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Gordon

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Everything posted by Gordon

  1. Beautiful. Stunning. I'll have to stop working on setting up my new system and download these. But they'll look much better on my new system. AUGH! Gordon
  2. Count me in. It will be a nice change of pace from being "god" in the Team Rumble. I'm better with armor than infantry. Maybe having more than 1 armor commander per side might work (platoon/troop level)? Gordon
  3. Steve, What everyone should have received is their initial starting positions as requested, or as close as I could interpret from the sometimes vague statements. Now it's time to figure out your moves and to send 'em in. Then we'll see what happens. Gordon
  4. Ok, we have immediately open slots for 2 players, so based on the order of the posts, the winners are: mPsi and Seahawk_vfa201 However, we have a lovely set of consolation prizes for our other contestants. Actually, I'd like to keep FriendlyFire, Zakalwe and Fenris available in case there are any more drop-outs (I hope not), but on the other hand, there's the possibility that I can work in reinforcements to one or both sides, so I hope you'll stick around. Gordon
  5. Steve, I hope you (and everybody) got the mailings last night/this morning. If not, please let me know ASAP. Gordon
  6. I like the "general orders" from a CO to his subordinate units. This method might be slower, but it occurred to me that it also has the advantage (and disadvantage) of not requiring a hard deadline for each turn, as the flow of saved games from player to player sets the pace of the game. Gordon
  7. That does sound like an interesting way to do it as well, but I agree with Fenris in that it sounds like it has the potential to be a little slower than this method. I might be interested in trying it out after this, though. Gordon
  8. A team rumble is a refereed game where each player is in control of only a single tank. Each CMBO "turn" each player receives the movie reflecting the previous turn and after watching it can communitcate with his platoon (via e-mail) to discuss strategy, the platoon/troop leader can talk with the other platoon/troop leaders and the side's CO to discuss strategy (but a non-platoon leader can't talk on the "command circuit"). Each player then sends in a series of orders for the coming turn (e.g. "Hunt forward 100m, stop, rotate 45 degrees clockwise and area target the clump of trees 150m straight-ahead). The referee (me) takes everybody's orders, plots them, generates the movies and the whole cycle starts over again. We're trying to keep a schedule of 2 turns per week. What's the deal you say? Why give this a try? Because it's all about team work. It's a lot harder than you think to coordinate the movements of 10 tanks when each tank commander has (literally) a mind of his own. Then, factor in the fact that you've got to communicate your intentions to both your driver (me) and your gunner (also me) and you get a much closer approximation of the trials and tribulations of combat than when all your units go where you want them and do what you want them to do. Anyway, that's the story in a relatively large nutshell. Gordon
  9. Well, the first ever CMBO Team Rumble kicked off this evening with elements of the 11th Armored Division attempting to reinforce the "Scottish Corridor", while a scratch Kampfgruppe of SP guns and elements of 12th SS Panzer try to prevent the Brits from gaining control of a vital crossroads. However, due to real life constraints, we've had several drop-outs and are looking for reinforcements. If you're interested, please respond on this topic. Thanks, Gordon
  10. While I can't speak to the infantry uniform issue, allied vehicles were a mixed bag as far as winter camouflage was concerned. According to "D-Day to Berlin" by Terence Wise, US Army regulations in 1942 contained specific patterns for application of both white and black paints over the base Olive Drab for winter camouflage. However as the winter snows of '44 - '45 coincided with the Battle of the Bulge, most vehicles were camouflaged (at least at that particular time) with more improvised or hurried techniques using white paints and/or whitewash. My variation of Magua's M3A1 represents the "formal" technique, while my variations of Marco's M4s represent the "hasty" approach. British regulations specifically prohibited application of whitewash or white paints directly on vehicles (due to the spotty nature of snow cover in NWE), but the photographic evidence clearly shows British units ignoring these orders. I can't say precisely how prevelant it was, however. Hope this helps. Gordon
  11. "Called shots"? You mean like: Off the Tiger, past the Marder, into the Panther, nothing but shot trap? Gordon But I guess the real question is, do you play T-I-G-E-R, or P-A-N-T-H-E-R?
  12. Outstanding. As in I'm going to be out standing in line for this one. Gordon
  13. Just a reminder, all players should send me an e-mail (Gordon_Molek@3com.com) and please make sure you identify your CMBO MB nickname as I'll be using that for the unit names (and all your orders should include your nickname as well). For those possibly interested in playing, get off the fence by 12:00 (GMT+06:00) today (Wednesday). I've got the map and units drafted up and it looks pretty cool. Gordon
  14. Interesting point on this. In the New Vanguard book on the Sherman (No. 3?), I don't have it with me at the moment there was an interesting statement by a veteran of the 4th Armored Division (I believe) who basically said it was SOP to have a 75mm gun-armed tank at point with a WP shell loaded (there where no WP shells for the 76mm gun). If an enemy tank was spotted that looked like it couldn't be dealt with frontally then they smoked it in with the WP and then attempted to flank it with the other tanks. If flanking opportunities didn't look promising they simply called in the flyboys. So, two things to note, WP was not that scarce (at least in this unit), and they seemed to try to keep the close air support on a short leash and employed it pretty "close". Gordon
  15. SuperSlug, Ok, you're a Brit. As much as I hate to say it, I think we'll have to put a time limit on new players joining up. Let's say high noon tomorrow (Wednesday, GMT+06:00). Otherwise I won't be able to create the setup. Gordon
  16. Actually, I believe that in the US, an implicit copyright applies to all original works, and exists even in the absence of a formal copyright statement (hence the implicit), and also remains in effect even if the work is placed in the public domain. Public domain implies free use, not license to steal. Gordon
  17. Ok, We're up to 17 players, so I think we've hit critical mass where we can start talking specifics. Hopefully we can round up at least 1 more player, which would give us basically a depleted Squadron/Company per side, but we can go with what we've got regardless. There's been some questions regarding how to handle the timezone differences and how frequently turns will happen. When we did this for ASL, we actually played 4 impulses per ASL turn, and usually 2 impulses per week (it's a low intensity, easy involvment sort of game). We'll select a deadline time for each turn. For the sake of starting the planning let's assume that there will be 2 turns per week with the deadlines being Wednesday and Saturday at 6:00 PM Central (USA) time (GMT - 06:00). I'll get each turn plotted and the movies mailed out later that evening. That will give around 2 1/2 days to allow the teams to exchange planning e-mails and get their next moves in to me. Any player missing a deadline will simply have his vehicle stop in place and assume a defensive posture for that turn. I think we can probably work up some awards for "miss congeniality" and "most stylish death". Ok, with my Mark I Randomizer (a coin) I have allocated the teams (so far): Commonwealth SteveTherat Cleavis TankDawg Michael Dorosh Badinfo Teutonicc Mikhael rvalle SuperSlug Germans Jarmo Jadayne tss Otto Mekanik gaffertape Curih Crockett Chaffee Porajkl Please send me all an e-mail (Gordon_Molek@3com.com) so that I can set up the team's planning e-mail lists (remember once the game starts e-mail will be more restricted). You'll need to select an overall commander who will receive the ORBAT for your side (hopefully by this weekend) and we can try to have everything ironed out and the initial setups to you by next weekend. Also, I'll probably try to create some sort of AAR for this whole mess and it would be nice if you all (and especially the commanders) could record some of your thoughts/plans, etc. for inclusion. Gordon [This message has been edited by Gordon (edited 03-06-2001).] [This message has been edited by Gordon (edited 03-06-2001).]
  18. Ok, one last bump to catch any European insomniacs and US late-nighters. Wouldn't you like an opportunity to command men (and maybe a woman or two), instead of just the computer? Gordon
  19. (Bump, ba dum, bump) Ok, we've got enough for a German platoon (with possibly a little recce attached) and a Commonwealth Troop (again with some attached elements). Let's see some more interest out there! The more the merrier! Gordon
  20. Ok, time for another bump. We're halfway there. I'll settle for two "light" companys of two platoons/troops and a CO. To further clarify things (and to hopefully pump up some enthusiasm), let's say that we'll have Commonwealth forces on one side (so there will be a couple of Fireflys to play with). If we get more than players than needed for the two light companys I'd like to add some recon elements (for all you Cavalry/Cowboy/loner types out there). Gordon
  21. Cleavis, "get better", how? I'm assuming that you meant in the sense of your game abilities, and not, I hope, with regards to your health. If you don't feel you're a good enough player, please don't let that stop you. What better way to practice your tank driving skills than when you only have to be responsible for a single tank, and don't have to worry about infantry, aircraft or AT guns? Gordon
  22. Shameless, self-serving bump. Come on guys. If we're going to do this, I'd like to have a Company/Squadron/whatever per side, so we're shooting for 12 to 16 players per side. Talk it up with your friends, get some recruitment going. We can try it out with fewer players, but the more the merrier. "Uncle Gordon wants you!" Gordon "I've always wanted to play gamemaster/dungeonmaster/god"
  23. I'm kicking around the idea of hosting a rumble. What's a rumble you say? Back in my ASL/VASL days some folks came up with the idea of a team tank rumble. A game master ran an ASL game consisting entirely of tanks (later combined arms units were tried) and each player controlled a single tank. A command structure is used for each side (e.g. Company CO, Exec, Platoon COs) and radio nets are used, so that all the COs can communicate, and COs can communicate with their unit, but tanks from one unit can't talk directly with tanks from other units. It was always a blast (as much for the communications banter as for the game itself), and it's amazing how hard it is to coordinate an attack/defense when you only directly control your individual vehicle. My rough idea for how this would work is that I, as the gamemaster would set up a game, players would select which side they'd want to be on (you won't know the exact units until you've enlisted), each side would select a CO who would then fill out his (or her) command structure and assign players to individual units. Victory will be determined as normally, but individual players will be scored based on kills, recon missions, controlling victory locations, etc. (a lot of this TBD if enough people are interested). Players would basically just receive each turn's movie to watch, exchange a round of radio messages and then send in the moves via e-mail (e.g. "hunt forward 150m to the clump of scattered trees directly ahead and stop. Rotate 45 degrees clockwise and area fire at the building 200m to my front"). So the player acts as the commander of the vehicle, and the gamemaster handles the driving and gun-laying tasks, so you'd better give clear and unambiguous orders! I'd like to make the situation(s) somewhat historical, but might need help from somebody with a more extensive reference library to come up with the details. So, what say you? Are you ready to rumble? Gordon [This message has been edited by Gordon (edited 03-05-2001).]
  24. Michael, I think you've gotten a couple of mod packs confused. Old Dog is referring to Marco's current UK/Canadian/Polish Firefly, Sherman III/V and Stuart mods - no camouflage and yes, red and white hull flashes on the Canadian vehicles. You seem to have mixed that up with my camouflaged variant of Marco's mods - Guards Armoured Division with Arcs-style (on the Fireflys and Shermans) or Mickey Mouse Ears-style camouflage (on the Stuarts). This mod is UK-specific, and doesn't modify any of the Canadian or Polish textures. It is a common point of confusion. Removing the red and white flashes from the Canadian vehicles is trivial, but you might want to wait for Marco's next revision if they concern you so. Gordon
  25. Yeah, that's what Nixon said about the eighteen and a half minutes of tape. Does everybody see the similarities? "Marco-gate" they're going to call it. I also have it on good authority that Old Dog bears a striking resemblance to G. Gordon Liddy. Gordon "I'm not an investigative journalist, but I play one on the message board" Molek
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