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Kingfish

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  1. 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

  2. Hello All -

    ELEVATION : how to best represent dunes - how high, how much space between their peaks? How flat is this part of the desert?

    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.

    SOFT SAND : would there be areas best represented by 'Soft Ground ' tiles?

    That's your best bet

  3. Hello,

    This is my first post here. I am trying to play the above game with not much success! My tanks are confined to roads as the banks are too soft . They easily get taken out by hidden guns.

    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.

    I seem to have a lot of piats not sure why as the enemy have no tanks.

    Assume the worst, for it is bound to show up.

    Also mines do I just place engineers near the site and wait for them to clear automatically?

    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.

  4. The ROF of the guns are good for guns, but don't compare to the mortars.

    76mm M1927/39 Reg Gun has a ROF of 8 (on par with the Zis2)

    The mortars are 11 (82mm) and 13 (50mm). Quite a difference.

    But I briefly considered ROF, too. Just because it couldn't be speed.

    What is the difference with a higher experience level and within command of an HQ with good bonuses?

  5. BTW all-non-moving units from set-up with DF weapons and direct line of sight to a TRP are also deemed to be zeroed in on the TRP and will receive bonus accuracy when firing into that area.

    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.

  6. 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.

  7. 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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