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Kingfish

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Everything posted by Kingfish

  1. It's been ages since I popped in here. Good to see some familiar names still around. Who got drunk and made Elvis a moderator?
  2. Go to the scenario depot II website: http://the-scenario-depot.com/index.html Click on the tab at top labeled "scenarios" In the basic search box set the parameters to CMBB for game, and 'Der Alter Fritz' for the author. Scroll down the list and download 'Sorted Scenario Packs' #6, #7 and #8. Save the download to your desktop (or any location other than the CMBB scenario folder) Open each scenario pack from your desktop, choose the scenarios that begin with the prefix "SP" for Stalingrad Pack, and drag/drop them into your CMBB scenario folder. Do as you please with the rest Enjoy
  3. Only one Kompanie of the 503rd had the IIs, the rest were Tiger Is.
  4. Check google for references to the 'Tartar Ditch'.
  5. This is a tough one given that the terrain is constantly changing. Your best bet is to google various images of the area, or even general region, to use as reference. I would suspect the topography of Bir Hakeim is not much different than say Gazala or Sidi Rezegh. That's your best bet
  6. Unfortunately, no. That is another reason why it is best to screen your advance with a few half squads and a couple of minor vehicles, such as armored cars.
  7. Use your infantry to screen your tanks by advancing ahead in a light skirmish line, and hold part of your armor back to provide over watch support, the other part should use mass area fire to blast every possible gun or ambush site. Assume the worst, for it is bound to show up. Yes, but it depends. If the mines are daisy chain they will clear them within a turn or two assuming they are placed close enough (usually within 10-15 meters is sufficient) to the mines. If they mines are the standard AP or AT then the engineers will need a satchel charge to clear the mine, and again be within 20 meters or so to safely clear it. Two things that have a direct effect on the clearance of mines are unit experience and enemy action. A green engineer will take longer than a regular, who takes longer than a vet, and so on. Also, if the unit is affected by enemy fire it will cease the clearing operation, so keep them in cover if at all possible. A HQ with good command and morale bonuses will help in that regard.
  8. What is the difference with a higher experience level and within command of an HQ with good bonuses?
  9. I interpret the 'fast' as pertaining to the unit's ROF, not the speed the crew can push the gun across ground.
  10. Something else to consider is the Germans had to contend with X number of partisans on their side of the line.
  11. It is blind fire but with an increased accuracy, thereby overcoming the negative affects of fire blind. In a sense a TRP will make the mortar act as though it has direct LOS.
  12. Another thing regarding TRPs, pillboxes and bunkers have a built-in accuracy bonus that works like a TRP, the rational being the crews would have taken the time to register everything within their kill zone. Therefore, giving a PB or bunker a TRP to fire to would be a waste as they don't receive any accumulative accuracy bonus from it.
  13. I could be wrong, but I believe FOOs are able to fire onto TRPs with no penalty regardless of whether they arrive as reinforcements or move.
  14. I typed in the word into Google and the first hit I got showed this I believe the translation means "boars snout" or something like that. Edit: sorry, the translation I get with babelfish is "Sow's head screen".
  15. Cut out the middle man (player C) by assigning arty spotters to specific reinforcement slots with variable chances of arrival. Based on your description of size and number of units anything you do to 'lighten the load' in terms of game flow would be appreciated by your testers.
  16. Wild Bill created a CMBO version of Saving Private Ryan, which I converted to CMAK. Check out the scenario depot and look for scenarios under my username. I believe someone else did one on this movie as well. Can't remember who...maybe Warmonger? There was also a CMAK remake of 'Sahara' at one time. Maybe over at the depot as well.
  17. Would that happen to be the scenario itself, with units, and not just the map? If so, please PM me and I will provide my e-mail address
  18. Both by Scott Boston One is titled "knights in plywood" The other I can't recall the name but involved German mountain troops advancing down both sides of a steep river valley. PM me if you have them Thanks
  19. To play Panzerblitz in a true strategic scale one would need the combined counters from say 200 or so games and enough map boards to fill up a medium-size warehouse.
  20. In addition to the psychological effects, there is also the chaos following loss of command and control, depleted ammo levels, and the fact most attacks "string out" a force away from the protection and support of heavy weapons / artillery. It's only after reinforcements have been brought forward and communications established is the objective truly captured.
  21. The manual certainly will not tell you that sandbags don't work as intended. You learn this from playing several games and observing how units function when deployed within them.
  22. Sandbag emplacements in CMAK do not offer the kind of protection they normally would in real life. The reason for this is that units take into account the terrain type they are in when taking fire, and with sandbags the 'square' within the sandbags is open terrain. So a unit taking fire will think itself out in the open even though in reality they are fairly well protected from small arms fire. Yes, the sandbags do reduce the effectiveness of incoming fire (to what degree I don't know) but pour in enough and the defending unit will soon start running, usually towards certain death. Other disadvantages to sandbags is because they are a map-based feature, as opposed to trenches which are purchased items, you as a player have no control over where to place them outside of the scenario editor. Also, again because they are map-based, they are visible from the moment you view the map, even if they were placed in areas not seen from the opposing side's setup zone.
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