Jump to content

Franko

Members
  • Posts

    617
  • Joined

  • Last visited

Everything posted by Franko

  1. My scenario, "August Bank Holiday", should depict Wittman's demise. Modern evidence suggests strongly that he was'nt killed while "outnumbered". He died the "old fashioned way", by the crack shot of a competent firefly gunner at about 800 meters.
  2. Hopefully, the AI won't be dumber than a box of hammers.
  3. <blockquote>quote:</font><hr>Originally posted by Wild Bill Wilder: If you think that your scenario is the best around in a certain category, then by all means vote for it. Remember, though, vote for it because it is the best, not because it is yours. Wild Bill<hr></blockquote> No way. Tacky, tacky, tacky to vote for yourself. There is an "author's comments" section would should be sufficient to comment on your own scenario, without mucking up the points. F.
  4. <blockquote>quote:</font><hr>Originally posted by Bigdog: I am trying to track down a copy Frank M. Radoslovich " A hell Of A Licking " it’s listed as being hosted by COMBAT MISSION. But I could not find it there, Frank is MIA by the e-mail listed. So if you have a copy could you please send me 1. Once you have sent it could you post here so I don’t get a 100 copy’s Thanks<hr></blockquote> The rumors of my death have been greatly exaggerated. Frank
  5. God bless your new arrival. I hope all is well..by the way, for what its worth, i never figured you for a great grandfather, either. Congrats! Frank
  6. My forthcoming battle called "Action at Marvie". 120 turns, 2.5 by 2.5. Monster. Part of my "Rendevous with Destiny" pack.
  7. <blockquote>quote:</font><hr>[QB]I've modified a operation scenario on Stoumont by adding a bunch of trucks, mounting all the stray German units. It was a mechanized advance! <hr></blockquote> Which one are you modifying?
  8. I just about fell over when I saw "Stukas Over Disneyland"...there was a local band in L.A. (I grew up there) called The Dickies which had an album of the same name (the cover showed a Stuka over a terrified Mickey Mouse, as I recall)...Is that what the reference is to? Hilarious! Frank
  9. DONT DOWNLOAD DONT DOWNLOAD...ACCORDING TO MY NORTON ANTIVIRUS PROGRAM, IT IS INFECTED WITH THE DES'REE VIRUS. REPEAT..DON'T DOWNLOAD! FRANK
  10. I'd be willing to pay Manx..I'd pay, say, 25 bucks a year. I don't think its "elitist" to charge, as someone else mentioned, above. Thats just silly. In fact, I think its somewhat "exploitive" that we enjoy someone elses work (i.e., MANX) without paying a nominal fee of some sort. Manx does bring value worth compensating. My 2 cents. F
  11. Here's a big new one for you freewheeling armored buffs. As promised, I'm back in the saddle again. It will be submitted to Manx, but you can have it directly from me if he can't get to it right away. Here's the briefing -- and be prepared to slug it out in a major way.. TAURUS OVER THE ODON -- The First Battle of Hill 112 Location: Southwest of Caen Date: June 28, 1944 Environment: Clear, Dry Turns: 45 Size: Large The 11th Armored Division (known for its distinctive "Taurus" symbol), was part of VIII Corps assault across the River Odon. Code-named "Operation Epsom", this assault was Montgomery's third attempt to take Caen. Since the beginning of the attack on June 25, the British had been seriously bogged down due to the spirited (some would say "fanatic") defense of the 12th SS Panzer Division (Hitler Youth). On June 27th, at approximately 1800 hours, the Argyle and Sutherland Highlanders of 227nd Brigade managed to seize a small bridgehead on the Odon at Tourmaville. Thirty minutes later, the tanks and infantry of the 11th Armored crossed the river and assembled for an attack on Hill 112, the most dominant terrain feature in the area. This scenario simulates that attack, which took place the following morning. By the end of the day, Operation Epsom would be all but over -- and a month later both sides would still be slaughtering each other for possession of the hill. This scenario is designed primarily for two-player play, and is briefed accordingly. The terrain is based on period photographs and 1/25,000 topographic maps, so its about as accurate as it gets (if I do say so myself). Optimized for FTC Rules, single player. Comments? Frankrad@pacbell.net
  12. Here's a big new one for you freewheeling armored buffs. As promised, I'm back in the saddle again. It will be submitted to Manx, but you can have it directly from me if he can't get to it right away. Here's the briefing -- and be prepared to slug it out in a major way.. TAURUS OVER THE ODON -- The First Battle of Hill 112 Location: Southwest of Caen Date: June 28, 1944 Environment: Clear, Dry Turns: 45 Size: Large The 11th Armored Division (known for its distinctive "Taurus" symbol), was part of VIII Corps assault across the River Odon. Code-named "Operation Epsom", this assault was Montgomery's third attempt to take Caen. Since the beginning of the attack on June 25, the British had been seriously bogged down due to the spirited (some would say "fanatic") defense of the 12th SS Panzer Division (Hitler Youth). On June 27th, at approximately 1800 hours, the Argyle and Sutherland Highlanders of 227nd Brigade managed to seize a small bridgehead on the Odon at Tourmaville. Thirty minutes later, the tanks and infantry of the 11th Armored crossed the river and assembled for an attack on Hill 112, the most dominant terrain feature in the area. This scenario simulates that attack, which took place the following morning. By the end of the day, Operation Epsom would be all but over -- and a month later both sides would still be slaughtering each other for possession of the hill. This scenario is designed primarily for two-player play, and is briefed accordingly. The terrain is based on period photographs and 1/25,000 topographic maps, so its about as accurate as it gets (if I do say so myself). Optimized for FTC Rules, single player. Comments? Frankrad@pacbell.net
  13. My newborn son arrived on September 7..mother and baby are doing fine..and I'm starting to get (some) of my life back...Here are the briefings to TWO new scenarios (Seven more to follow every day or so), and a copy of the Revised FRANKO's TRUE COMBAT RULES.. I have submitted them to Manx's site..if anyone else wants to host let me know. If Manx hasn't posted them yet..feel free to email me...as always, I want comments!! Here are the briefings...and a copy of the rules. RENDEVOUS WITH DESTINY-01 COLE'S CHARGE -- THE MORNING FIGHT AT BRIDGE #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Dawn (approximately 4:55 a.m.) You are Lieutenant Colonel Robert G. Cole, commanding 3rd Battalion, 502nd Parachute Infantry Regiment of the 101st Airborne Division. Your objective is to advance along Azimuth 195, and cross-country to Hill 30, near La Billonnerie, where the battalion is to stop any German retreat from Carentan. You have identified two Phase lines, A and B, you must reach. Your men have a narrow bridgehead just to the south of Bridge #4, the last bridge to Carentan. You must advance aggressively to reach your objectives. The Germans are also expected to counterattack and seize the bridge. Your Forces consist of assorted elements of 3rd Battalion. Company G is commanded by Captain Clements, and has 60 men. It is deployed in a support position behind Headquarters Company. Company H is commanded by Captain Simmons, and is down to about 84 men. It is deployed to the right (west) of the road, oriented towards a large farmhouse, which appears to dominate the immediate vicinity. Headquarters Company has 121 men, and is deployed to the left (east) of the road. I Company is still on the north side of the bridge. They were mostly shot to pieces yesterday, while strung out along the causeway. There are only thirty or so effectives, and most of the Company's officers are dead or wounded. You may be able to get them across if they rally. You attempted to call artillery during the evening, but your fire control direction center stated that the guns were unable to fire at night. Therefore, you have had no artillery preparation. However, now that it is nearing daylight, you should be supported by substantial artillery fire. Although it lost all but one of its original 75mm field pieces in the jump, the 377th Field Artillery Battalion has since captured two pieces from the Germans, and is at your disposal. Further, the 65th Armored Field Artillery Battalion is ashore and tasked to support us. Captain Rosemond is your artillery liaison officer. Primary Source: Rendevous with Destiny: A History of the 101stAirborne Division, by Leonard Rapport and Arthur Northwood, Jr. This includes an 80 page or so account of this battle, several maps, and four outstanding photographs of the terrain, from all angles: truly a treasure trove for a scenario designer. This "official history" is remarkably candid, unlike so many of such books, which are little more than cheerleading yearbooks one might have received in high school. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. Use German default setup. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Lt. Colonel Cole (you), won the Medal of Honor in this action. Do you wish to know how he won it? Well, I can't tell you, because that would be a major spoiler. If you want to know, you will have to play the next scenario. Cole was later killed in Holland by a sniper's bullet. 5. Captain Clements was wounded soon after the battle began. ************** RENDEVOUS WITH DESTINY-02 Cassidy's Crisis: The Afternoon Fight at Bridge #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Day (approximately 4:00 p.m.) You are Colonel Cassidy, commanding 1st Battalion, 502ndParachute Infantry Regiment of the 101st Airborne Division. Your battalion has been committed to the relief of Colonel Cole's battalion, which has been in a nasty fight all morning to hold the its hard-won ground south of Bridge #4. (See scenario RD-01). As the history states, "[Your] job is to build up on the ground where the 3d Battalion has exhausted itself." Earlier in the afternoon, just after your battalion arrived, there was an eerie truce called so that both sides could clear up there dead. You are sure that the Germans used the opportunity to infiltrate closer to your lines. C Company (thirty men) is deployed along the front of a large cabbage patch to the west of the Carentan road. A Company (also about thirty men) is set in a blocking position just to their north, along the Culvert. B Company is a little stronger, and also has about a dozen men from Company H. It is located to the southwest of the Farmhouse, defending the crossroads. The remnants of 3rd Battalion are clustered in and around the Farmhouse. You have significant artillery support (see RD-01 briefing), and your men are dug in with interlocking fields of fire. The Germans are most likely paratroopers themselves, and are extremely aggressive in the attack. Primary Source: See scenario RD-01. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. It is also meant to be played AFTER RD-01, Cole's Charge. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Historically, Captain Rosemond's successful begging and pleading of the artillery CP, Captain Aldrich, saved the day. 5. At 2000, Colonel Cole called roll call. Only 120 men reported in. 6. The causeway was renamed "Purple Heart Lane". A song by the same name is sung by the 101st: We drink to the men so bronzed and tan, Who marched down the road to Carentan. The were the ones who so long had to train, To fight this battle of Purple Heart Lane. Yes, this is that road stretched ‘cross the plain, This piece of macadam called Purple Hart Lane. The long battle over, we trudged up the hill, There we paused to look back at our comrades so still. We think of the boys, who died not in vain. Our pals, yes, the heroes of Purple Heart Lane. — R.D. Cread and R.H. Bryant, 502nd PIR. ********************** FTC RULES (10.1.01 Version FRANKO'S TRUE COMBAT RULES version 1.1 (with supporting rationale) 1. THE GOLDEN RULE. Generally speaking, as the human player,you are not allowed to use the tools of the game interface for the purpose of doing anything your troops could not do in real life. Comment: The following rules are designed to maximize the realism and immersion of single-player play. All rules set forth below must be construed according to this principle, which is the "Golden Rule" of FTC. Face it, we humans cheat like bastards when we play the A.I. We get "Eagle-eye" views, we can actually click on enemy units and find out everything about them; we can look at the battle from their point of view, etc. That sucks. Sure, its fun to look at, but really, really wussy. Although these rules may seem difficult or cumbersome at first, after a while they are a breeze, and you can learn to move around quickly. Plus, there's no need to be a NAZI about it..simply pick the rules you want to use, and discard others. However, if you DO discard any of the rules, you're a gamey bastard. That having been said, lets proceed! 2. SELECTING UNITS. Only use the "+" or "-" keys to move from friendly unit to friendly unit. Then, use the "tab" key. You can then only rotate in place to scan the surrounding terrain (imagine you are where the unit is, and that you can only see what THAT unit can see..its pretty simple). If there is friendly unit within the line of sight (LOS) of the unit you have currently selected, you do not have to use the + and - keys. Instead, you can simply point and click on that target unit, THEN hit the tab key. Any other way of accessing an enemy unit is forbidden. Comment: Nothing is more tedious than having to cycle through ALL the units with the "+" or "-" key. You don't have to. Simply click on any unit in view, and then hit the tab. Further, so long as you remain "within your lines", you should be okay. However, see the Golden Rule. 3. VIEWING YOUR SURROUNDINGS. A. PANNING. After accessing the unit and hitting the tab key(which orients the view of the unit forward), you can only "look around" by using the pivot keys (1,3,7,9) on the keypad. In other words, you can pan 360 (your guys can turn around and look where they are). B. BUILDINGS: If your units are in a building or he unit icon (such as vehicle), blocks your view, you can use the "8" key to click ahead only such distance which is necessary to clear the sprite. C. ELEVATED VIEWS. Once turns begin (after setup), you may use only the lowest-level view ("1" on the keyboard), unless the following apply: 1. If your unit occupies are a two-level building, you may use View 2 ("2" on the keyboard") from the units location; and 2. If you are on the top floor of a church, you can use View 2 or View 3, whichever you prefer Note: The Setup procedure may offer you further viewing options. See Rule 7, Below. 4. ENEMY UNITS. You may not, under any circumstances, "click on" or "select" an enemy unit. Use the "N" key to select targets. Comment: If you "click" on an enemy unit, you may discover what it is, and, due to a bizarre game bug or design oversight, you can actually tell the quality of the enemy unit. This is WRONG WRONG WRONG! You should be able to tell a unit by what it looks like, and run the risk you will be wrong (Hey, Americans routinely identified every German tank as a "Tiger"...even Steven Spielberg did it). 5. ZOOM KEYS. You may not use the "zoom key" (the brackets) to magnify your views unless the following exceptions apply: A. You may use up to Zoom 2x if you're unit you are "looking from" is a platoon leader or above. B. Your unit may use up to Zoom 4x if it has optics (e.g, an artillery observer, an AT gun, a tank). If you really want to be anal, buttoned up tanks or tanks that suffered casualties can only use up to zoom 4x in the direction of their turret facing, because, that's where the gunners optics are facing! American tanks may not be able to zoom at all..we can debate that one later. Addition: You may not use zoom keys at night unless your unit is a Forward Observer. C. During Setup, under specified conditions (see below) 6. WEATHER. You must always have weather and fog set to "full" Comment: If you figure out how to toggle off the weather in real life, well, by all means do it in the game! The rain and snow should be troublesome. 7. SPECIAL SETUP RULES. The following setup rules apply depending on whether you are the attacker, defender, or if the battle is a meeting engagement. A. Attacker: During setup you may use View Level 7 ("7" on the keyboard)to aid in setup, in addition to the views you are permitted in Rules 1, 2, or 3, above. This "attacker's map" rule represents the "map" your troop commander would use to help prepare your troops for the assault. Ideally, whether such a map is available should be specified in your briefing by the designer. B. Defender: During setup you can use the map rule, above, if your signal corps has its act together. In addition, you can freely move about the map in level 1, or view level 2 (or 3, if a church) if that part of the map your viewing from is a multi-level building. C. Meeting Engagements. Both sides may only view using the Attacker's map rule, or from any spot in their setup zone (only). Again, if a spot in their setup zone has a church or building, adjust accordingly. D. OPTIONAL RULE: During setup you may print out a map (by taking a screen shot and printing the .jpg or .bmp file) for use during the battle. This map should be at the minimum View Level 7. 8. GAME SETTINGS. Use only "Realistic" Sized units. Always have "full terrain" on. Turn unit bases and detailed armored hits "off". You may use unit bases, which will help you locate your infantry (after all, the infantry icons are abstracted one figure equals three men, and sometimes more in the case of crewed weapons). 9. NEW INTRODUCTORY DIE HARD-CORE RULE: You are not allowed to pick targets for your units. Yeah, you heard me right. You can maneuver all you want. You can set ambushes. A. You can tell units to CEASE firing if in command radius. [at guns] B. You can use your forward observers and mortars in an indirect fire role. Comment: Sure, you like to kill things. Thats part of the fun. But in reality, your commanders set ambushes, give orders and commands, generally direct fire (CM has modifiers for that), etc. They don't actually pull the friggin trigger of every weapon on the board, which YOU do when you select targets. Try it this way -- You'll be surprised how fun it is! And realistic, too! Always interested in your input. Frankrad@pacbell.net
  14. My newborn son arrived on September 7..mother and baby are doing fine..and I'm starting to get (some) of my life back...Here are the briefings to TWO new scenarios (Seven more to follow every day or so), and a copy of the Revised FRANKO's TRUE COMBAT RULES.. I have submitted them to Manx's site..if anyone else wants to host let me know. If Manx hasn't posted them yet..feel free to email me...as always, I want comments!! Here are the briefings...and a copy of the rules. RENDEVOUS WITH DESTINY-01 COLE'S CHARGE -- THE MORNING FIGHT AT BRIDGE #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Dawn (approximately 4:55 a.m.) You are Lieutenant Colonel Robert G. Cole, commanding 3rd Battalion, 502nd Parachute Infantry Regiment of the 101st Airborne Division. Your objective is to advance along Azimuth 195, and cross-country to Hill 30, near La Billonnerie, where the battalion is to stop any German retreat from Carentan. You have identified two Phase lines, A and B, you must reach. Your men have a narrow bridgehead just to the south of Bridge #4, the last bridge to Carentan. You must advance aggressively to reach your objectives. The Germans are also expected to counterattack and seize the bridge. Your Forces consist of assorted elements of 3rd Battalion. Company G is commanded by Captain Clements, and has 60 men. It is deployed in a support position behind Headquarters Company. Company H is commanded by Captain Simmons, and is down to about 84 men. It is deployed to the right (west) of the road, oriented towards a large farmhouse, which appears to dominate the immediate vicinity. Headquarters Company has 121 men, and is deployed to the left (east) of the road. I Company is still on the north side of the bridge. They were mostly shot to pieces yesterday, while strung out along the causeway. There are only thirty or so effectives, and most of the Company's officers are dead or wounded. You may be able to get them across if they rally. You attempted to call artillery during the evening, but your fire control direction center stated that the guns were unable to fire at night. Therefore, you have had no artillery preparation. However, now that it is nearing daylight, you should be supported by substantial artillery fire. Although it lost all but one of its original 75mm field pieces in the jump, the 377th Field Artillery Battalion has since captured two pieces from the Germans, and is at your disposal. Further, the 65th Armored Field Artillery Battalion is ashore and tasked to support us. Captain Rosemond is your artillery liaison officer. Primary Source: Rendevous with Destiny: A History of the 101stAirborne Division, by Leonard Rapport and Arthur Northwood, Jr. This includes an 80 page or so account of this battle, several maps, and four outstanding photographs of the terrain, from all angles: truly a treasure trove for a scenario designer. This "official history" is remarkably candid, unlike so many of such books, which are little more than cheerleading yearbooks one might have received in high school. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. Use German default setup. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Lt. Colonel Cole (you), won the Medal of Honor in this action. Do you wish to know how he won it? Well, I can't tell you, because that would be a major spoiler. If you want to know, you will have to play the next scenario. Cole was later killed in Holland by a sniper's bullet. 5. Captain Clements was wounded soon after the battle began. ************** RENDEVOUS WITH DESTINY-02 Cassidy's Crisis: The Afternoon Fight at Bridge #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Day (approximately 4:00 p.m.) You are Colonel Cassidy, commanding 1st Battalion, 502ndParachute Infantry Regiment of the 101st Airborne Division. Your battalion has been committed to the relief of Colonel Cole's battalion, which has been in a nasty fight all morning to hold the its hard-won ground south of Bridge #4. (See scenario RD-01). As the history states, "[Your] job is to build up on the ground where the 3d Battalion has exhausted itself." Earlier in the afternoon, just after your battalion arrived, there was an eerie truce called so that both sides could clear up there dead. You are sure that the Germans used the opportunity to infiltrate closer to your lines. C Company (thirty men) is deployed along the front of a large cabbage patch to the west of the Carentan road. A Company (also about thirty men) is set in a blocking position just to their north, along the Culvert. B Company is a little stronger, and also has about a dozen men from Company H. It is located to the southwest of the Farmhouse, defending the crossroads. The remnants of 3rd Battalion are clustered in and around the Farmhouse. You have significant artillery support (see RD-01 briefing), and your men are dug in with interlocking fields of fire. The Germans are most likely paratroopers themselves, and are extremely aggressive in the attack. Primary Source: See scenario RD-01. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. It is also meant to be played AFTER RD-01, Cole's Charge. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Historically, Captain Rosemond's successful begging and pleading of the artillery CP, Captain Aldrich, saved the day. 5. At 2000, Colonel Cole called roll call. Only 120 men reported in. 6. The causeway was renamed "Purple Heart Lane". A song by the same name is sung by the 101st: We drink to the men so bronzed and tan, Who marched down the road to Carentan. The were the ones who so long had to train, To fight this battle of Purple Heart Lane. Yes, this is that road stretched ‘cross the plain, This piece of macadam called Purple Hart Lane. The long battle over, we trudged up the hill, There we paused to look back at our comrades so still. We think of the boys, who died not in vain. Our pals, yes, the heroes of Purple Heart Lane. — R.D. Cread and R.H. Bryant, 502nd PIR. ********************** FTC RULES (10.1.01 Version FRANKO'S TRUE COMBAT RULES version 1.1 (with supporting rationale) 1. THE GOLDEN RULE. Generally speaking, as the human player,you are not allowed to use the tools of the game interface for the purpose of doing anything your troops could not do in real life. Comment: The following rules are designed to maximize the realism and immersion of single-player play. All rules set forth below must be construed according to this principle, which is the "Golden Rule" of FTC. Face it, we humans cheat like bastards when we play the A.I. We get "Eagle-eye" views, we can actually click on enemy units and find out everything about them; we can look at the battle from their point of view, etc. That sucks. Sure, its fun to look at, but really, really wussy. Although these rules may seem difficult or cumbersome at first, after a while they are a breeze, and you can learn to move around quickly. Plus, there's no need to be a NAZI about it..simply pick the rules you want to use, and discard others. However, if you DO discard any of the rules, you're a gamey bastard. That having been said, lets proceed! 2. SELECTING UNITS. Only use the "+" or "-" keys to move from friendly unit to friendly unit. Then, use the "tab" key. You can then only rotate in place to scan the surrounding terrain (imagine you are where the unit is, and that you can only see what THAT unit can see..its pretty simple). If there is friendly unit within the line of sight (LOS) of the unit you have currently selected, you do not have to use the + and - keys. Instead, you can simply point and click on that target unit, THEN hit the tab key. Any other way of accessing an enemy unit is forbidden. Comment: Nothing is more tedious than having to cycle through ALL the units with the "+" or "-" key. You don't have to. Simply click on any unit in view, and then hit the tab. Further, so long as you remain "within your lines", you should be okay. However, see the Golden Rule. 3. VIEWING YOUR SURROUNDINGS. A. PANNING. After accessing the unit and hitting the tab key(which orients the view of the unit forward), you can only "look around" by using the pivot keys (1,3,7,9) on the keypad. In other words, you can pan 360 (your guys can turn around and look where they are). B. BUILDINGS: If your units are in a building or he unit icon (such as vehicle), blocks your view, you can use the "8" key to click ahead only such distance which is necessary to clear the sprite. C. ELEVATED VIEWS. Once turns begin (after setup), you may use only the lowest-level view ("1" on the keyboard), unless the following apply: 1. If your unit occupies are a two-level building, you may use View 2 ("2" on the keyboard") from the units location; and 2. If you are on the top floor of a church, you can use View 2 or View 3, whichever you prefer Note: The Setup procedure may offer you further viewing options. See Rule 7, Below. 4. ENEMY UNITS. You may not, under any circumstances, "click on" or "select" an enemy unit. Use the "N" key to select targets. Comment: If you "click" on an enemy unit, you may discover what it is, and, due to a bizarre game bug or design oversight, you can actually tell the quality of the enemy unit. This is WRONG WRONG WRONG! You should be able to tell a unit by what it looks like, and run the risk you will be wrong (Hey, Americans routinely identified every German tank as a "Tiger"...even Steven Spielberg did it). 5. ZOOM KEYS. You may not use the "zoom key" (the brackets) to magnify your views unless the following exceptions apply: A. You may use up to Zoom 2x if you're unit you are "looking from" is a platoon leader or above. B. Your unit may use up to Zoom 4x if it has optics (e.g, an artillery observer, an AT gun, a tank). If you really want to be anal, buttoned up tanks or tanks that suffered casualties can only use up to zoom 4x in the direction of their turret facing, because, that's where the gunners optics are facing! American tanks may not be able to zoom at all..we can debate that one later. Addition: You may not use zoom keys at night unless your unit is a Forward Observer. C. During Setup, under specified conditions (see below) 6. WEATHER. You must always have weather and fog set to "full" Comment: If you figure out how to toggle off the weather in real life, well, by all means do it in the game! The rain and snow should be troublesome. 7. SPECIAL SETUP RULES. The following setup rules apply depending on whether you are the attacker, defender, or if the battle is a meeting engagement. A. Attacker: During setup you may use View Level 7 ("7" on the keyboard)to aid in setup, in addition to the views you are permitted in Rules 1, 2, or 3, above. This "attacker's map" rule represents the "map" your troop commander would use to help prepare your troops for the assault. Ideally, whether such a map is available should be specified in your briefing by the designer. B. Defender: During setup you can use the map rule, above, if your signal corps has its act together. In addition, you can freely move about the map in level 1, or view level 2 (or 3, if a church) if that part of the map your viewing from is a multi-level building. C. Meeting Engagements. Both sides may only view using the Attacker's map rule, or from any spot in their setup zone (only). Again, if a spot in their setup zone has a church or building, adjust accordingly. D. OPTIONAL RULE: During setup you may print out a map (by taking a screen shot and printing the .jpg or .bmp file) for use during the battle. This map should be at the minimum View Level 7. 8. GAME SETTINGS. Use only "Realistic" Sized units. Always have "full terrain" on. Turn unit bases and detailed armored hits "off". You may use unit bases, which will help you locate your infantry (after all, the infantry icons are abstracted one figure equals three men, and sometimes more in the case of crewed weapons). 9. NEW INTRODUCTORY DIE HARD-CORE RULE: You are not allowed to pick targets for your units. Yeah, you heard me right. You can maneuver all you want. You can set ambushes. A. You can tell units to CEASE firing if in command radius. [at guns] B. You can use your forward observers and mortars in an indirect fire role. Comment: Sure, you like to kill things. Thats part of the fun. But in reality, your commanders set ambushes, give orders and commands, generally direct fire (CM has modifiers for that), etc. They don't actually pull the friggin trigger of every weapon on the board, which YOU do when you select targets. Try it this way -- You'll be surprised how fun it is! And realistic, too! Always interested in your input. Frankrad@pacbell.net
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Lane: Has Franko's new Scenario been posted? Have been looking for it. Thank's for any info. Lane<HR></BLOCKQUOTE> Its coming...finishing touches were put on hold because...of, well, an 8 pound 8.6 ounce reason..my son was born last week! My First child! Yay! Frank
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by Hon John Howard MP LLB: As apublic servant you would be aware that you do not pay tax (as this implies wealth creation) but you just get the amount less any tax at the appropriate rate. Anyway if I paid tax - I would complain too (OOPS! Dang let the cat out of the bag - where is my Minister for Small Business when I need him ?) So - back to the point in hand (and it is a small point indeed), if I cannot partake of a little relaxation by exercising my mind ('cos with such a great team of boot-lickers like I have who needs to strain one-self running a country).......<HR></BLOCKQUOTE> Okay, I read this guys profile and I'm actually starting to get convinced that he really IS the PM of Australia. Frank
  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by Bruno Weiss: I ain't paying for no stinking HBO. It'll probably end up on the History channel anyways.<HR></BLOCKQUOTE> Band of Brothers cost about $130,000,000. There's no way its going to the History Channel until sometime in the NEXT decade. Frank
  18. Okay, here's the second scenario's briefing: RENDEVOUS WITH DESTINY-02 Cassidy's Crisis: The Afternoon Fight at Bridge #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Day (approximately 4:00 p.m.) You are Colonel Cassidy, commanding 1st Battalion, 502ndParachute Infantry Regiment of the 101st Airborne Division. Your battalion has been committed to the relief of Colonel Cole's battalion, which has been in a nasty fight all morning to hold the its hard-won ground south of Bridge #4. (See scenario RD-01). As the history states, "[Your] job is to build up on the ground where the 3d Battalion has exhausted itself." Earlier in the afternoon, just after your battalion arrived, there was an eerie truce called so that both sides could clear up there dead. You are sure that the Germans used the opportunity to infiltrate closer to your lines. C Company (thirty men) is deployed along the front of a large cabbage patch to the west of the Carentan road. A Company (also about thirty men) is set in a blocking position just to their north, along the Culvert. B Company is a little stronger, and also has about a dozen men from Company H. It is located to the southwest of the Farmhouse, defending the crossroads. The remnants of 3rd Battalion are clustered in and around the Farmhouse. You have significant artillery support (see RD-01 briefing), and your men are dug in with interlocking fields of fire. The Germans are most likely paratroopers themselves, and are extremely aggressive in the attack. Primary Source: See scenario RD-01. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. It is also meant to be played AFTER RD-01, Cole's Charge. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Historically, Captain Rosemond's successful begging and pleading of the artillery CP, Captain Aldrich, saved the day. 5. At 2000, Colonel Cole called roll call. Only 120 men reported in. 6. The causeway was renamed "Purple Heart Lane". A song by the same name is sung by the 101st: We drink to the men so bronzed and tan, Who marched down the road to Carentan. The were the ones who so long had to train, To fight this battle of Purple Heart Lane. Yes, this is that road stretched ‘cross the plain, This piece of macadam called Purple Hart Lane. The long battle over, we trudged up the hill, There we paused to look back at our comrades so still. We think of the boys, who died not in vain. Our pals, yes, the heroes of Purple Heart Lane. — R.D. Cread and R.H. Bryant, 502nd PIR.
  19. Okay, here's the second scenario's briefing... RENDEVOUS WITH DESTINY-02 Cassidy's Crisis: The Afternoon Fight at Bridge #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Day (approximately 4:00 p.m.) You are Colonel Cassidy, commanding 1st Battalion, 502ndParachute Infantry Regiment of the 101st Airborne Division. Your battalion has been committed to the relief of Colonel Cole's battalion, which has been in a nasty fight all morning to hold the its hard-won ground south of Bridge #4. (See scenario RD-01). As the history states, "[Your] job is to build up on the ground where the 3d Battalion has exhausted itself." Earlier in the afternoon, just after your battalion arrived, there was an eerie truce called so that both sides could clear up there dead. You are sure that the Germans used the opportunity to infiltrate closer to your lines. C Company (thirty men) is deployed along the front of a large cabbage patch to the west of the Carentan road. A Company (also about thirty men) is set in a blocking position just to their north, along the Culvert. B Company is a little stronger, and also has about a dozen men from Company H. It is located to the southwest of the Farmhouse, defending the crossroads. The remnants of 3rd Battalion are clustered in and around the Farmhouse. You have significant artillery support (see RD-01 briefing), and your men are dug in with interlocking fields of fire. The Germans are most likely paratroopers themselves, and are extremely aggressive in the attack. Primary Source: See scenario RD-01. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. It is also meant to be played AFTER RD-01, Cole's Charge. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Historically, Captain Rosemond's successful begging and pleading of the artillery CP, Captain Aldrich, saved the day. 5. At 2000, Colonel Cole called roll call. Only 120 men reported in. 6. The causeway was renamed "Purple Heart Lane". A song by the same name is sung by the 101st: We drink to the men so bronzed and tan, Who marched down the road to Carentan. The were the ones who so long had to train, To fight this battle of Purple Heart Lane. Yes, this is that road stretched ‘cross the plain, This piece of macadam called Purple Hart Lane. The long battle over, we trudged up the hill, There we paused to look back at our comrades so still. We think of the boys, who died not in vain. Our pals, yes, the heroes of Purple Heart Lane. — R.D. Cread and R.H. Bryant, 502nd PIR.
  20. Hey everyone..I've been head in the sand finishing up a batch of extremely tedious and historically detailed (I hope) scenarios for you all, designed for single player play, and in honor of that certain group of soldiers soon to be further immortalized on HBO, the 101st Airborne Division. The First Scenario (and there are many in the pack) should set the tone -- here is the briefing: RENDEVOUS WITH DESTINY-01 COLE'S CHARGE -- THE MORNING FIGHT AT BRIDGE #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Dawn (approximately 4:55 a.m.) You are Lieutenant Colonel Robert G. Cole, commanding 3rd Battalion, 502nd Parachute Infantry Regiment of the 101st Airborne Division. Your objective is to advance along Azimuth 195, and cross-country to Hill 30, near La Billonnerie, where the battalion is to stop any German retreat from Carentan. You have identified two Phase lines, A and B, you must reach. Your men have a narrow bridgehead just to the south of Bridge #4, the last bridge to Carentan. You must advance aggressively to reach your objectives. The Germans are also expected to counterattack and seize the bridge. Your Forces consist of assorted elements of 3rd Battalion. Company G is commanded by Captain Clements, and has 60 men. It is deployed in a support position behind Headquarters Company. Company H is commanded by Captain Simmons, and is down to about 84 men. It is deployed to the right (west) of the road, oriented towards a large farmhouse, which appears to dominate the immediate vicinity. Headquarters Company has 121 men, and is deployed to the left (east) of the road. I Company is still on the north side of the bridge. They were mostly shot to pieces yesterday, while strung out along the causeway. There are only thirty or so effectives, and most of the Company's officers are dead or wounded. You may be able to get them across if they rally. You attempted to call artillery during the evening, but your fire control direction center stated that the guns were unable to fire at night. Therefore, you have had no artillery preparation. However, now that it is nearing daylight, you should be supported by substantial artillery fire. Although it lost all but one of its original 75mm field pieces in the jump, the 377th Field Artillery Battalion has since captured two pieces from the Germans, and is at your disposal. Further, the 65th Armored Field Artillery Battalion is ashore and tasked to support us. Captain Rosemond is your artillery liaison officer. Primary Source: Rendevous with Destiny: A History of the 101stAirborne Division, by Leonard Rapport and Arthur Northwood, Jr. This includes an 80 page or so account of this battle, several maps, and four outstanding photographs of the terrain, from all angles: truly a treasure trove for a scenario designer. This "official history" is remarkably candid, unlike so many of such books, which are little more than cheerleading yearbooks one might have received in high school. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. Use German default setup. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Lt. Colonel Cole (you), won the Medal of Honor in this action. Do you wish to know how he won it? Well, I can't tell you, because that would be a major spoiler. If you want to know, you will have to play the next scenario. Cole was later killed in Holland by a sniper's bullet. 5. Captain Clements was wounded soon after the battle began. ********* Now, there are several scenarios in the pack, but I'm just showing the briefing for the first one, to get you interested, and to solicit you WEBSITES OUT THERE who may be interested in hosting it...please let me know. The sooner a site agrees to host it, the sooner they will be available. *********** "The 101st Airborne Division, which was activated on August 16, 1942, at Camp Claiborne, Louisiana, has no history..but it has a rendezvous with destiny" -- Major Gen. William C. Lee in General Orders #5, Headquarters 101st Airborne Division, August 19, 1942 ENJOY! Franko [ 08-28-2001: Message edited by: Franko ]
  21. Hey everyone..I've been head in the sand finishing up a batch of extremely tedious and historically detailed (I hope) scenarios for you all, designed for single player play, and in honor of that certain group of soldiers soon to be further immortalized on HBO, the 101st Airborne Division. The First Scenario (and there are many in the pack) should set the tone -- here is the briefing: RENDEVOUS WITH DESTINY-01 COLE'S CHARGE -- THE MORNING FIGHT AT BRIDGE #4 Location: 1000 Yards northwest of Carentan Date: June 11, 1944 Time: Dawn (approximately 4:55 a.m.) You are Lieutenant Colonel Robert G. Cole, commanding 3rd Battalion, 502nd Parachute Infantry Regiment of the 101st Airborne Division. Your objective is to advance along Azimuth 195, and cross-country to Hill 30, near La Billonnerie, where the battalion is to stop any German retreat from Carentan. You have identified two Phase lines, A and B, you must reach. Your men have a narrow bridgehead just to the south of Bridge #4, the last bridge to Carentan. You must advance aggressively to reach your objectives. The Germans are also expected to counterattack and seize the bridge. Your Forces consist of assorted elements of 3rd Battalion. Company G is commanded by Captain Clements, and has 60 men. It is deployed in a support position behind Headquarters Company. Company H is commanded by Captain Simmons, and is down to about 84 men. It is deployed to the right (west) of the road, oriented towards a large farmhouse, which appears to dominate the immediate vicinity. Headquarters Company has 121 men, and is deployed to the left (east) of the road. I Company is still on the north side of the bridge. They were mostly shot to pieces yesterday, while strung out along the causeway. There are only thirty or so effectives, and most of the Company's officers are dead or wounded. You may be able to get them across if they rally. You attempted to call artillery during the evening, but your fire control direction center stated that the guns were unable to fire at night. Therefore, you have had no artillery preparation. However, now that it is nearing daylight, you should be supported by substantial artillery fire. Although it lost all but one of its original 75mm field pieces in the jump, the 377th Field Artillery Battalion has since captured two pieces from the Germans, and is at your disposal. Further, the 65th Armored Field Artillery Battalion is ashore and tasked to support us. Captain Rosemond is your artillery liaison officer. Primary Source: Rendevous with Destiny: A History of the 101stAirborne Division, by Leonard Rapport and Arthur Northwood, Jr. This includes an 80 page or so account of this battle, several maps, and four outstanding photographs of the terrain, from all angles: truly a treasure trove for a scenario designer. This "official history" is remarkably candid, unlike so many of such books, which are little more than cheerleading yearbooks one might have received in high school. Design Notes: 1. All historic persons marked with an asterisk (*) 2. This scenario is Meant to be played as single player, US side. There is no German briefing. Use German default setup. 3. All the RD scenarios are optimized for FTC play. A copy of the latest addition of the latest edition of the FTC rules are contained in the zip file. 4. Lt. Colonel Cole (you), won the Medal of Honor in this action. Do you wish to know how he won it? Well, I can't tell you, because that would be a major spoiler. If you want to know, you will have to play the next scenario. Cole was later killed in Holland by a sniper's bullet. 5. Captain Clements was wounded soon after the battle began. ********* Now, there are several scenarios in the pack, but I'm just showing the briefing for the first one, to get you interested, and to solicit you WEBSITES OUT THERE who may be interested in hosting it...please let me know. The sooner a site agrees to host it, the sooner they will be available. *********** "The 101st Airborne Division, which was activated on August 16, 1942, at Camp Claiborne, Louisiana, has no history..but it has a rendezvous with destiny" -- Major Gen. William C. Lee in General Orders #5, Headquarters 101st Airborne Division, August 19, 1942 ENJOY! Franko [ 08-28-2001: Message edited by: Franko ]
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by jshandorf: Which doesn't make really any sense since I think he is an Italian soldier. Why would he fight against the his own army and axis ally? Oh wait, I forgot. For the love of a women. *gag* Jeff<HR></BLOCKQUOTE> Actually, its apparently a true story. Many Italian units fought the Germans. In fact, an Italian battalion or so was cut down to the last man defending against the Germans entry into Rome in 1944. Truly a heroic stand. They made an ASL scenario out of it. Frank
×
×
  • Create New...