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George MC

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Posts posted by George MC

  1. Originally posted by Kaiser Soze 71:

    I had to reinstall Windows and I lost all the cool mods I've downloaded for CMBB during years :(

    Is there a "graphics pack" somewhere for CMBB, which has the best mods? If there are several packs, then which is the best?

    Just don't want to start downloading all the mods one by one.

    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

  2. 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 smile.gif

    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? smile.gif

    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 :D

  3. Originally posted by Redwolf:

    Note that whatisyourip may report the wrong IP address if you have a HTTP proxy.

    See here to get your real IP address:

    http://redwolf.dyndns.org/whatismyrealip/whatisyourip.cgi

    It also has a portscanner which can tell you whether you have successfully opened/forwarded incoming port 7023.

    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

  4. 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

  5. I've a copy of these 'play as you lay rules' that I've been using (with some adaptations). If you like email me at gmcewan@totalise.co.uk and I'll send them on to you. I think there is a discussion about this over at The Proving Grounds. I'm just going to work but if I have time latter I'll post the link here.

    I'd echo the comments made by MPK - and add some ops don't represent consecutive days. They may represent a series of short sharp actions seperated by short periods of time while boths sides refuel/rearm/reorganise etc without neccesarily breaking contact. Hence 'play as they lay' simulates that, whilst overcoming some of the shortfalls of the CMBB operation system. Might be worth adding the AI never plays by these rules smile.gif

  6. Originally posted by aragorn2002:

    Another excellent looking map and no doubt (after playing Bridgehead at Fedorowka several times I'm certain of that)another great and challenging game. Thank you, George, for handling this fascinating period at the eastern front,I'm really, really enjoying your work!

    Hi Aragorn2002!

    Thank You :D Glad you are enjoying the series. These scenarios are a joint effort, so credit where credit is due - Charlie Meconis, my co-author and designer has done the bulk of the research into this whole period. It's thanks to his extensive research referencing and cross-refrencing sources that the scenarios are as accurate as the information available allowed them to be.

    We've a couple of more scenarios set around this time in the pipeline and all going well they should be available mid summer. Thanks again for your very positive feedback.

    Cheers fur noo

    George

  7. Just posted this at The Proving Grounds. set in February 1943.

    Frustrated by his inability to force the Northern Donets River line directly in front of Kharkov, Rybalko notes that the Russian 6th Army to his left in the south has made a breakthrough over the Northern Donets through a gap between retreating and badly scattered German forces there. After crossing the river, the 6th Army’s 350th Rifle Division is about to seize the town of Andrejewka on the river’s north bank. Rybalko decides to use his veteran mobile reserve, the 6th Guards Cavalry Corps, to exploit this breakthrough at Andrejewka, outflank the SS Panzerkorps to the south, and encircle them around Kharkov—a fitting sequel to Stalingrad.

    On the high western bank of the Northern Donets east of Kharkov, SS Panzerkorps can see long columns of Red Army troops heading south. Already stretched thin, “Leibstandarte” sends mobile Kampfgruppe Guhl to deny the flank to the south. It races toward Andrejewka to block the roads heading into town. Part of the Kampfgruppe comes from the III. armored battalion of the division’s second Grenadier regiment. The newly-equipped Battalion is commanded by veteran SS Sturmbannfuhrer Jochen Peiper.

    Now a new strategic consideration entered the picture. The veteran German 320th “Berlin Heart” Infantry Division was heroically fighting its way out of encirclement to the east and heading for Andrejewka, hoping for safety. That division was also needed to help hold Kharkov. Everyone is heading for Andrejewka as fast as they can go on the frozen steppe.

    A legend is about to be born.

    Both Charlie (my co author and designer) and I have been very meticulous to research the Soviet side and give the Soviets their own identity rather than a faceless 'Red Horde' - as the bravery shown by the Soviet units during this fighting was equally as exceptional.

    You can download it here:-

    http://www.the-proving-grounds.com/scenario_details_link.html?sku=785

    As always any feedback etc would be most welcome. smile.gif

  8. Originally posted by M Hofbauer:

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

    I am going to put a candle in the window tonight:

    Herr Hofbauer has posted after over a year of absence!!!

    Now I have hope again ...

    Best regards,

    Thomm

    hehe, save your candles for the blizzards - I'm just passing by to check and see. ;) </font>
  9. Originally posted by David I:

    Late 1941 Russian Counterattack. I was the Russians and my T-34's were doing a number on my opponents PzIII's and II's. I got points for exiting units so my Infantry advanced behind my tanks.

    When the dust clears, 47 dead Russians, every man in the reinforced platoon! No survivors... :(

    47deadrussianswithcomment8lw.th.jpg

    The beauty of this game is that it's cool, even when the unaccountable, very bad thing happens to you. :D

    DavidI

    Aye you still kicked my butt! I could'nt see that happening for all the smoke from my burning panzers :D

    George

  10. Originally posted by philwil:

    Great battle so far, and tough! I'm on turn ten, against the AI, Soviets. It's a beautiful map, and a really punishing scenario. I've already lost one flank. Keep 'em coming!

    Hey glad you are enjoying it. Charlie and I are are just putting the finishing touches to an operation(Peiper's Chariots of Fire) set in the same period covering some further actions of Peiper's unit when it clashed against the hard fighting 6th Guards Cavalry Corps. Keep an eye out at The Proving Grounds.

    Cheers fur noo

    George

  11. Originally posted by phil102:

    Security Guard

    From what I have read, particularly 'Armageddon' by Max Hastings, it seems that if troops were going to surrender, they often decided, in advance of a critical combat situation, to do it.

    There is a very simple reason for this. If you have been engaged in active combat with enemy troops and those enemy troops have suffered some casualities in the exchange, it is highly likely that if you decide to suddenly stop shooting and put up a white flag that you will be summarily executed on the spot.

    If however, you surrender before you have fired a shot it is likely that you will at least escape immediate death and will be herded to the rear and into captivity.

    There are a very large number of recorded instances of this type of action by troops on the ground.

    Just my 2 cents

    Another intersting read if you would like to find out how men endure combat and the effect it has on them check out "The Face of Battle" by John Keegan.

    It, quote, "examines the physical conditions of fighting, the particular emotions and behaviour generated by battle, as well as the motives that impel soldiers to stand and fight rather than run away..". Another book in the same vein worth reading is "Firing Line" by Richard Holmes which covers the same subject but in a differant manner. Both are, I would suggest essential reading for anyone looking to gain an insight into why men endure combat.

    Cheers fur noo

    George

  12. Hi!

    I'm maybe being very dense here, but how do you upload an image of the map of your scenario. I've been all over the edit/update section in the authors login to no avail.

    If I'm being dense and the answer is blindingly obvious, don't say, just nod your head pityingly, then let me know how to do it? tongue.gif I'll be your friend for life, not in a weird stalking sort of way, more just a warm glow of comradeship smile.gif

    Cheers fur noo

    George

  13. Originally posted by simovitch:

    I read somewhere that Peiper was rather indignant about his men being referred to as the "blowtorch battalion". He goes on to refer to the fact that he used blow torches not to torch the local neighborhoods, but to heat up the transmissions on his vehicles during those winter months. The nickname caught on with adverse connotations, with the help of the nazi propaganda machine.

    sound fishy? :confused:

    The nickname, originally, was worn with some pride ( I assume?) by the unit as the vehicles in the unit sported a blowtorch painted on the vehicles. Peiper is quoted in the biography by Agte (excellent piece of work re the research - readers can make up their own minds as to the sentiments in the book) as saying the nickname came about due to their habit of attacking Soviet positions in villages at night. The thatch in the houses caught fire due to tracer rounds etc - hence the nickname. This nickname was then given differant connotations after the war with the allegation, denied by Peiper and hence maybe the source of the alternative view you mention above, that they were deliberately going around setting fire to houses with blowtorches. This allegation was I believe part of the case that was made against Peiper after the war for his being tried for war crimes.

    This series of scenarios recreating several of the actions involving Peiper's unit were born out of a desire to recreat some rather audacious, couragous and ultimately bloody actions that were fought by both Soviet and German units during the winter of 42/43 around Kharkov. Additonally Peiper evolved armoured mounted infantry tactics that were for the time exteremly innovative.

    Both Charlie (my co author and designer) and myself have been very meticulous to research the Soviet side and give the Soviets their own identity rather than a faceless 'Red Horde' - as the bravery shown by the Soviet units during this fighting was equally as exceptional.

    Hope this info is of use. smile.gif

    Cheers fur noo

    George

  14. Peiper was on his own here. In fact he did'nt bother to hang around and wait for the rest of the division to arrive but pissed off and headed for Fedorowka. By the time the rest of the division caught up he was sitting tight on his bridghead repelling all comers.

    I know of two other games going on around this, none are going the same way for the players! smile.gif

    If you want email me at gmcewan@totalise.co.uk and I can fill you in on all the lowdown.

    Cheers fur noo

    George

  15. Hi

    Just uploaded this scenario at The Proving Grounds - link below:-

    http://www.the-proving-grounds.com/scenario_details_link.html?sku=734

    This battle covers Peiper’s III ‘Blowtorch’ (armoured) Battalion from SS Panzergrenadier Regt 2 attempts to seize a bridgehead over the Msha River during the Battle Of Kharkov, Winter 1942 - 1943. It is best played as a H2H but also works playing against the AI (with a bonus for experience).

    This a joint designing effort between myself and Charlie Meconis.

    As always feedback much appreciated.

    Enjoy :D

    Cheers fur noo

    George Mc

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