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Gpig

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Posts posted by Gpig

  1. Yeah. Sounds good.

    I guess this "Advance" has pretty much turned into a Destroy op. I mean, I can't go any farther than 600m, so I guess I might as well try and smoke 'em out and let loose with the big guns.

    My guess is that the enemy will just lay low, and force me to root him out. It could be costly. Deep in the woods, my armor will not be able to help.

    Thanks,

    gpig

  2. Situation.

    Setting up as the Germans for the final push in an ADVANCE op.

    I've reached the end of the map.

    There's only 600 or so Meters left to go. But the map is 1500m wide.

    Light snow conditions. Overcast.

    Enemy forces have been badly mauled, but they no dobut have recieved reinforcements in the past few hours.

    I too, have been worn down. Mostly in leg infantry. Around a Company left.

    I've got plenty of armor. (PzIV's and V's.) I've also got some halftracks.

    The map is 2/3rds wooded (tall pines and scat. trees) to my left. And 1/3rd farmhouses and open fields to my right. A tree lined road heading north, divides the terrain.

    My problem is . . . I need to "Advance," but this is the end of the map.

    The woods provide many hiding places for enemy ambushes. I've only got a limited ammount of manpower to comb the woods.

    What would YOU do?

    Gpig

    P.S. I might be giving my opponent some idea about my conundrum, but I've second-guessed myself into a state of paralysis. I cannot set-up and be convinced about my PLAN. I'm just looking for some ideas to break my "tactitians block." smile.gif

  3. Someone more qualified than me might have a better answer, but . . .

    The A.I. can't really plot/move itself, "off-map." (Although I've seen the A.I. send routed units off the map edge. )

    You might want to try and make the map edge they are fleeing to, AXIS friendly in addition to it being an exit zone. (or Allied friendly, whichever side you want to exit.) This might give the A.I. another added inticement to flee the map.

    Also, I believe you have to specify which units need to "exit for points." I'm not sure exactly where you do this. It might be in the scenario editor. Or in the unit purchase screen. Or where you can Edit Units. (Select unit, and edit it to have exit point values.) This might give the A.I. another reason to get it's fellas off map.

    Sorry if you've already tried all these things. And you may very well have. I'm just a babblefish. smile.gif

    Otherwise, I've read a few accounts about scenario designers frustrated with getting the A.I. to exit in a given scenario. So you might be joining the club, as it were. smile.gif

    Gpig

  4. Redwold wrote:

    Remember that a two-bonus HQ bumps regular soldiers to crack, and veteran to elite in this particular regard. Used right, especially for the combat bonus, this can make all the difference in the world.

    Huh???

    That's the first I've heard of THAT. Is it true?

    I thought that the bonus just applies a benefit to each squad in C&C in regards to what the leadership attribute is.

    MORALE bonus = Squads more resistent to break.

    COMBAT bonus = Squads get more firepower

    STEALTH bonus = Squads more difficult to spot.

    COMMAND bonus = shorter reaction times, and farther range of movement while still in C&C.

    I have not heard anything about bumping up a squads experience level . . .

    Please explain. smile.gif

    Gpig

  5. What is your opinion of the book? Is it a high level look at tactics and strategy, or does it focus on individual stories within the grand operation (David Glantz vs Cornelius Ryan)? Is it slanted toward any one side? In short, is it worth adding to my library, which currently lacks a definitive book on Stalingrad.

    Hey Gillfish.

    Well, this particular Stalingrad book (being the only one I've read) is pretty good. (Despite what Skipper says.) ;)

    It does NOT go into much detail about tactics or operational level descriptions of the battle. It is more of an entire overview of the battle, kind of like a 60 minutes documentary. (Detailed and informative enough, and still entertaining.)

    There are some amazing stories, and stirring descriptions of human suffering. But there are only 3 maps, and none of the CM-level descriptions/AAR's that I was kind of hoping for.

    So I'd say it's somewhere inbetween the two authors you've mentioned (though I can't say for sure, as I've read neither.) smile.gif

    All's I can say is that I enjoyed the read. It was not too deep, and expanded my knowledge about the battle about 99%.

    Gpig

    Edit: And it is DEFINITELY even-handed. Not slanted to either side in anyway. I found it very interesting to read about the high-level meddling that went on by both supreme leaders. Stalin and Hitler sort of made it their own little spat. Turned out Stalin was the one to finally put trust in his generals opinions. Hitler never clued in.

    [ May 03, 2002, 12:14 PM: Message edited by: Gpig ]

  6. Ha ha, Ted. You very funny-man. Ha ha smile.gif

    Sir Agustus. I believe the Germans had plenty of assualt boats. They used them often in the crossing of rivers across the Russian front. (Maybe they never had any river crossings under fire, or with historical significance. Thus they might be outside the scope of CM:BB.)

    Too bad about no cellars, and all. That would be a neat feature. But I guess, since the buildings are abstractions as it stands, I can imagine that the 1st floor also includes a cellar. (Just not quite as fun.) smile.gif

    Sewers are still in, right? (At least an abstraction of sewers.)

    Hey RCHRD, thanks for that info on Pavlov's house. Kind of takes away some of the drama from the story of the Russian defense of said house. If they were that close the the Volga, shouldn't they have been able to recieve resupply? Or maybe they were in a part of Stalingrad where the germans had reached right to the river.

    This version of CM is going to be SO AMAZING.

  7. I'm reading STALINGRAD; The Fatefull Siege. 1942,43. By Antony Beevor.

    There is an interesting bit about some Russians holding out in a 4 story house for over 50 days. The book describes how a platoon of Russian's would defend the house from the Germans by running into the cellar when tanks approached. And also, by staying in the 4th floor because the panzer's could not elevate the main gun high enough to engage the 4th floor windows.

    Will buildings in CM:BB have cellars? (I'm guessing NOT, seeing as I've seen nothing about it during all this BONE throwing.) smile.gif

    Also, I'm assuming guns on tanks will still have unlimited elevation and depression abilities.

    I'm sitting here beside myself awaiting the glorious arrival of CM:BB and I just can't help but blab about it. smile.gif

    Gpig.

    P.S. Also, will there still be assualt boats in CM:BB. The Volga has to be crossed somehow. smile.gif

    P.P.S And assualt boats should be available to both sides, right?

    (pesky pesky questions)

  8. Hee hee.

    Glad you like our movies. I'm sure you'll be glad to know that our next movie (Finding Nemo) will be coming out next summer. It should provide another 1.5 hours of entertainment for your wee ones, while you play CM:BB. smile.gif

    As for the BOB sceanario, I'll try and finish it up and send it your way. smile.gif

    Gpig

  9. Hey Sarge.

    According to Ambrose's book, the Battalion CP was never actually overrun, but it WOULD have been had not Winters saved the day.

    I don't know if Ambrose is right or not, and you may very well have it right. I just have no other information to go on except for Ambrose's book. :(

    You are right about the map, and the 2nd SS company. The map I made up is about 2.5 km square. It's pretty big. Because Winter's talks specifically about the distances from E Coy CP and the windmill on the dike (where Houmann's patrol first contacts Germans).

    The 2nd SS Company does not make an appearance (according to Ambrose) until AFTER Winter's springs his ambush/charge on the unsuspecting 1st SS company. They are already routed (the 1st company) when the 2nd company comes piling over the dike in full retreat, adding their forces to the already retreating 1st company. (This is getting confusing . . .) smile.gif

    You are right about the artillery, as well. I forgot about Winter's calling in arty on the fleeing germans. Also, when they start pursuit of the Germans fleeing to the ferry landing, Ambrose says that German "zeroed in 88's" started falling at the crossroads on the dike. It was pretty bad for Easy company. That's where they suffered most of their casualties during the whole adventure. (According to Ambrose.)

    Think I'll try and polish this one off, at least to test it.

    I have a feeling, my version would only be playable versus the A.I..

    But I like the idea of making it a larger engagement . ..

    Gpig smile.gif

  10. Hey, I've started building a scenario depicting the events on the "island." This is the part of the book/movie where Sgt. Bob Houmann takes a patrol along the dike, and discovers Germans up top. After a quick firefight (where a couple of fellas are wounded, and the radio destroyed), they hightail it back to Winters company HQ to tell 'em the news.

    Winters organizes a 15 man patrol, and heads back to the spot, not knowing that 2 companies of SS await him.

    It IS a tough scenario to put together. But what I've done is just made a few linked scenarios, as the operation wasn't working for me.

    First battle is short and sweet. Just find the germans, then retreat (and survive). Since you've only got a team of Paratroopers, you've got to be sneaky.

    Second battle is an advance to contact with about 5 units. Winters HQ unit. and a squad of paratroopers. Two MMG's and a 60mm mortar team.

    Awaiting them are a passle of SS troopers. But they are POORLY led (and I mean Poorly), and they are demoralized and tired.

    Third battle is the race to cut off the german retreat, as they run back to the ferry crossing.

    Have not even tested it yet, so I don't know if it'd even work.

    Gpig

  11. Don't forget, laddies . . .

    If you've got your little onboard-mortar park, you can use it to take out some of the light vehicles found all around these here parts.

    During an assault on Axis hill positions, my 8 platoons of G.I.'s had about 5 60mm mortars backing them up. I found a nice little rise to hide them all behind (right out in open terrain), and put their HQ spotter up on the rise in some scattered trees.

    I had a platoon feinting up the middle and a reinforced company assaulting the nearest hilltop on my right. They were just entering the smoke barrage my offboard artyspotter had called in, when a German armored car appeared way back on the ridgeline on the opposite side of the map. It was one of them pesky 20mm armed, 8 wheeled jobbies.

    It started putting some accurate 20mm rounds on my running troopers in the open, and they started hitting the deck. Pretty soon the smoke would clear, and they'd be sitting ugly out in the open.

    I had to take out that A/C!

    I didn't want to retarget my 105mm spotter to this pesky threat, so the job fell to my on-board 60's.

    Next orders phase I targetted all 5 mortars on the enemy a/c and the resulting action phase went something like this . . .

    Enemy a/c fires on G.I.'s Ack Ack Ack!

    Small explosion lands nearby.

    Enemy a/c continues to fire. Ack Ack Ack!

    More explosions start landing around a/c. Some are REAL close. TC buttons up. No more firing.

    Around the 50 second mark there are 60mm HE rounds exploding all around the a/c and one finally lands right on top - taking it out - around the 55 second mark.

    Swweeeeet!

    Took about 6 rounds from each tube. Around 30 rounds to take it out, but done like dinner in under a minute. Heh heh.

    Gpig

  12. YES!!!

    Great idea, that!

    I can just picture a squad of infantry (or a couple of flamethrower teams) at a MOVE right next to a buttoned Sherman, ALSO at MOVE, as they cross an intersection under fire. The Shermans turret turns to fire in the direction of the enemy. All the while the infantry is recieving excellent cover. Then, safely across. The HQ unit welcomes them into command radius, and they are OFF! Down the secured boulevard to the next assault position.

    Ooooh. I love it!

    Gpig

  13. Yeah, I guess that makes sense.

    The G.I. Forces arrayed against me had only one 60mm mortar on thier side. And this one mortar team never even got LOS on my gun. But I guess that one mortar could have taken it out all the same.

    I'm trying the tactic again, this time in a QB versus the A.I. where I DID buy transport for the gun. The map is a little less suitable for the I.G. to find good LOS, so it's a good thing I have the transport. I can move it up to a better spot after I've secured that spot.

    This battle is a combined arms effort, and I've already spotted a french Stuart. I have no armor (having spent my points on infantry and arty, plus my I.G.), so I'm hoping I can elude the Stuart. Or take him out with my shrecks/fousts.

    We'll see.

    An enemy arty spotter would decidedly put a crimp in this tactic. smile.gif

    Gpig

  14. The "fearless" split squad in question is actually quite fearfull.

    While hiding Behind the stone wall they are actually considered in OPEN terrain. 100% exposure.

    While sitting there, they may have come under fire from enemy units. Or they may have just "noticed" enemy units looking in their direction. They may have been fired on and not taken any casualties. But whatever the cause, they found their position unsafe and decided to bolt for the cover of the woods. They might not even have cared about the HMG being there. (They might not have known it was even there, if they can't see it. Despite YOU knowing it is there.)

    The reason they bolted for the woods is because they are a split squad (a little more fragile physically and mentally) and also because something happened to make them feel unsafe. (Enemy units firing in their direction. Or scary enemy presence making itself known.)

    Hope that helps! Good luck. smile.gif

    Gpig

  15. I don't know how EBAY works, but shouldn't you be able to post an email to the page, stating that you've spotted the seller's obvious intention to defraud the buyer?

    Or is it all about buyer beware?

    This guys is going to make at least 50 bucks on something that is NOT what he states it to be.

    It IS a pretty cool picture, though.

    That soilder is "frozen" in a GREAT pose. You can just feel the action there. It almost looks like the dirt kicked up near his feet actually came from the spinning rear tires of the armored car.

    Pretty cool.

    Gpig

    [ April 08, 2002, 02:14 PM: Message edited by: Gpig ]

  16. 'ello.

    I was playing an all infantry QB versus the A.I. the other day, and picked a 500pt Axis force (with a -10% penalty) for an ATTACK on computer picked forces, defending a village. There were moderate woods and gentle hilliness.

    I was shopping my forces, and decided to add a 150mm Infantry Gun to the ranks.

    The idea of a company of soilders hauling this one big piece up to the front lines kind of appealed to me. I was pretty sure it would end up being quite decisive on the battlefield.

    My tactics were going to be "push it up through the woods, to a hilly spot with a good LOS." I was sure it was going to take a long time. But the game was going to be 30 turns, and the map was only medium sized so I figured "let's try this out!"

    This was a fun little battle.

    Actually, it was a BLAST! Heh heh.

    I kept one platoon in reserve, with the big I.G.. (The leader of that platoon had a stealth bonus to help hide the gun.) Then I scouted ahead with two platoons of infantry in order to find the enemy.

    Soon, my lead platoon came under fire. (Actually, the A.I. sprung a pretty effective amubush on my arse.)

    But since my troops had been advancing under cover of the I.G., the next 2 turns allowed me to level a tall light building with 3 shots, and route a platoon of G.I. engineers! This big gun is VERY decisive!!

    Then my men occupied the rubble, and eliminated the remnants of the enemy platoon.

    Meanwhile I advanced my I.G. to better terrain with more LOS on the second flag. I carefully plotted a route that kept me safe from prying eyes. Luckily, the map helped me out in this regard.

    While the gun was moving (and taking FOREVER), my infantry forces consolidated their hold on a VL. And fought off an enemy counter attack. The counter attack almost succeeded, but once again my I.G. came to the rescue. With two well placed shots (using area fire with NO direct LOS to enemy units), I killed off another squad and stopped the counter attack cold.

    Then my infantry made the final push on the last VL. Once again, the I.G. broke the spirit (if not the bodies) of the defending forces. Even just a close shot with that 150mm HE does wonders.

    Two questions;

    1a) How historical would it have been to lug a big gun along on the attack?

    1b) and by assocaition . . . would this tactic be considered gamey?

    2) Anyone else try this while attacking?

    Thanks,

    Gpig.

  17. I'd LOVE to see a long dust trail behind a tank, as it travels across road/country.

    Then depending on the wind direction, it would blow in that direction. Kind of like when you see a car coming down a country road, and all the dust from it's progress drifts across the fields behind it.

    Heh heh

    Can't wait for CMBB

    Gpig

    P.S. Hi Madmatt! (I'm kind of a fan of yours) (Will you sign my skivvies?)

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