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Kingfish

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Posts posted by Kingfish

  1. The odd arrival point is due to how the map edges are assigned. In this particular scenario the Germans are given the east and west sides, while the allies get only the north (BTW, seems odd that the south is neutral even though the Germans have undisputed control across the entire length).

    Anyway, the new German tanks arrived in the northeast corner. I went ahead and changed the parameters to German-south / Allied-north, all other neutral. New purchases then showed up in the southeast, well inside the German zone.

  2. Just curious, when you checked to see if the units were loaded did you check all four corners of the map?

    When I first tried it I checked only the map corners that were within the German setup zones and didn't see them. Only after cycling thru the German units using the tab and + buttons did I finally find them tucked inside the allied corner (blue sector I believe).

  3. Something else that should be mentioned, now that we are talking about each side's forces, is that the Paras had the support of a few 6 pdr AT guns which had managed to make it into the perimeter before the Germans closed the routes. I've read of at least 3, which were in action at least up to the 19th, maybe all the way to the end.

  4. Originally posted by Clavicula_Nox:

    I think I'm going to crack open the editor and give the Axis more reinforcements as well as reduce the re-draw.

    You won't be able to do it while playing the game, if that is what you mean. The best you can do is make the changes, save it, then start a new game.

    I haven't spent any time looking into it, but does anyone know off-hand a general guide for how many german troops were deployed to take the bridge and when?
    A quick google search on several websites mentions at least 3 Mk IVs, a couple of Pz IIIs (I assume the 'N' variant with the short 75mm) and two King Tigers, although not all arrived on the same day and in the same sector. No doubt there were others, including StuGs and Halftracks. To that the Germans added alot of artillery from both tube and mortar, which from the 19th onward kept up a steady and heavy barrage on the small perimeter. They even used Phosphorus rounds, which had the effect of starting fires in just about every occupied building and forcing the abandonment of a few positions.

    Here is another question. I have read that the Gammon grenades were very useful in destroying armor targets, but have not noticed a single vehicle kill with these grenades in game. Are the articles I'm reading inaccurate, or is the game inaccurate? So far, I've only seen them thrown at halftracks and light armored cars.

    You might be mistaking the ordinary grenade for the Gammon bomb, which a few squads carry. The Gammon bomb would certainly destroy anything the Germans deploy in the Op, including the King Tigers, but the attacking unit must be within 15-20 meters to throw it. Although the Gammon bomb was historically a round object, the game's graphics will show it as a yellow square when thrown (Gammon bombs share the same graphic as demo charges).
  5. Originally posted by Clavicula_Nox:

    That sucks.

    Yes it does.

    Now where is General Horrocks and XXX Corps?
    Lets see, third day, they would just be arriving at Nijmegan.

    I would say that if the Operation lasted another Day or 2 with no further reinforcements or re-supply on my part, and they received a company, then I would probably fold on the second day due to lack of ammunition.
    Historically, it lasted another 2 days for the bridge defenders, and the Germans received far more than a company of reinforcements.

    On another note, is it normal to have a single PIAT team armed with 6 shells score 6 kills, 4 halftracks, 1 random light armor vehicle, and 1 MG bunker? Would that team justify some form of award? If so, what?

    No, it is not normal, even against the AI. I'd guess he'd be up for a VC.
  6. There is nothing you can do, as it is (and has been) a problem with the way CM redraws the front lines in Ops. The computer is programmed to redraw the line starting from the attacking unit which had advanced the farthest. From that it will add the no man's land setting, which in this op is 400 meters (a bit extreme IMO). The fact that the Paras are surrounded means every redraw will result in your forces being pushed to the edge.

  7. Originally posted by abneo3sierra:

    Three questions for anyone:

    Has anyone noticed the AI blindly charging through minefields belonging to it's own side?

    I've seen it on very rare occasions, such as a routed unit retreating from enemy fire.

    Is there a way to prevent this?
    Destroy all the AI's units. It's the only way to be sure.

    When you are using the target line from AFV to AFV, is the kill chance based on what you believe it to be? Or if in reality it is something different under FOW, is it based on what it actually is?

    What do you mean by "what you believe it to be"?
  8. No, that is the same tank. Villa Strada is directly behind, and if the pic were a darker resolution you would see the crenellated tower which gave the nickname "The Castle".

    Here are a couple more:

    Dead Tiger

    Looking down the barrel towards Villa Bonazza

    It may be that the first pic I posted was of the same Tiger, only taken months later after the field was replanted. Note in the first pic I posted the tank appears to be missing its RH track, while the second shows it still intact.

  9. WH2-2ItaP016a.jpg

    Heavy & accurate mortar fire continued throughout the operation…. Tank No. 10 (O.C. of No. 8 Troop) received direct hits by HE & AP & caught fire. Turret crew badly knocked about. I died of wounds, 2 wounded…. Decision to withdraw tanks slightly to more covered positions made. During this, No. 3 tank was hit by HE but managed to limp to cover. Remained out of action thereafter. Fire started under No. 12 tank & the commander was wounded trying to put it out. At this stage, TIGER tank identified approx. 1500 yards to NE. Heavily engaged … & many direct hits scored. No. 11 tank received direct hit in return & caught fire. Entire turret crew killed.

    This slogging match lasted all afternoon. Second-Lieutenant Harry Hodge's 7 Troop, coming forward through the smoke of the burning tanks to reinforce the badly-hit 5 and 8 Troops, joined battle with the Tiger, which moved from its cemetery down the gully to B Squadron's right, and was stopped in a maize field as it tried to climb the opposite hill to Route 2. It was not easy to bring the guns to bear on it–in the end only Corporal Bruce Johnstone's9 tank, with Trooper ‘Squat’ Warren10 on the gun, was able to shoot with any chance of success, firing from the shelter of a tall clump of bushes. The other crews of 7 Troop took ammunition from their tanks to keep up Johnstone's supply. Johnstone writes of the action:

    We used H.E. shells to observe our bursts & then continued to use AP & APHE…. We had to knock the tops off some very tall trees in the gully for us to see our target eventually…. We could see the AP bouncing from his hide.

    Luckily the Tiger, being now on the far slope of the gully and stern on to its assailant, couldn't elevate its gun to return the fire. It was a rare opportunity.

    While this was going on, the Villa Bonazza and its plantations, which were still full of Germans, were taking a battering from the artillery. As the afternoon wore on the fire from the villa faltered, and by evening the place was empty. Jerry had apparently had enough and had retired from the field.

    The Tiger was left dead in the maize field, a pathetic derelict, damaged beyond repair and finally blown up by its crew. Nobody realised this till next morning. It was cause for celebration in 18 Regiment, for this was 2 NZ Division's first Tiger. The tankies swarmed over it, admiring it and the persistent gunnery that had wounded it to death.

    Wouldn't it be cool if someone designed a scenario around this battle?

    ...sigh...one can only dream...

    Anyway, After the Battle magazine Issue #129 covers the battles for Florence, and in it there are many modern day comparison pictures taken by a guy named Perry Rowe (who goes by the handle "ropey" on this board). He was able to pass along some pics of the area around San Michele, Villa Strada and Villa Bonnaza, all of which I used when I designed the maps.

    But best of all were some incredible shots of the above dead Tiger, some taken from atop the turret looking down the barrel as it pointed towards the opposite valley.

  10. Feedback would be greatly appreciated, especially if it pertains to the size of the scenarios. Too small, Too big (doubtful), or just right?

    I plan on having 6 scenarios ready for round 2, even though only 3 are needed. A couple will be similar in size to those currently in play, and they get progressively larger from there, with the biggest at 4x the points total. All will be 35 turns or less, and yes you will have variety in terms of mission, forces, terrain and weather.

  11. Originally posted by John Kettler:

    before him I was always at war with Kingfish!

    And to date our pbem of Wild Bill's "To the last man" rates as the best CMBO game I've ever played against another player.

    He, though, now operates in such exalted realms that he no longer has the time

    for playing regularly. He has turned to scenario and operation design--not just for CMx1, either.

    Not sure about the exalted part, maybe exhausted would be a better description. In any event you are correct about not having enough time to play. However, while I still enjoy scenario design, I am only doing it for CM1. I was invited to join the beta team for CMSF but declined due to lack of free time.
  12. Originally posted by costard:

    I'm enjoying this, thanks guys.

    On the subject of barrel design, does a higher muzzle velocity necessarily lead to a shorter barrel life?

    I remember reading about the US M107, which was a 175mm field gun used in Vietnam. The maximum range was over 30km, far more than whatever the NVA could deploy against it, and making it the ideal counter-battery and H&I weapon. However, that came at a price, because in order to hurl a shell that far it required extra charges, and thus increased the chamber pressure and barrel wear.

    It was estimated that a M107 firing at normal ranges had a barrel life of around 10,000 shots, but if it fired exclusively at extended ranges the barrel would only last 400 before requiring replacement.

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