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Bannon DC

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  1. Medicina city center. Twisted streets, clustered buildings along with some larger buildings gives the German defender some advantages. If lucky and played well, the British will be able to strike, remount, and strike another target to keep the initiative.
  2. This image shows modern landscape. Mostly flat farmland. I scaled back size of city. Image here is roughly same size as scenario map. Travel time from southern entrance to city outskirts takes about 2 minutes. British force is Shermans and infantry mounted on Priest Kangoroos ("de-frocked priests" as they were called ). The size of the map and the mechanized force makes for a challenging game for the Allies as the player most plan his moves 2-4 turns in advance. [ February 07, 2007, 02:57 PM: Message edited by: Bannon DC ]
  3. Interesting data, GAJ. Is this a continuing project?
  4. Bump -- See original post with updated links for revised AI and H2H versions. Will move soon to TSD.
  5. Bumping this one. It fell off the "most recent" scenarios list at TSD much too quickly.
  6. Eric -- Comments above are correct. Open up the editor and look at the unit editor. Just plunk some units in there and you will see the points. Adjust the experience level of the units and you can see how the points will vary. The unit has a value, say a squad of infantry. If the unit is valued at 20 points and you kill or wound half of that squad you will get 10 points. I do not think there is a difference between KIA or wounded. You will get more points for prisoners (3x the value comes to mind, but it has been a long time... I could be wrong.) The question of vehicles and crews has always been a question for me. If you kill a vehicle and the crew bails and is then eliminated, how is that scored? I think you get the points for the vehicle and then points for killing the crew... so the parts are worth more than the whole. So, for example, a vehicle is worth 100 and the crew might be 10. Do you get 110? BUT, what if the crew is killed with the vehicle? Do you only get 100? (I know this has been discussed over and over.)
  7. What gave it away? The parts I lifted directly from Monty Python skits or the dress the captain was wearing? I should have included a "Wait for it!" Thanks Jon and c3k. I had fun testing this one. Makes for a good 2 player battle.
  8. Don't raise the bridge, lower the water. You can also try going to "gentle" terrain elevation instead of "normal." That makes the river look closer to the ground around it. The bridges will look more "squat". Pretty is not in the CM vocabulary.
  9. British Infantry Anti-Tank Tactics, 1940 Operation Sealion Scenario. Small scratch force of British Infantry defends the village of Wains Cotting against an attacking German mechanized force on their way to London. This plays well as 2-player, second best as Axis vs. AI. Thanks to playtesters at The Proving Grounds. Download from The Scenario Depot Good luck, Bannon
  10. British Brief (REDACTED) for British Infantry Anti-Tank Tactics, 1940 SPOILERS This is the British brief. I have removed specific information about the British force but it still might contain spoilers. Hard core CMers will recognize that only British and German North African mods are available in November 1940 (the setting for this scenario.) SPOILERS British Infantry Anti-Armor Tactics, 1940 British Briefing A briefing is about to take place behind the church in the village of Wains Cotting. The young captain, having just saluted his battalion commander who quickly drove off in the direction of London, walks the few paces to stand in front of a group of men who only yesterday received the uniform of the Home Guard. He stands stiffly like a soldier accustomed to offering snappy salutes to superiour offices and in a swift motion places his riding crop between his arm and his torso, almost fumbling it. “Good morning. Don’t you men look spiffy in your new uniforms?” he says with a cheer in his voice. “It is my privilege to serve with another platoon of the Home Guard. Great fighting men they have been.” “Why do we have to stand in the cemetery?” one of the men immediately interrupts. “It gives me the creeps. My mother-in-law is buried right over there.” “Yeah… she always gave me the creeps,” another man volunteers. The captain tries to continue but a third man quickly cuts in, “Why couldn’t we have just met in the pub? At least we’d be out of the rain.” “And they gave us short pants, sir. These light uniforms aren’t right for southern England this time of year. They would be more appropriate for a hot place… like the desert.” The captain speaks in a louder voice trying to continue a pep talk that sounds rehearsed. “It has been 5 weeks since the Germans landed on Fortress England and they have found it a tough go. The valiant men of the Army, the RAF, the Royal Marines, and the Home Guard have fought them on the beaches… in the fields and cities... in the villages and… and in the tundra. Jerry has suffered substantial losses of planes, tanks, vehicles of every sort and especially men. The Home Guard has been…” “The vehicles. The German vehicles, sir,” a man from the front said with his hand raised. “Why is it they all have a palm tree painted on them? There aren’t any palm trees in Germany.” The captain looks puzzled but willing to attempt an answer but the man continues, “The closest palm trees to here are in Africa.” A few of the men mutter in agreement. “I don’t know,” the captain quickly says trying to regain the men’s attention. “When you meet the Germans you can ask them! Now then,” the captain starts to speak a little quicker trying to finish his prepared remarks. “The Home Guard has been instrumental in the defense of Fortress England just as the yeomanry of yore…” “Yeomanry of yore?!” one of the man bursts out as a few of the men openly chuckle. “We have a real gentleman officer here, boys.” The group laughs. “A prince of the privileged class.” “I am not!” the captain shouts over the laughter. “I grew up in North Malden.” “Oh yeah, then why did that officer who just left say he would send a Rolls-Royce for you? You’re going to be bugging out of here in a luxury sedan before the fighting starts. Elitist!” “He, the battalion commander, is sending XXXXXXXX XXXXXXXXXX XXXXXXXXXXXX XXXXXXXXXXXXXX to be precise. It will arrive as a reinforcement to support our defense along with any other units he can spare.” The men began to settle down. “Back to the matter at hand,” the captain continues. “Our orders are to slow down the advance of the Huns and hold on to this village at least until sun down at which time the survivors will retire to the main defensive line which is now being organized.” From the back of the group, “Ain’t the Army grand? Only two days service and you can retire.” “Here we stand in… what is the name of this village?” the captain asks. “Wains Cotting,” one of the men quickly answers. “Wains Cotting… Wains Cotting… sounds like the perfect name for this little Dorset village,” the captain says wistfully as he looked over his shoulder at the cluster of light two story buildings. A woman comes running out of one of the houses and shouts over to the men. “They just said the name of our village on the Beeb! The BBC says the Germans are headed our way! Coming up from the south!” “Well then, I better get on with it,” the captain says regaining his composure. “The platoon XXXXXXXXXXXXX you’ve seen XXXXXXX XXXXXXXX the village this morning XXXXXXX XXXXXXXX XXXXXXX XXXXXXXXXXX.” One of the men raises his hand slightly as if to ask a question. The captain immediately cuts him off, “XXXX XXXXX XXXXXXX XXXXXX XXXXXX XXXXXXX XXXXXXXX XXXXX! Sorry, if one of them is yours.” “Also here this morning is XXXXX XXXXXXX XXXXXXX XXXXXX XXXXXX. This is a cracking good group of fellows… well, not “crack” in the Combat Mission sense of the word. You know… “What is he talking about?” a man asks. “Never mind. These men are XXXXXX XXXXXXX and some of them are armed with the Thompson sub-machine gun that you might have seen in American gangster movies. You’ll do well to follow their example.” Clearing his throat, the Captain continues. “Now… you might be asking ‘How are we going to fight tanks without tanks of our own?’” “Don’t you know?!” one of the men shouts causing an immediate stir among the assembled men. “No worries,” the captain says confidently. “Allow me to read from the training pamphlet “Tank Hunting and Destruction” which I reviewed on the way here. I quote this inspiring passage: ‘Tank hunting must be regarded as a sport – big game hunting at its best. A thrilling albeit dangerous sport, which if skillfully played is about as hazardous as shooting a tiger on the foot, and in which the same principles of stalk and ambush are followed.”* “So,” the captain said light heartedly, “we can be happy the Germans aren’t riding into battle on the backs of tigers. Eheheh.” The captain looks out at the blank stares of the group. The joke is obviously lost on the men. “And, as additional assurance, we will be able to field test a brand new weapon today. It is a prototype version direct from the laboratory. It is called,” the captain looks down as he reads from a small notepad, “XXX XXXXXXX XXXXXXX XXXXXXXX.” “XXXXXXXXXX” one of the men shouted with a welcomed chuckle from the group. “XXXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXXXX.” “Nice one,” the captain said in an even, almost embarrassed tone as the group’s laughter dies down. “Well done, soldier.” “Well, what do you need us for?” one of the men asked. “If you have all these XXXXXX XXXXXX XXXXXX XXXXXXXX, how come we are here?” “Well, to defend your village of course. The local constable here says,” the captain points with his riding crop to the man standing near a thin tree who is seemingly more interested in the texture of its bark than the captain’s brief, “… well… he doesn’t say much.” Addressing the group again, “But, you men must have an uncanny sense of the village and the surrounding area. This knowledge will give you a real stealthy bonus when it comes to fighting the Germans.” “Great… great!” the constable chimes in. The captain continues, “The natural building to defend in this village will be the bank building…” “Oh, there you go again with that elitism!” came a disgruntled voice from the group. “Always defending the rich man’s money. What? Is your father the president of the bank?” “No!” said the shocked officer. He was saved from further rebuttal by an utterance from the constable. “Where?” the constable said. “What’s that?” “The bank building,” the captain says looking at him with wonderment. “The bank. The only large sturdy building in town. The bank?” the captain said after getting no hint of a reply from the constable. “The big building in the center of town. The one with the flag in front of it! The HUGE flag?” “Great… great!” the constable says looking out toward the pastures. “Great,” the captain says with absolutely no enthusiasm. “Everybody move to your battle positions.” He gave a dejected wave of his riding crop in the direction of the village of Wains Cotting. “Two last things. You local men especially, stay away from the XXXXXXX XXXXXXX XXXXXXX. And we’ll need a scout. You with the dead mother-in-law, you’ll do fine. Go down to XXXX XXXX XXXX XXXXXX. Fire your rifle once when you see the Germans. I’ll hang on to the rest of your bullets for you.” “I’ve never seen a German tank. How will I know it’s them?” “Just look for the palm tree.” As the Home Guard platoon slowly picks up their weapons and begins to trudge toward town, one of the disgruntled soldiers asks his mate, “Why do you think he carries that riding crop? He’s not in the cavalry.” “All those elite bastards walk around like they have one sticking out of their…” But the full reply was drowned out by the sound of approaching German engines. * This is an actual quote from the referenced army training document which was published in 1940. Source, “World War II Infantry Tactics, Company and Battalion,” Osprey. ++ Some people use a CM Sealion mod. The references above to the Africa Korp palm tree and the shorts worn by the British troops are modified to Western theater standards using this mod so you won’t see them in the game.
  11. British Infantry Anti-Tank Tactics, 1940 Operation Sealion Scenario. Small scratch force of British Infantry defends the village of Wains Cotting against an attacking German mechanized force on their way to London. This plays well as 2-player, second best as Axis vs. AI. Thanks to playtesters at The Proving Grounds. Download from The Scenario Depot Good luck, Bannon
  12. Also -- Avoid making turns right before a bridge. This will look uneven on the bridge approach. Also... it helps to keep the path of the river straight one tile on either side of the bridge. This eliminates rough bridge/road transitions as well. Look out for swamps/marsh next to the river and the bridge. This is automatically changed to the level of the river.
  13. Disagree. Withdraw should be used in the right circumstances. If a squad is pinned in a building about to be turned to rubble by a tank, use withdraw to save your men. Better panicked than dead. If a tank is rounding a corner and will catch your men in the open, withdraw and get the hell out of there. They will most likely be just fine if they are not under fire. Depends on how you use the command. There is some delay with withdraw but it is cut down significantly. You can even use it as a short cut to cut the order delay... minimal risk for vets or regulars if not under fire.
  14. Burned tanks never return. That is the value of shooting them up until they "brew." G-of-M's bogged tank was abondoned because it had not yet been "recovered." Inoperable tanks (immobile, gun damage, etc.) are not automatically available the next battle... there is a "chance" of repair, not a given. Recovery is more likely between night battles. Crew survival increases the chance of a tank returning, but is not essential. That is my take on re-reading the manual (always in arm's reach from my computer). "Be aware that a vehicle can only be repaired if its crew escapes from the battle map (or if they're killed/captured, but then there is additional delay before the repaired tank will return) so don't keep crews around fighting like infantry." I know this goes against conventional wisdom, but that is what the manual says. Abandoned tanks are more likely to return than knocked out tanks. The abandoned or KO'ed tank needs to be in your zone in order to be recovered. Guns can return in the same manner. My 2 cents. Welcome new players.
  15. Dogfight even has an episode feature "Duke" Cunningham. He was a Vietnam fighter ace. I saw the episode that featured him just after he was sent to jail for corruption in Congress.
  16. Tac Com's reply is good info. It is difficult to actually get a squad to target a tank. They usually will wait until they have a good shot. Firing fausts with their exhaust trail is a give-away to the location of the firing squad. Tanks usually pick up on it and blast the hell out of you. Best to wait until you have a kill shot... the closer the better.
  17. You are a far smarter man than I. Actually, designing scenarios is what brought me back into the game. I bought CMBB and was disappointed in playing the AI and dropped it for 2 years. I started designing and learned first hand how damned fickle and under-developed the AI really is. What I enjoy is researching the battles and trying to get at least a good H2H scenario out of a design.
  18. On the subject: HORSES OF THE GERMAN ARMY IN WORLD WAR II Paul Louis Johnson ( Available June 2006 ) Horses made up 80% of the German army in WWII and this unique study covers their uses, logistics, performance, and tactics under many circumstances. More than 500 color and black and white photographs. 2006: 240 pages, 8 1/2"" x 11"". (Schiffer) ISBN:0764324217 5F8B Price: $59.95 Scholar's Bookshelf 500 pictures in 240 pages? Very few words because horses can't read.
  19. The Heights Series: This is a total of three scenario based on The Heights map. The battles are unrelated. The full series includes: Heights - Road Rally (AI and H2H versions) Players start scattered on the map and must compete to hold 10 flags. Even forces (German vs. American) with about 2000 points each, 22 turns fixed. Heights - Race for the Heights American reconnaissance-in-force encounters lightly defended German force in a hilly city dominated by a ridge called "The Heights." Secure the road junction and German HQ located in a palace. Avoid getting bogged down in street fighting. Designed to be played as American vs. AI, but has potential for 2 player game. 38+ turns with moderate amount of troops. Heights - To the Top! This is a large scale American assault to reach "The Heights" ridge. Map is slightly larger to include an American set up zone across the river. Germans are well entrenched and the height of the ridge gives them good line of sight to harass the Americans below (the AI does this very well!). The Americans can counter with abundant artillery and tank support. Designed to be played as Americans vs. AI. 78 turns (maybe more than you need). Thanks to all the playtesters at The Proving Grounds whose help has given these scenarios a good run through resulting in edits that I hope give you a solid game. Your feedback and reviews are welcomed. Note -- I will eventually release a balanced H2H version for "Heights - To the Top!"
  20. The Heights Series: This is a total of three scenario based on The Heights map. The battles are unrelated. The full series includes: Heights - Road Rally (AI and H2H versions) Players start scattered on the map and must compete to hold 10 flags. Even forces (German vs. American) with about 2000 points each, 22 turns fixed. Heights - Race for the Heights American reconnaissance-in-force encounters lightly defended German force in a hilly city dominated by a ridge called "The Heights." Secure the road junction and German HQ located in a palace. Avoid getting bogged down in street fighting. Designed to be played as American vs. AI, but has potential for 2 player game. 38+ turns with moderate amount of troops. Heights - To the Top! This is a large scale American assault to reach "The Heights" ridge. Map is slightly larger to include an American set up zone across the river. Germans are well entrenched and the height of the ridge gives them good line of sight to harass the Americans below (the AI does this very well!). The Americans can counter with abundant artillery and tank support. Designed to be played as Americans vs. AI. 78 turns (maybe more than you need). Thanks to all the playtesters at The Proving Grounds whose help has given these scenarios a good run through resulting in edits that I hope give you a solid game. Your feedback and reviews are welcomed. Note -- I will eventually release a balanced H2H version for "Heights - To the Top!"
  21. Note the symbol on the building in the second picture. I forget what that are called, but common to the "Pennsylvania Dutch" country here in the States. Some sort of symbol of good luck or something. Might be Holland. Skirts on the tank says late war. Guy on the gun looks like he has a road map. "Hang a hard left at the cow up ahead."
  22. In many early war scenarios involving the French, the lend lease Lee or Grant is used to substitute for the Char B. Similar multi-gun armament. Not sure how the armor thickness compares, but close I think. The Char B was the main battle tank for the French. It would be unlikely to find it in the colonies. The colonies faced limited threats from well-armed rivals. The Italians didn't have much of a threat by way of armor that would warrant a heavy tank. Char B 32 tons 4 crew 75mm horitzer (74 rounds) 47mm gun (50 rounds) Two 7.5mm machine guns (5,100 rounds) 300 hp engine armor: 60mm max, 14mm min speed: 17.5 mph maximum range: 87 miles
  23. "Withdraw" Don't be afraid of using the withdraw order. Units move with very limited delay with this order. It won't make them move faster, but will save a few seconds on the command delay. A few seconds might make the difference. Withdraw can sometimes panic troops. Better panicked than dead though. Best used when under command from an HQ. If no HQ close, try to move one close in case your guys get spooked. Moral bonus very helpful, but under command period is always better. If you are certain the building will go down with your MGs in it, take a shot and hope to kill any exposed tank commanders. Your guys can still take casualties if outside and near the building when it comes down. Give them the "hide" command if they will be close to the building.
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