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Clubfoot

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Everything posted by Clubfoot

  1. RuleSets 850 and 851 are from the Panther/PIV packs I made soon after CMMOS' initial release. They are indeed 'unofficial' RuleSets but were widely used for some time. I still have them both intact on my machine, so if you don't come up with anything, send me an e-mail with what you're specifically looking for.
  2. Read my reply in the "...desert, russian scenarios..." thread.
  3. Rat & J.Q., Just sent the zip out to both of your addies. Check your in-boxes. It contains the scenarios: DFDR- Benghazi Bonfire DFDR- Halfaya Pass redux DFDR- Stiff Resistance DFDR- Out of Gas DFDR- Harm's Way DFDR- South of Sidi Rezegh DFDR- Interdiction and one Operation, DFDR- The Last Rout Rat, The roadside masking error pinkies were fixed in version 1.2 of DFDR. Head to MikeT's CMWorld to pick up updates, modded armor, terrain variations, AussieJeff's great 'palepacks' and more. [ July 26, 2002, 06:18 PM: Message edited by: Clubfoot ]
  4. J.Q., Send me an e-mail, and I'll send you a pack of desert scenarios not available elsewhere. cheers.
  5. If you can't find what you're looking for, e-mail me and I'll send you the M10/Panther mock-up files.
  6. Welcome. Any Brian Lumley fan is bound to be a good sort. Enjoy the world's most time-consuming, marriage-ending, workplace attendance-shattering wargame.
  7. Title: Sturm Sturm Sturm! Size: medium Type: assault operation Date: circa October 1944 Weather: mixed Ground: damp Length: 3 battles- 15 turns per- night falls on the 2nd battle. From the U.S. War Department's 'Handbook on German Military Forces' dated 15 March 1945: "When it is necessary to make a direct assault (while attacking a town or village), the Germans concentrate all available heavy weapons, including artillery and air units, on one target. They favor as targets for their massed fire the forward edges of the community, especially detached groups of buildings and isolated houses. During the fire concentration the infantry assembles and attacks the objective immediately upon termination of the artillery fire. Tanks and assault guns accompany the infantry, and with their fire immobilize any new enemy forces which may appear..." "...The immediate objective of the Germans is to divide the area occupied by the enemy. These areas are then isolated into as many smaller areas as possible, in order to deny the enemy freedom of movement." This is the first of four fictional operations I have planned to allow a player to practice his assault skills in a variety of settings with near text-book force compositions. Download it at the Scenario Depot and scribble out a review!
  8. It's close! CLOSE I SAY! The Paestum beaches, Salerno, Cassino, Anzio, The Gustav, Gothic & Adolf Hitler winter lines and more more more. Keep watching. [ May 10, 2002, 06:30 AM: Message edited by: Clubfoot ]
  9. I can't stress this enough... BIG FUN! This is a fantastically balanced, aesthetically superior scenario. Play it now! It's a tough row to hoe for both sides. And that's a good thing.
  10. Pathetic. Oh, and regarding that e-mail, Gordon... How about "Molek's Malicious Mod Monopoly Marauders." That rings with just enough self-defamation to make everyone happy, even those overly conspiracy-conscious individuals amongst us. Oh, and was I sleeping? When exactly did Scipio become so misanthropic. I thought that Dave thing was ancient history. [ March 26, 2002, 07:13 PM: Message edited by: Clubfoot ]
  11. When playing an operation which includes multiple color-coded setup zones (green, black & yellow for the Axis; red, white & blue for the Allies), any use of the 'Play Balance' adjustment at the beginning will nullify all but one setup zone. The units in other zones will have their colored bases (in setup) changed to match the color of the setup zone closest to their end of the map. And what exactly are the defenders in an operation doing between battles that prevents them (the defenders, mind you!) from digging foxholes in new postions. The attacker digs foxholes... why not the defender? [ March 11, 2002, 07:24 AM: Message edited by: Clubfoot ]
  12. Massive early war village burning sprees several miles deep! WHEEEEEE And Skorzeny. Since the man with the plan was in the east for a while, I'll have to be revisiting him.
  13. Try going: here. [ March 08, 2002, 07:15 PM: Message edited by: Clubfoot ]
  14. Expect to see this in your in-boxes on Friday, fellas.
  15. Reread his post and you'll see that he's interested in both.
  16. Unfortunately no. All bridges in CM, even the wooden ones, use the straight, sealed road tile. You could do it, but all of your paved roads would look like train tracks in the straight-aways.
  17. Of course you'll get it Ryan. That goes without saying. The terrain was a bastardization of some of the DFDR stuff and new textures. An aborted attempt at a Med. mod that I never finished to my satisfaction. [ March 04, 2002, 05:53 PM: Message edited by: Clubfoot ]
  18. Russell, I'll send it as soon as the briefings are complete. Oh, and the e-mail you sent me didn't have your 'GO!' scenario attached.
  19. So as not to reinvent the wheel... The DFDR mod currently contains some Italian goodies including: - conversions for tanks, field pieces, and even MG's - infantry and crew uniforms - unit images (for the interface window) and flags - complete set of .wav file conversions which swap out all the German voices for Italian ones Much of this work was Rick "Audace" Iacobini's. If you're interested in using any of this, say so and I'll track down his e-mail addie and post it.
  20. This will be going out to you playtesters soon. Compared to my other attempts, this could be considered rather conventional. 'Sturm, Sturm, Sturm!' is an assault operation composed of three battles (15 turns each) with night falling on the second battle. As far as operations go, this one is a small one. The attacking Germans are composed of 2 Sturmgruppe companies with a StuG platoon and a pair of Hummels for support, as well as a warm, heavy artillery blanket to snuggle up with. The third company and additional StuGs are held by battalion as reserves. The defenders are the depleted remains of a British rifle battalion with moderate AT assets. It's fun from either side against the AI (with your usual AI bonuses) and also good for head to head play. And now, a screen... [ March 07, 2002, 07:11 AM: Message edited by: Clubfoot ]
  21. Decision was a crack up. Burpelson was a hoot (especially the briefings). I'll give 'GO!' a crack.
  22. Please note: If you move a captured unit off a friendly or neutral map edge, you'll recieve the same amount of points for them as you would have if you'd kept them guarded in a rear area. If you move the detainees off a map edge that's friendly to your opponent, they are liberated and count toward your opponents "men OK" number when scores are figured. It's always a safe bet to walk them to the rear (or whatever direction your troops can withdraw towards) and exit them.
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