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Bannon DC

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Everything posted by Bannon DC

  1. Yes, it could be that another unit actually spotted the enemy unit, not the MG. They were "crawling"... ie, less visible. Could also be that the MG thought it was not worth firing because the unit was too far away. Could be that the units where moving in and out of the cover arc before the unit reacted and chose to fire. It sometimes takes the Tac AI sometime to react. Some things that could improve your MG's reaction are being under command. Especially with an HQ that can also "see" the same LOS and one that has better stealth capabilities (the ? symbol). The higher the experience of the MG, the more likely it will be to react quickly to the enemy target. If you MG fires, you will notice it use up one or more of its ammo points. If you have it selected, you will also see it "see" the enemy with a red line. It will not always fire, but when it connects a red line to the enemy unit, it sees it.
  2. I am still bitter that Space Lobsters of Doom did not make the first release for CMx2. So much for user feedback. :mad: Biker Mice vs. Space Lobsters would be interesting. I'm not sure how well a chopper would perform in space. It would have to be jet powered of course... but you could have jet powered hogs on Earth too. I just don't think the handling on a jet powered (OK, technically "rocket powered") chopper in zero gravity (or limited gravity if fighting takes place close to the planet's atmosphere) would be realistically moddled. I think the speculation on the physics would border too much on fantasy.
  3. Go to the Proving Grounds and Scenario Depot (essentially the same site... join one and you have joined both.) See the "Opponents Wanted" button. You can also post a message on the home page blogs.
  4. You need to be within 20m. Crews won't do well, especially if they are still lugging their weapons around. CMAK represents crew defensive weapons better. I generally see mortars taking pistol shots within 50m or so. Sometimes to the effect of blowing their cover. CMBB crews usually will end of dead or captured very quickly. Also, the more men in the squad the better. Mortars are a 3 or 4 man crew (with pistols at best). Them against even a depleted infantry squad with grenades, SMG and rifles is a losing bet. Get your crews out of the fight.
  5. Speaking of that map above... can you translate the legend? I translated part of it at one time but many of the military terms are not in online dictionaries. (I had to do it in two parts) thanks!!!
  6. Regarding Kalvin Square -- I was hoping to get more details on the fighting in the area. I have a couple of good maps which show the battle lines. The other detailed map is one I believe you have. 2003, maybe from a university course. Maybe the author: Mihalyi Balazs. What I need is more info on the types of units on each side and the number of troops, tanks, etc. involved. Ungvary mentions several counterattacks. But at the same time, I think the order may have already been given to retreat from Pest. This is around Jan 16 and 17. I was also wondering about the trams/street cars. Did Budapest have a subway at this time? I know the city had a well-developed street car system in '44/'45. My guess is the track symbols on the map are for street cars, not subway. Thanks, Bannon
  7. Thanks, Bardosy. I have the 1944 map. You were kind enough to share with me when I was working on my Margit Island map. Regarding Margit Island, Ungvary has a great first-person account from a Lt. Lootz where he drives an armored vehicle with a gun in tow through the Russian line to the medieval chapel. They ready the gun and fire at a mortar section, remount it and race back through to their lines. Later in the day, the do the same thing again but without the gun. Crazy! Since I have alread made the map, I will work on a scenario for this one. He also mentions two assault guns that joined the fight on the German/Hungarian side. These were bogged in snow. Do you know if these were German or Hungarian assualt guns?\ BTW -- if anyone is interested, here is a link to the Margit Island operation. Currently it is at TPG. EDIT -- while I'm here, I'll update this link. This operation was moved over to TSD a little while ago. New link: Margit Island at TSD [ October 28, 2007, 06:25 PM: Message edited by: Bannon DC ]
  8. Hello all -- UPDATE, Oct. 28, 2007 This scenario is ready for playtesting at The Proving Grounds. Needs a good head-to-head or Germans vs AI playtest. (I will probably end up making a separate AI version of this one, comments helpful.) More details below with 10/28 posting. Kalvin Square at TPG Approximate scope of map: Google Image -- -- -- -- -- -- -- -- -- Working on a scale map of this section of Pest. I'm seeking details of the fighting in the area... type of units involved, numbers, etc. I'm reading "The Siege of Budapest" by Krisztian Ungvary. He mentions "a combat group of the 13th Panzer Division" surrounded near Kalvin Square with various attempts to rescue it resulting in failure. This section of Pest was crucial... located between two major bridges and opposite Gellert Hegy on the Buda bank. Gellert has a fortress on top of it and could oversee all action in Pest just a few hundred meters away. The action occured just a few days before the final pull out of Pest and the destruction of the last remaining bridge over the Danube. If you have any details, please let me know. Thanks, Bannon [ October 28, 2007, 06:12 PM: Message edited by: Bannon DC ]
  9. Some great period maps of the Leningrad area on that site. Thanks for the link.
  10. So, what about this scenario? It still looks like a work in progress unless the latest version is not at the original link. Map looks good.
  11. www.the-scenario-depot.com Don't ya read the board? The Scenario Depot (not the old one... the new and improved one) is where you can get "ready to play" scenarios and operations. Now... if you are in the mood to help the community out... www.the-proving-grounds.com The Proving Grounds is where scenario designers post their "in the works" scenarios. People play them and comment on them saying what works and what doesn't work. Register for one and you are registered for both. Your email address does not go on a SPAM list and you are not annoyed by pop-up ads. If you are the real generous sort, you can even throw the host a few bucks by Pay-Pal. Have fun and give something back to the community by way of comments or something.
  12. Rudy -- Sorry for the long delay in replying. As tankibanki says... I see you moved over Kharkov and Sevastopol Port. I've played both of them while at TPG and enjoyed them. Left comments long ago. Great scenarios. I highly recommend Kharkov as a 2-player game. (Never played the AI version.)
  13. I tune in this morning and get the history of Tea Bags. I am not kidding.
  14. Rudy -- Karkov 2P was one of the best head-to-head games I have ever played. Well done! Move that scenario over to The Scenario Depot and include a link here.
  15. An additional point to keep in mind is that pillboxes fire more accurately than other weapons because they are considered to have their line of sight "ranged." A 75mm pillbox at long range will score hits within 2 or 3 shots where it might take a 75mm AT gun 5 or 6. PBs are similar to other units in CM. The way they behave is dependant on their experience level. A “veteran” PB will stick to the fight longer and fire more accurately than a “green” PB. The more fire you can throw on any CM unit, the better the chance of suppressing the unit or getting it to quit the fight. Infantry gets pinned and panics. Gun crews will abandon their weapon. Tanks will abandon their vehicle. Same with pillboxes. In general, some tactics for taking out pillboxes: Increase the odds. One-on-one fights will almost always go to the PB. One tank against an AT pillbox will almost certainly lose. Two tanks stand an almost even chance; three tanks and the fight will go to the tanks. You increase your chance of hitting the PB. The more hits the more chance of a direct KO or forcing the crew to abandon the PB. As an earlier poster mentioned, weapons with a rapid rate of fire work best, no matter the caliber. Artillery. Wooden PBs can be KO'ed with artillery. 81mm batteries can KO a PB in about 3 rounds. You need an actual hit and top penetration. Larger caliber can KO with close hits. No guarantees in any case. Concrete PBs are nearly impossible to take out with artillery, but it can be done. In a recent game, I pounded a cluster of three PBs with 150mm artillery – one concrete and two wooden. I was surprised to see the concrete PB KO’ed, but the wooden ones where still in business. Smoke. As mentioned, very effective to give you time and space to maneuver. In CMAK, a dust cloud from an artillery barrage will also give your units a similar effect if it does not KO the PB itself. Maneuver. Flank and attack from the rear. Get outside the cover arc of the PB. Get “underneath” the PB – PBs cannot fire when the target is in the PB’s “hull down” zone. Similar to the bow MG of tanks. A PB on a hill may be able to sweep the valley with fire but cannot shoot at units at the base of the hill itself. Depends on how it is sited. In this situation you may be able to safely walk straight up the hill toward the PB – but be careful because the hull down zone will change as the terrain changes. More targets. Adding on the above, move more units simultaneously. The PB can only target one. Spread out infantry to avoid a group getting suppressed by the same burst of fire. Support weapons. ATRs are effective (too effective in my opinion). A couple of ATRs firing over a few turns can force a green or regular crew to abandon the PB. Range makes a difference to increase accuracy. One of my favorite tactics with flamethrowers is to fire on the terrain in front of or to the front side of a PB. Hopefully you can do this from a safe position with the goal of catching the terrain on fire causing a lasting smoke screen. Light mortars (50mm/60mm, etc.) are ineffective. 81mm/82mm, etc. on map mortars can do it, but with the ammo load they carry, it will be a rare hit. You are better off using these against other targets. Air support. A close hit will work… but again, no guarantees and no control of timing. Shameless Plug – Here are two scenarios I designed where the object is to take out pillboxes or fortified locations. These are smaller battles that have some “training” value to newer players and are challenging for experienced players. Both are CMBB with primarily infantry. Steppe Pillbox Object is to knock out one wooden pillbox and supporting troops. Relic of the Last War June 1941, Germany infantry and with support attack an earthen fort along the original Russia/Poland border.
  16. Thanks, Renaud. AI version updated to version 1.4
  17. Keep a reserve. I assume you are playing against a human. Depending on how big the battle, you will want to keep a platoon (or company) in reserve and a few tanks. If you have the points, some trucks or halftracks to move your infantry. Guns are trickier to move and position but you could have luck depending on the terrain. If the terrain allows you could mount a counterattack with your reserve.
  18. On Presidents' Day (U.S.), which commemorates two pivotal Presidents’ birthdays (Washington and Lincoln), the History Channel decided to run “Planet of the Apes” repeatedly for the whole day. This was under the banner of their “Reel to Real” program which takes a film about a historical incident, period or personality, and brings in a panel to discuss it in respect to historical accuracy. Oh sure, I watched Planet of the Apes. You bet I did. But... no panel discussion. Where was the panel? But, most puzzeling... on Presidents' Day, I can think of many more topical programs to run. This is something the History Channel excels at. I was even thinking of making my kids watch a program about the presidents since they have been off school for 4 days in a row because of bad weather and the holiday. All I can say to the programming wizards at the History Channel is "You maniacs! You blew it up! Damn you! Damn you all to hell!" :eek: :eek: :eek: :eek:
  19. How come anytime I tune into the History Channel they are showing the "History of Ice?" Seriously. Or the "History of the Hotdog."
  20. 2/17 -- updated to version 2.1. Additional comments welcomed as I am eager to move this to TSD soon.
  21. Played this one vs. AI. Great game... recommend it. Renaud -- comments at TPG.
  22. Assault on Fort Stalin I just updated this and it could use a playtest. This is solo -- AXIS vs. AI only. Turns 42 (variable). CMBB. Semi-historical. Small map and # of units. This action takes place in December 1941 during fighting on the outer perimeter of the Sevastopol defensive rings. Fort Stalin (and several other large forts) takes a toll on German forces with its large caliber guns. In this situation, a force of Pioneers and Infantry are working their way through the ravines and slopes with the goal of securing the exterior of the fort. Weather conditions blind direct artillery spotting so you will need an artillery plan prior to starting the battle. Thanks [ February 17, 2007, 10:41 AM: Message edited by: Bannon DC ]
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