Jump to content

Los

Members
  • Posts

    1,271
  • Joined

  • Last visited

Everything posted by Los

  1. This is all solved with coop... <broken record>
  2. Repsol, I just PM'd you something that should help you...if you have a problem reading it let me know... Los
  3. This is good stuff, we are fighting our Tilly campaign to the east of here around Fontenoy and Juvignes and perhaps when this is released the RWR will make it this far... Los
  4. 0745 Well the battalion is well and truly stuck in now. The biggest development has been the appearance of an enemy counterattack coming from south of Fontenoy making for the battalion's left flank. Fortunately A Company is in position to oppose it. However this explains the endless artillery fire on its head as well as the knocked out tanks to its rear a few minutes ago. A Company Though most of our AT guns (3 out of 4) had been knocked out by the barrage, an additional AT gun was brought up from the reserve under fire and the tanks in position rode out the storm. The enemy attack appears to be comprised of tanks and SPWs Our AT fire has knocked out at least two SPWs and created a blockage on the bridge they are trying to run across. The acting A company commander request artillery support from battalion. Our scouts had established an OP, at great risk, forward of the line in a house GRID 483098, but they did not have a working radio. Double timing forward under fire and covered by smoke rounds form one of our tanks, the bn FO made it to this position climbed to the second floor and began directing fire on the enemy attack. Unfortunately we only got about of minute of fire from the RHA when they reported out of rounds. The battalions 3" mortars are now being used to support the attack on the FOs target. The Heavy mortar platoon is being held in reserve to support D Coys attack on OBJ ELM. The Enemy counterattack hits a snag. B Company: After heavy fighting B Coy has taken the Farm house at grid 52/06. In a text book assault using tanks, infantry and pioneers, the last resistance at the farmhouse was overcome. Some friendly casualties were sustained, but they are now consolidating on the objective. Sgt Corker of the pioneers distinguished himself when his team blew a hole in the back wall of the last enemy stronghold, went in and cleared out the remaining German squad. C Company C Coy has had to keep its head down while crossing this field on its way to the farm. Crossing as mall rise they stumbled upon an enemy stug. Fortunately one of our tanks was brought up and killed the stug but was then destroyed in the company's presence by that long range AT fire coming from the south. (Now officially classified a "Galling".) Exhausted from all the low crawling the company remained hunkered down for ten minutes. Just as the Farm fell and things began to look up C Coy took fire from its right flank and began to return it. Just then one of our tanks rushing along what it thought was a covered route along C Coy right flank to avoid that galling AT fire narrowly dodged to Panzerfaust rounds. It then stumbled upon a German position at point blank range, which it reduced but at the cost of become immobilized. Another valuable assets lost! D Company D Coy has slogged up from its reserve position to get to its attack jump off site against OBJ ELM. It is taking the sunken road forward and so far has avoided any casualties. The D Company and B Company commanders are discussing the way ahead. Two bn scout teams are moving forward to scout out a proposed attack route which moves for 528088 NNE to 535105. Here are the current strength returns from the line platoons: A Coy CO WIA 1plt 7 PL KIA 2plt 23 3plt 18 B Coy 4plt 18 5plt 18 6plt 14 C Coy 7plt 23 8plt 21 9plt 28 PL KIA D Coy 10plt 28 11plt 30 12plt 30 A FGH 6 Shermans running Los
  5. I think the Pacific mod now suffers from this same malady as well.
  6. And as Sburke says once these actions are cast in the umbrella of a campaign, they become much more dramatic. One could play very short length Fights that could create small delays or problems which have great ramifications in the campaign. At Lanzerath during the Bulge, the I&r platoon was just a speed bump in any game that portrays actions in company's or above. But even that "one turn delay" prior to overrun threw the time table awry. The "art" in the operational layer if the campaign is divining what might be those little interesting events that need to be teased out and gamed. Sidebar: Frankly in many of the campaigns we play which I GM I assign one side with more disadvantages. Nothing's fair. Then we see how that command team deals with the crappy end of the stick. I might stack one side with all the players with military experience and the best troops but operating with limited intelligence in enemy territory, give the other side the numbers but make sure the guys on that team don't really get along well together ( this creates great friction) and less well trained troops. No one feels particularly thrilled with their lot. It ends up being not so much who won but who learned something about the boots thie historical commanders walked in. Anyway back to TO&E , based on whatever the Bagration TOE ends up being, it would be possible to create relative match ups that would translate and work from PzC. Just lock a bunch of smart guys in a room...
  7. The B company commander and I served in the same infantry company 30 years ago, (he was an AT section leader while I was a scout section leader) but then he upped and went aviation and became a helicopter pilot. (He retired after 20 plus years of military flying, army and Coast Guard) Our BC's day job is a full Captain in the Coast Guard. Both are also life long wargamers. The replacement commander of A company is an 11 year old smart a$$. Los
  8. I'm very happy about the large maps...we should have such problems! Hopefully with the performance enhancements it will be easier to cut master maps into smaller maps, the current process is tedious IMO with large maps. Playing on large maps invites larger forces. Then you have to manage very many units. It would be nice to be able to take the AI planning module in the scenario editor, and apply it to troops on your own side. This would allow one to fight bigger battles while gaining some assistance with the managing of so many unit orders. Even better if you can do this on the fly in the actual game. Meaning designate "Orders" groups (like AI groups) for friendly forces, paint Plans on the map and give some of the same options as the AI order. then you can control many companies of troops in this fashion, jumping in where needed. Or of course simply enact coop...problem solved! Los
  9. 0730 We are now one hour into our attack. The going is steady but requires deliberate advancing and heavy fighting. Long range tank fore from the south edge of the map still reaches out and touches us when vehicles are not careful. The battalion XO riding in a bren carrier was killed by such a long range shot. We brought more artillery down on suspected positions and there were no more shots for a while but then when D Coy entered the map one of their attached tanks was immediately hit as they started moving. A run down on things in the past 15 minutes... A Coy: Essentially A Coy remains in it's blocking positions facing south and covering the battalions left flank. Our tanks, MGs, and AT guns continue to spar with enemy pillboxes and other positions several hundred meters south Our biggest bane has been these short flurries of mortar fore that have first hit first platoon and now third platoon. Anyone who could has vacated the artillery. When the firing ended they reoccupy their positions and then it starts again. We have been area firing suspected OP positions to no effect. Still A coy remains on task. B Coy reducing a pillbox B Coy has pressed ahead and engaged the enemy positions on its right flank. Tanks have been brought forward and through combined arms tactics, the enemy pillbox has been reduced. T Here is also fire coming for a small farm complex near the pillbox. This is the target of C Coy's advance but B Coy is engaged this area as well as they have received from fire form the buildings. B Coy has also been the recipient of a short mortar barrage which caused some casualties. Dodging some mortar fire, C Coy has deployed on B Coy's right flank and is attacking the farm area vic GRID 52/06 . This is a small rise which they have not crested yet so they are not in direct contact with the enemy, but a Stug has popped up on their right and without anything spectacular to engage it with they have request tank support from battalion. if they don't take out this stug it will engaged them in the flank as they advance east. D Coy has finally struggled up to the LD and the battalion commander has ordered it to be committed to seize objective OAK. Its moving forward and will take the sunken road to B Coy in order to get in position. As mentioned earlier one of its attached tanks was hit by long range AT fire the minute they stepped off in the open (well behind the fighting). Not good for the men's morale! It will probably take 20-30 minutes for D Coy to get in position. By then the Farm should be taken and both C and D Coys can move on both objectives. Los
  10. I too poured all through the Ardennes a few years ago. Spent the night in Stavelot hotel.
  11. How about doing the small maps around some general area, they could then potentially be tied together in a campaign?
  12. I used tree 4 because it was a smaller tree. WRT terrain tiles I have used many of the crop types but these could be limited to several eg 1 and 2. Likewise roads include gravel, dirt, paved, cobblestone and footpath. I could remove the cobblestone. Its not a problem for me to change some tiles around after all most of this stuff is covered with snow. Are you using both deep and light snow textures of r just one type. Many of the weather options are of course grayed out in CMBN compared to CMFI. Los
  13. Thsre are the kind of things I'm wanting to know too. So for instance I have limited foliage to Tree 5 (like an evergreen) and Tree 4. Can we mod 4 without leaves? For hedges I have used regular hedges and low bocage which resembles lots of the hedges around there.
  14. I guess if people want some actions designed perhaps one could start a request thread for missions and we can consider designing them. I'll just point out that one has to be inspired on the scenario/mission they are designing as its actually a lot of work. Given that the Pacific and Bulge interest me and that it is the time of year when the Bulge was fought I am motivated to work on those subjects. Also I see that the mod designers put a tremendous amount of effort into this very meticulous work and I think rewarding them by using their work is a way to say thank you. E.g. If someone said today that they wanted to make a Crete module, I would pitch in 100% on that effort from a map scenario side if things. (Hint hint Broadsword and others). Los
  15. I think we can mod the Italians to make them into the Green Men. Perhaps a simple new layer can be applied to the Germans to make them the red men.
  16. Here's a shot of the Team O'Hara Wardin Belgium map. It'll look better with some snow, right now its just rainy and foggy...
  17. I'm happy to report that our BC now has the full game. We will send him occasional updates via btt that he can poke around on. Los
  18. Santa got if for me for Christmas. I am reading it by the fire right now. If I can have Krinkelt and Wardin master maps w scenarios done for the mods release and you have your Malmedy done then there will be some meaty maps ready to go. Then a few small ones. Ill port over Lanzerath from CMFI. Also some of these maps can serve two roles. One in Mid December when the Germans attack and against on January when the allies are cleaning up. Los
  19. Ok now I know to steer clear of anything Peiper. Once I'm done w team Ohara at wardin I will go back and finish Rocherath-krinkelt.
  20. All these awesome mods inspire me to design scenarios!
  21. I have the Wardin Map (for Team O'Hara) ready to send over to you guys to see how the terrain looks in an actual locale. PM me and I'll dash it over.
  22. As others have said, it is a basic tactic to engage suspected enemy locations with fire. In fact, I would submit that the vast majority of time troops are firing they are not shooting at actual targets (as in I see someone let me hit him) but directing fire an an enemy location. Note that I'm not even talking about recon by fire which is maybe there's enemy there let's fire it up to see if they shoot back. I'm talking about actual head to head fighting. So its entirely appropriate to be able to shoot at an location. As some have said however it would be nice to designate a larger or linear area for area fire, that would be nice. Los
×
×
  • Create New...