myself (these are the Blowtorch Scenarios currently still in playtesting but available to test at the Proving Grounds). I’m still in the process of uploading my own stuff, but forthcoming additions include the Blowtorch Series, QB maps, and ‘command maps’ (basically realistic topography maps of some of the larger scenarios). I should stress this is NOT a Scenario depot Mk2, but my own project to allow my own scenarios to be accessed by the wider Combat Mission Community. The site is www.blowtorchscenarios.com Enjoy! Cheers fur noo George Mc
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Hi All! I’ve just set-up this small website which has CM scenarios available for download. At present the scenarios are either my own or the result of a collabaration between Charlie Meconis and myself (these are the Blowtorch Scenarios currently still in playtesting but available to test at the Proving Grounds). I’m still in the process of uploading my own stuff, but forthcoming additions include the Blowtorch Series, QB maps, and ‘command maps’ (basically realistic topography maps of some of the larger scenarios). I should stress this is NOT a Scenario depot Mk2, but my own project to allow my own scenarios to be accessed by the wider Combat Mission Community. The site is www.blowtorchscenarios.com Enjoy! Cheers fur noo George Mc
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New Scenario - Operation Peiper
George MC replied to George MC's topic in Combat Mission - Scenario Talk
Hi Stoffel Thanks for the offer Not a problem re sending scenarios direct I'm busy playtesting a few of them as PBEMs just now but when that's done I'll send some stuff over to you. Cheers fur noo George -
New Scenario - Operation Peiper
George MC replied to George MC's topic in Combat Mission - Scenario Talk
Hi Stoffel Many thanks for the taking the time to head off behind Soviet lines and save the 320th ID. Your Knights Cross is in the post Equally big thanks for the feedback. I'm glad it played out as it did. The Soviets do have reinforcements set on a low (2%) probability of appearing to add an element of 'luck' to the action for the Germans. Peiper was 'lucky' in many respects to pull of this operation heading as he did into the communication lines of the 6th Guards Cavalry Corps and not meet much in the way of opposition. Luck that ran out for him on July 14th 1976. I'll post a full response to your comments over at TPG, meantime many thanks again for playing "Operation Peiper". Cheers fur noo George -
Hi David No it's crap idea - never works, sucks for taking out hiding AT guns. Never use it myself, ever, never. Nope not even once. I'd just walk away from this post and totally disregard it. As I said it never, ever works. Look into my eyes, not around the eys, look into my eyes. You will forget everything discussed here about HQ units spotting for mortars. 3. 2. 1. Wake Up! Cheers fur noo George
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New Scenario - Operation Peiper
George MC replied to George MC's topic in Combat Mission - Scenario Talk
Hi Stoffel Was that your comments regarding Chariots? I got them, thanks and posted a reply. Glad you enjoyed it - how did the replay go/going? I could'nt find any comments regarding Operation Peiper so I'm assuming you meant Chariots? Cheers fur noo George -
New Scenario - Operation Peiper
George MC replied to George MC's topic in Combat Mission - Scenario Talk
It is a CMBB scenario - don't have CMBB? Ah... you don't know what your missing Cheers fur noo George -
New Scenario - Operation Peiper
George MC replied to George MC's topic in Combat Mission: Barbarossa to Berlin
Hi Michael From what I can find out the 320th Infanterie Division was named (nicknamed?) "Herz" because of their Divisonal emblem which was, I believe, a green heart. Guhl mentions the name "Herz" in an account of the action in "Jochen Peiper" by Patrick Agte. Restayn in "The Battle of Kharkov. Winter 1942 -43" has a picture on page 408 of horse drawn carriages of the 320th ID with the following div symbol - a white shield with a heart (green?) in the centre. I'll double check this with Charlie - and get back to you Cheers fur noo George Mc -
Just uploaded the latest offering from Charlie and myself - Operation Peiper Peiper’s III ‘Blowtorch’ (armoured) Battalion from SS Panzergrenadier Regt 2 conducts a deep penetration mission to rescue the 320th “Heart” Infantry Division during the Battle Of Kharkov, February 1943. http://www.the-proving-grounds.com/scenario_details_link.html?sku=922 Please enjoy, and, as always, feedback would be much appreciated. Cheers fur noo George Mc & Charlie Meconis
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Just uploaded the latest offering from Charlie and myself over at The Proving Grounds - Operation Peiper Peiper’s III ‘Blowtorch’ (armoured) Battalion from SS Panzergrenadier Regt 2 conducts a deep penetration mission to rescue the 320th “Heart” Infantry Division during the Battle Of Kharkov, February 1943. http://www.the-proving-grounds.com/scenario_details_link.html?sku=922 Please enjoy, and, as always, feedback would be much appreciated. Cheers fur noo George Mc & Charlie Meconis
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Check out the Father of None series available at CMMODS - some great sounding stuff in there - if you want a top pick "explosions", "penetrations","cannons" and "movement". They are all MP3 files if I mind, so you will need to source a MP3 to WAV software converter (easy to find on the web and they are usally free or at least a trial copy). Just convert them, rezip em and load them into MCMMM MODS then install - turn up the sound and enjoy! Cheers fur noo George
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Sad news indeed Many thanks Keith for all your hard work in making the Scenario Depot a superb resource. Looking at the silver lining in this cloud congratulations on the new job. All the best. Cheers fur noo George
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Why did my Soviet tankers retreat ?
George MC replied to Jaska.'s topic in Combat Mission: Afrika Korps
Hey Guys! He just went and wiped out my Arayan Super race PzIIIs with a sneaky ambush with his BT7s. Could I ask you don't gibe him any help and send all your advice to my email address advising me how how my super PzIIIs were seriously meesed up. Thank you! George Mc ps any emails saying as I was complete f*****t to allow him to attack my flank will be deleted. My ego is crushed enough thank you. ) But in the words of that great Teutonic actor -"I'll be back" -
251c Whitewashed mods posted
George MC replied to patboy's topic in Combat Mission: Barbarossa to Berlin
Hi Pat Excellent job - love em!! At last winter 251Cs with bits attached. Just the thing for winter actions around Kharkov in 42/43. Enjoy your holiday Cheers fur noo George mc -
Gurra or MikeyD, ETO treatment to the lowly Marder IIIM
George MC replied to David I's topic in Combat Mission: Afrika Korps
Hi Gurra, Interesting ! What is it ? some pics are welcome ! Whatever, I hope isn't the same I'm doing ! See my pic Almost finished, 251/10 251/1 251/2 need some marking before I release 'em. Cheers Pat </font> -
Graphics pack for CMBB?
George MC replied to Kaiser Soze 71's topic in Combat Mission: Barbarossa to Berlin
Got your mail today. I gotta say, you're the man, George Truly amazing! 282 mods! Thank you </font> -
New 251's sdkfzAusf c mods posted
George MC replied to patboy's topic in Combat Mission: Barbarossa to Berlin
Can't wait! Loads of clutter for me please Cheers fur noo George -
New 251's sdkfzAusf c mods posted
George MC replied to patboy's topic in Combat Mission: Barbarossa to Berlin
Hi Patboy just downloaded the 251Cs - wee beauties! I especially like all the clutter on theses boys. I'm in to seeing my SPW being lived in. Most of the photos you see have these chaps looking like mobile tinker shops Any plans to winterise the 251C series? There seems to be a shortage of white washed 251Cs Cheers fur noo George -
Graphics pack for CMBB?
George MC replied to Kaiser Soze 71's topic in Combat Mission: Barbarossa to Berlin
If you ;ile I can post you a CD with all the mods I have for CMBB - no charge :)contact me at gmcewan@totalise.co.uk Cheers fur noo George Mc -
Some mods are released ....
George MC replied to patboy's topic in Combat Mission: Barbarossa to Berlin
Just downloaded the 250/1 brilliant - love it (as much as you can love a digital vehicle in an non-sexual sort of way er...suddenly becomes embarassed). I must admit I like clutter and stuff on my pixel vehicles. Excellent - any thoughts on doing a nice whitewashed 251/1c perhaps, pretty please? Cheers fur noo George -
My apolgies for posting here - but The Scenario depot ain't accepting my response to your feedback. I suppose some of the comments might alo be useful to others playing static operations. There was a thread a while back as to how operations work, so maybe I'm going over old and well travelled ground here. It ain't perfect for sure. First off many thanks for taking the time to play Kampfgruppe Langkeit AI and post your feedback - I always appreciate it and critical feedback even more. In response to your comments. The Soviet reinforcements operate on a random chance factor. So yes potentially they have a lot but most have a very reduce chance of arrival (at around 2-3%) so introducing an element of uncertainty as to what you will meet on the battlefield. I think the main issue here is a misunderstanding as to how the CMBB game engine handles static operations and the implications for that on your strategy and fight. A couple of points that may not be immediately obvious regarding the size and effect of no-mans land between battles. After the first battle the main line is defined, just like in other operations, from one side of the map to the other, and the distance from one Main Line to the other is the size of the No Mans Land. But troop concentrations within No Mans Land can create a deployment zone of their own (or a situation of being out of supply if there are too little troops there), and these can be quite a lot closer to enemy deployment zones - even right next to them. This means that although your Main Line may be the specified distance (see briefing) from the enemies Main Line, isolated or advanced units will be closer to the enemies Main Line and it is possible for advanced units to have the enemy set-up right next to them prior to the start of the next battle. When playing against a human opponent this effect can be managed to allow for a realistic situation by using ‘play as they lay’ rules. If playing against the AI it is as well to be aware that the AI can, and will, set-up within spitting distance of any of your advanced units. No-mans land has to be set far apart given the size and openess of the battlefield map (steppe terrain). Reinforcement units, unfortunately in operations, tend to arrive in big lumps. No way around that I'm afraid, as you cannot stagger them to arrive for each battle as you would in a stand alone 'battle' scenario. I've done as much as I can to 'parcel up' particular units in an effort to reduce the sorting through. When playing a static operation you tend to have slightly more positive results when playing against the AI by avoiding your armour being cut-off by moving it as fast as you can forward. The game engine seems to work better when infantry are seen to hold ground. In this action using combined arms tactics with infantry and panzers does reduce the possibility of units being cut-off, and it's attendant risks. It might reflect the view that although tanks take ground infantry holds it. I've found pushing forward with tanks in static ops repeatedly will see them hanging out to dry in no-mans land - without re-supply. Sorry to hear it did'nt play as you would have liked. It has been extensively play tested and I feel the issues you raised are perhaps down to a small misunderstanding on how the CMBB operation game engine works. This starts out as a German armoured attack against a Soviet armoured battle groups hasty defensive front. The brief states why the Soviet armour has been held up - but they are on their way (as happened in reality). The briefing is clear in this, and it is no surprise as to what you find yourself dealing with in battle 2 . If you bare the above points in mind I'm confident it will play out a better game. Thanks again for the feedback If you like you can email me direct at gmcewan@totalise.co.uk and I'd be more than happy to chat through this in more detail less publicly if you'd like? Cheers fur noo George Mc PS To all you Grogs out there! That's my understanding of how static operations work - but if anyone out ther has a differant take on how that affects how an operation plays out then I'd be more than willing to hear it
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Multiple IP addresses for TCP/IP games
George MC replied to George MC's topic in Combat Mission - Tech Support
Hi Redwolf Thanks for that link. It also looks like my port 7023 is blocked. i thought I had cleared that in my Norton Internet secuirty firewall. I'll have to go and check into that. Thanks again for your help. Cheers fur noo George -
Multiple IP addresses for TCP/IP games
George MC replied to George MC's topic in Combat Mission - Tech Support
Hi Schrullenhaft Clarity!! Many thanks for your advice! I'll give it a go re checking my ISP every time I dial up. Cheers fur noo George Mc -
Hi I've done a search on past questions asked but have'nt come up with a suitable response - so far. Could someone advise. I I am attempting to host a TCP/IP game in CMAK. When attempting to find my IP address (through www.whatismyip.com) I keep getting varied and differant IP addresses. Is there any way I can figure out what my IP address is so I can pass this on to my TCP/IP buddy so he can connect to me. I am running on a 'dial up' internet access (provider is Wanadoo). I am using Windows XP (Firewall is disabled) with Norton Internet Security which I have clicked to allow CMAK to access the internet. Any suggestions please? Many thanks! Cheers fur noo George