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Bad Monkey!

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Everything posted by Bad Monkey!

  1. Ooh, that's my favorite WW2 aircraft (yes, A-26). Too bad about the arse in the front, though.
  2. Two words: Vanessa Angel (yes, the chick from the TV version of "Weird Science") [ June 14, 2002, 03:04 AM: Message edited by: Bad Monkey! ]
  3. ****e, thought I'd fixed that... badmonkey(remove)@(me)cfl.rr.com
  4. Who put the Bump in the Bumpty-BumptyBump, who put the dip in the dip-de-diptydip? Oh, who was that man? I'd like to shake his hand! He made fall in love with CM!
  5. Wreck: yep, you're right. I was looking between a squad that had one MG42 and another that had 2, and got confuzeled. And that's a metric assload of firepower, no matter how you cut it! :eek: I think both M16A2 and the SAW are very comparable to the MP44 and MG42, both in how they work, but more importantly, in how they're used. I can't claim any level of intimate knowlege of either WW2 German or Modern US infantryman tactics, but I also can't imagine that given similar tools, the soldiers would not use them in similar ways. Without knowing how BTS assigns their firepower ratings, I'd say the comparison is close enough. Though the 2in mortar isn't a direct in squad equivilent of the M203 (like rifle grenades or fausts), again, I think it is most comparable in terms of both range, power, and effect. About the AT4: although it's single use design is comparable to the Faust, it's actual character is almost exactly the same as the schreck : [ April 19, 2002, 04:09 PM: Message edited by: Bad Monkey! ]
  6. Well, until the real grogs show up... I'd say the M16A2 is reasonably comparable to the MP44, which is 34,12,and 2 at ranges of 40, 100, and 250 meters. The SAWs will probably be comparable to the MG42LMG, which has a firepower of 25, 22, 15, and 9, out to 500 meters. So call it 3 MG42's and 9 MP44's, for : MP44 (M16A2): 216 108 18 MG42 (M249SAW): 75 66 45 18 Total: 291 176 63 18 The M203's are probably comparable to rifle grenades, with much greater range (plus the fact they would be much more plentiful, accurate, and much easier to use), and the AT4's with the Panzerschreck, again with much greater range and fire power. edit: now that I think about it, the M203 is probably more comparable to a 2in mortar. [ April 19, 2002, 03:59 AM: Message edited by: Bad Monkey! ]
  7. Sycophant! [ April 18, 2002, 07:24 PM: Message edited by: Bad Monkey! ]
  8. No problem, I'll just wait for you to blow your knee out again.
  9. Combination Bump and Update! Bump! Update: Me vs Jim Liang in "Crash Landing" and "The Long and Short of It". I was steadily pushing Jim's Krauts off his corner of the map in "Crash", at least until the Party Patrol showed up. Remind me to kick your ass for that ST... In "Long and Short" (hehheh), we're still probing eachother out (hehheh) at about turn 12 or so. Spotted Jim's Canucks putting together a heavy weapons firebase, and decided to go rout it out with a few teams rather than waste my arty on it. Sent his mortars scurrying like roaches, but only after they nuked my farm tractor after only about 5 rounds. Mopping up his HMG's as we speak. That should make him slow down and think for a bit... [ April 17, 2002, 08:01 PM: Message edited by: Bad Monkey! ]
  10. Apparently some people can't read. I gots first dibs on the n00b! Lyonel, dude! Mi amigo! My man! Call me! We'll get together, have few laughs, casually slaughter hundreds of electronic troops, that sorta thing. [ March 20, 2002, 10:26 AM: Message edited by: Bad Monkey! ]
  11. Cripes, now my emails to Alkema are bouncing back, with a note saying he doesn't exsist! :eek: Eric, if you're paying attention, send me an email to my Yahoo account, and we'll see if we can get this straightened out.
  12. Lol. I think that was my best score ever against a human. Just wanted to make sure somebody else saw it. Now we need to finish "Down in the Valley", we're still only on turn two, and I almost forgot about it today.... :eek:
  13. No prob. All I really care about is whether you got the one with results for "Nothing Fancy", and as it seems you did, one way or the other...
  14. Since none of these other wankers has done it yet, I will. Lyonel, I'll spare you the humilation of trying to find a game in that pool of festering goo known as the Peng Challenge thread, and offer you a PBEM challenge right here. Send the file to badmonkey@cfl.rr.com.
  15. w00t! ST, have you gotten two e-mails from me in the last day or so? They both bounced back with a note that the server would keep trying. not important now, just curious.
  16. Some of us monkeys might take offense to that remark...
  17. Vehicles, dead or no, provide no cover in either LOS or LOF. The only reason the AI pushed it was because it was in the way. As to losing your Shermans... that's what you get for ignoring an operational tank.
  18. Does that picture represent something like trying to pull the Tiger's tail? :eek:
  19. Anybody notice anything strange about that fellow on the left? Like fact that he's either missing his legs below the knees... or he's somehow rising from below street level...
  20. Bad Monkey's AAR for "A Bridge Too Close" Get the whole story, with pictures, here! Scenario : A Bridge Too Close (by SuperTed) Combatants : Bad Monkey (me) as the Germans, Thewood as the Polish Geography : Two small towns, Jetigny and Plen, seperated by the river Maas flowing north-south, which is crossed by a bridge of about 100 meters. Enviromental factors: It is night, and raining. The ground is muddy. Visibility is about 95 meters. Availible forces: One Rifle '44 company with a mix of Reg and Green units, two MG42's (one Reg and one Green), two Reg Sharpshooters, one Vet 81mm mortar FO, and two Reg PzIVJ's. One infantry company in reinforcement is expected. My forces control the town of Plen, on the east side of the river. Stated Orders: Attack across the bridge and hold until reinforcements arrive. Enemy numbers are expected to be light, but reinforcements are immenent. Commentary: Although superficially the exact opppsite of the preivious scanario, "Medium Rare", practically speaking "A Bridge Too Close" is the exact twin. They are both meeting engagements, with both sides controlling two VL's at the start, with orders to capture the opposing sides VL's, yet seperated by terrain that is quite conducive to bloodshed. It "Medium Rare's" case, it was a wide, paved boulevard, in this case it is a long bridge. Going from previous experience, it is apparent that while SuperTed's stated goal is to have the player to capture and occupy his opponent's VL's, his true intention is to cause maximum carnage by having both sides fight over and on the bridge in between. All of my forces are deployed into setup zones that leave little to no room for adjustement during setup, as well as my weapons teams and tanks (which are far to the rear) being being locked into position. My infantry are too far from the bridge to be able to quickly cross it, and the muddy ground conditions would ensure that they would likely be exhausted by the time they did. The limited visibility means that any units attempting to cross the bridge would have absolutely no fire support from the friendly bank, and would have zero cover while on the bridge from fire by opposing forces. Again, going from previous experience, and judging by the layout and orders for this scenario, I have to assume that my opponent is equally equipped and situated as me, with similar orders. This radically increases the odds that any of my units attempting to cross the bridge will meet the enemy either on the bridge or dug into the far side, resulting in wholesale slaughter. It is my intention, then, to ignore my stated orders, and instead setup a firm defense on my side of the bridge, to ambush and severely punish any opposing units that attempt the crossing, gaining victory by holding onto my two VL's and inflicting more casulties on my opponent than he does on me. (setup picture) [(setup picture)] No changes were made to the default setup. Turn one: (turn one picture) [(turn one picture)] Orders phase: Here, you can see the orders I've plotted to move all of my units into defensive positions around my bridgehead. Lt. Kanther's platoon on the left (camera right), Lt. Dehnel on the right, and Lt. Lehman as a reserve in the center. Both tanks are being brought up into positions behind convienient buildings near the bridge, and both MG's like wise. The arty FO is being brought up to the house nearest the bridge, in order to have LOS as far across the bridge as possible. The sharpshooters are being left in their setup positions in the two large buildings closest to the bridge. There was no indication of enemy activity as my troops ran to their positions. Turn two: Nothing untowards happened during turn two. Turn three: Orders phase: All my units have assumed their defensive positions except for the MG42's and the tanks. No sign of the enemy. I have ordered the 81mm FO to call in a mortar strike at the center of the bridge on speculation that the enemy may soon be crossing it. During the action phase, smoke rounds began falling around my bridgehead, obviously called in blind. Turn four: (turn four picture) [(turn four picture)] Orders phase: I've shifted the FO back to the large building to his south east, as I fear he may be overrun in the smoke when the enemy crosses the bridge Other than some minor position adjustments, there were no other changes. Action phase: What appears to be one infantry platoon crossed the bridge. One squad entered the building immediately to the south of the bridge head, and was destroyed by Unt Hartig's squad without casualty. The rest of the platoon has occupied the building recently vacated by the FO, and is under fire by at least 7 squads, a Panzer, and a HMG. There is another unit crossing the bridge, which may be the lead elements of another platoon. My forces have recieved only 2 casulties, the sharpshooter in Lt. Kanther's bulding, who died without firing a shot, and a member of Unt Freitag's squad, also in Lt. Kanther's building. Turn five: (turn five picture) [(turn five picture)] Orders phase: Reinforcements have arrived, in the form of one infantry company, with a mix of green and regular troops, and two HMG 42's mounted in trucks. They will be deployed to the rear of the company already in position, as I have to assume that my opponent has also recieved his reinforcements, and will double his efforts to cross the bridge, and I might have to fall back. My fear is that he may try to cross his tanks under the cover of smoke, and may get the drop on my Panzers, so I have one Panzer set an ambush marker at the intersection at the end of the bridge, while the other shells the enemy units that have gained the cover of the small building between the roads. Although no friendly mortar fire has yet fallen due to the spotting delays, it should fall this turn, and hopefully catch some enemy units out in the open. Action phase: It appears that my opponent has possibly sent the balance of his initial infantry company across the bridge. They have been largely supressed and decimated, although the remenents of two squads have managed to find cover away from my forces, one in a building to the north not far from the VL, and one in a patch of brush to the south near the river. In addition to the enemy squad destroyed the previous turn, there are now three additional enemy markers carrying the "eleminated" designation. In the central small building that originaly housed the FO, there now reside one enemy squad of seven men, and the remaining two men of a platoon HQ. There are two more ememy units motionless at the bridgehead, being supressed by Unt Werner's northern most Panzer. Friendly casulties have been insignificant, with one exception: Unt Heuwerth led his squad from their cover behind a wall at the center of the line in a futile and suicidal charge on the enemy's position, resulting in the entire squad's elimination. Other than that, there were only two casulties, another to Unt Freitag's squad, and one to the mortar FO team, although all of the units in Lt. Kanther's building are being heavily supressed, possibly due to friendly fire from Lt. Kanther's detail itself. So far, the number of enemy dead and wounded is estimated to be at least 20, and probably more than 30, versus 13 friendly casulties. Turn six: (turn six picture) [(turn six picture)] Orders phase: No significant changes were made, aside from redesignating targets and repositioning Unt Schuster's and Lt. Lehman's units to more protected cover in a building north of the stone wall in the center. The reserve units are still moving up into position. Action phase: It's times like these I wish I had a dog I could kick. Both of my Panzers were destroyed by a single (buttoned) Cromwell VII that had crossed the bridge at high speed. They never saw it coming, the stupid bastards. On the plus side, all of my enemy's infantry on my side of the river are either dead or routed, with minimal losses on my side apart from the PzIV's. Now I have only the problem of two Churchills and no real way to destroy them. I would kill my non-existant dog for a couple of Panzerschrecks, and would much rather have two of those than a bunch of fausts with unreliable infantry to fire them. Turn seven: (turn seven picture) [(turn seven picture)] Orders phase: Here you can see both Cromwells and both of my dead PzIV's. At the top, you can see the truck depositing the first of the HMG's. I need to kill those tanks, and I figure the only way to do that is to smoke the hell out of my side and swarm the tanks with infantry. Crap. Probably gonna loose a lot of guys too. Hopefully I can get it done before Thewood decides to send his reinforcements across. Some minor shifting going on to try and shield units from the tanks, both of which are targeting the green HMG 42. Wonder how long he'll last [rolleyes]. Also sending two squads from the north flank to root out a couple of depleted Polish squads. Action phase: Another turn, another platoon of Polish Infantry crosses the bridge. Destroyed one sqaud outright, mopped up the remnants of several others, and effectively scattering the rest. Now have the remnants of two Polish sqauds on the bank of the river south of the bridge, and one on the north. The smoke I called in preparation for rushing the tanks has started to fall... I hope it will be thick enough. The ground at the intersection is thick with the dead of my enemy. Surprisingly, the green HMG managed to get out without a single casualty even after taking two direct 75mm hits. They weren't even supressed. Turn eight: (turn eight picture) [(turn eight picture)] Orders phase: Two of Kanther's squads have broken and retreated to the large building behind their initial postion, his other squad, under fire from the southern Cromwell retreated across the road back to Kanther's building. Am bringing the reinforcements up, both to guard the flanks and prevent enemy stragglers from taking up camp in outlying buildings, and the central platoon of the reinforcements will be assaulting the Cromwells, most likely on the next turn Freindly casualties: 34 dead or wounded, one eliminated squad, one eliminated sharpshooter, two knocked out tanks with one crew presumed KIA. Morale 81% Enemy casualties: confirmed 44 dead or wounded, 10 eliminated units. Action phase: No major disasters. A lot of fire was traded, but no major damage seems to have been done, except the Polish squad remnant on the bank north of the bridge appears to have been throroughly routed and is headed for the map edge. The southern Cromwell moved south east towards my southern VL, and out of my smoke, but fortunately this took it very near my reinforcements coming up to guard that flank. One of the squads took a shot with a faust and missed, but I think my opponent may not yet know those units are there. At any rate, that tank is going to get it from both sides on the next turn. The nothernmost tank is buried in smoke. It also appears a fresh squad was brought across the bridge on this turn, no telling if he was a straggler, or is leading yet another platoon. Turn nine: (turn nine picture) [(turn nine picture)] Orders phase: Moving the southern flank up to surround the southernmost Cromwell, and shifted the smoke fire to that section. Action phase: Very nearly disaster. Instead of smoke, the silly FO has called down the remainder of his allotment as HE! He was shelling our own postion! No damage seems to be done, though, aside from not having any more smoke. The squad that was to assault the southern Cromwell instead ran right past it and into the small building to the south of the intersection along with another friendly squad. A Polish Company HQ and infantry squad (the one that just crossed the bridge) decided to crash the party, and are being shot to pieces for their rudeness. The southern Cromwell set the large building SE of Kanther's postion alight with HE fire, but fortunately, all those inside seem to have gotten out without casualty. The other Cromwell has disappeared... Turn ten: (no image) Orders phase: Halfway through, and while things could be going better, they could also be a hell of a lot worse. While I have lost my two Panzers, on balance my infantry casualties have been light, I have inflicted enourmous losses on my opponent. I estimate that he has lost apporximately 4 platoons. I'm wondering if he has withdrawn his southern tank back across the bridge, in fear that he no longer has the infantry recources to protect if from my fausts. If that's true, I hope at least to be able to kill the other, and recoup some of the points lost in my Panzers. No image this turn, but I'm adjusting my southern screen to bring fire on the two units hiding in the brush south of the bridge to prevent them from distracting the squad assaulting the remaining Cromwell. Also moving a unit from the north flank to a building across the street to try and spot the missing Cromwell. Action phase: Wowee! It looks like Thewood has committed at least one more platoon, and possibly two into the fight. If that's true, that should probably be pretty much it for his infantry. The southern Cromwell bogged down inbetween two buildings occupied by my troops, hopefully I can bag it next turn. The other tank showed back up with the fresh infantry and began shelling shelling the building holding the northern HMG and most of Lt. Dehnel's platoon. My infantry seems to be doing a pretty decent job of shooting up and supressing the fresh Polish infantry. Turn eleven: (turn eleven picture) [(turn eleven picture)] Orders Phase: I'm evacuating both Kanther's and Dehnel's buildings, as they appear to be close to collapse. Looks like I may need to have the line fall back completely to the next row of buildings, to gain seperation from all that fresh infantry and those tanks, especially on the north flank. The south seems to be relatively free from Polish infantry, and I'm going have two of the squads from the southern screen try and assault the bogged Cromwell. Action phase: Lots of action. Lt. Bertram, leader of the southern screening force, moved into the position held by Unt Dressler's squad who had just moved out to assault the tank. Dressler's unit didn't accomplish much, quickly moving on to next building to the north to assist the other squad from that platoon, who were just barely holding off an attack from a fresh Polish squad. Meanwhile, Lt. Bertram began chucking grenades at the Cromwell, which began backing up towards the river, apparently to get away from all the infantry. With the third grenade thrown, Bertram managed to strike a track and immobilize the tank, which had now become fixated on the third of his squads, which was down on the river bank mopping up Polish runners. In the center, we suffered the loss of Unt Shute and Shuster's platoons, who, depleted to three men each already, were able to finish off a Polish half squad that attempted to take cover in their building, yet succumbed to the assault of a fresh polish squad, but taking 7 enemy casulties with them. Lt. Lehman of the center reserve platoon, seeing his comrades in trouble, ran to their aid against orders to the contrary, and has taken 2 casulties to his HQ section. Of the six fresh Polish squads that came across, it appears two have been largely depleted in close combat, one has been supressed in place, one is trying to outflank my units to the north, and the remainder, along with some units that crossed previously (one appears to be a fully manned squad!) have retreated to the bridge and are taking cover there. Turn twelve: (turn twelve picture) [(turn twelve picture)] Orders phase: With the south flank more or less cleared of infantry and the Cromwell disabled, I'm bringing up the entire line in that section, to try and overwhelm the tank and finish it off, and bring fire on the enemy units north of the bridge head and try to cut off their escape. If my opponent has indeed commited all of his infantry, I may be able to force a surrender. Failing that, I still have a more or less completely untouched platoon in reserve, and it might be feasible to attack across the bridge with those units after taking care of business on this side. Action phase: The immobilized Cromwell has succeded in destroying the five man squad remnant that was down near the river, but while it was distracted I was able to bring an additional two squads up behind it. If I'm not able to kill it by the next turn, I may just leave it be, as it is well out of the way and I can work around it. My troops finished off another two Polish squads, the remnant that was fighting Lt. Lehman in the center managed to eliminate his HQ section, but the squad that was to come to his rescue avenged him, and then began to pour fire on another Polish squad that ran up and took cover in the rubble that used to be the building next door. The other two platoons, mostly remnants, along with the green HMG that had started in the foward line are being delayed in their move foward because of their reluctance to occupy the heavily damaged large building that used to be Lt. Kanther's CP. Thewood seems to be gathering his remaining infantry around the healthy Cromwell just north of the bridge, probably to try and protect it while the tank shells my troops from a distance. Turn thirtheen: (turn thirteen picture) [(turn thirteen picture)] Orders phase: Not much to say here. The picture says it all. Still trying to kill that damn tank... Action phase: I swear, the first thing I'm gonna do when my troops rotate back is make them train with the ****ing Panzerfaust. So far, three of those things have been fired at that damn Cromwell at ranges at or under 20 meters and all of them have missed. I'm losing too many troops trying to kill that tank; it's now shooting up and about to finish off a half squad I sent down to assault it. I guess you just can't rely on anything less than Vets to close assault a tank. Having trouble shifting some units from Kanther's old CP into the next large building to the north, a fresh Polish squad has taken up station in the rubble of the smashed building and is suppressing the units trying to cross the gap. I can see two whole Polish squads, one in the rubble, and one in the small building north of the disabled Cromwell, my guess is that this represents the last of my opponents useful infantry. There are few units dissappearing down next to the river about 100 meters north of the bridge; I think most of them are panicked/broken, but I better send a few squads down there to flush them out and keep them from popping up behind my lines later. Turn fourteen: (turn fourteen picture) [(turn fourteen picture)] Orders phase: I'm giving up on killing that Cromwell. There is one squad in the building to it's southeast that still has a faust, I'm gonna let it take that last shot, then move everbody back out of range. Still trying shift units to bring fire on the Polish squad in the rubble and those with the good tank without coming under fire from the tank itself. The tank hasn't moved in a couple turns, my guess is my opponent feels that it is in a safe spot, and doesn't want to risk mixing it up with my infantry. Moving a couple of fresh squads down to the river bank where the unit markers are, hopefully they can flush those guys out. Action phase: Figures. As soon as I speculate that he won't move that Cromwell, he goes and does it. It moved up the south fork of the bridge intersection, possibly to get a better shot at one of my occupied buildings, and possibly also to hook up with the disabled tank and the two fresh squads on that side. My guys doing the hook pattern on the north have flushed up at least one enemy unit. Turn fifteen: (turn fifteen picture) [(turn fifteen picture)] Orders phase: He's seems to be consolidating his forces to the south; fine with me, I'll displace to the east and move my fresh platoon in behind him. It's becoming tempting to contemplate running my fresh platoon across the bridge then and into one of his VL's, but the danger is I don't know where his HMG's are. He seems to have brought the kitchen sink as far as the rest of his troops are concerened, as I've seen several "knocked out", "mortar?" and "anti-tank team" markers. Also, I need to beware of a late turn flag rush by my opponent. I don't think his infantry would stand a chance, but that tank could sure muck things up. Action phase: Everything went more or less as planned. The hook manuever scared up four units: A squad that ran for the map edge, a mortar team that was eliminated, and two more squads that were hiding in the brush 30 meters north of the bridge, the fighting is hand to hand there, but I think my guys will come out on top.. The disabled Cromwell shelled an empty small building to no avail, and the other shelled a squad across the commons from Kanther's old CP, but everyone got out of the building OK. Lost a squad remnant thas was taking cover in the building north of the rubbled small building. The healthy tank began turning back towards the bridge; don't know it's because he spotted my units down by the river, or if he's preparing to retreat back across the bridge. Turn sixteen: (turn sixteen picture) [(turn sixteen picture)] Orders phase: Minor stuff. Sending a squad from the sweeper team along the north bank to mop up the runners in bushes to the north, and doing some shifting along my back line for better placement. Action phase: Nothing major to report. The squad I sent north along the river bank flushed out the Polish runners again, and sent them packing for the map edge. Even if they don't leave the map, they're no longer a threat. The disabled Crom managed to level that empty building, and the squad I sent down to eliminate those two units in the bushes was itself routed after it did it's job by the healthy Cromwell. It fled back to the saftey of one of the large buildings within my line. Turn seventeen: (turn seventeen picture) [(turn seventeen picture)] Orders phase: After tallying up all the enemy corpses on my side of the river, and adding that to the units still kicking, I'm pretty confident my opponent has left his side of the river completely un-garrisoned. So I'm taking the chance and sending my sweepers across the river to occupy one of his VL's, and hopefully picking off a routed squad along the way. Set some of the units guarding the southern VL to "ambush", in case Thewood tries to run some infantry or that tank back there. Action phase: Looks like the bad guys are making a concerted push for my northern VL. The healthy Crom and four infantry units are all moving in, but looks like my infanty is taking it's toll on his troops. He also sent a squad up after my southern VL, but I got a squad, a Company HQ, and a MG42 that says otherwise. Turn eighteen: (turn eighteen picture) [(turn eighteen picture)] Orders phase: Well, so much for going across the river. I'm moving my sweepers up to try and catch some of his attacking infantry in a cross fire. I think I can wipe them out easy enough, and hopefully that will force a surrender. Who knows, maybe they'll kill that stupid tank while they're at it. Also collapsing my line to the south of the enemy's advance, to close the snare. Action phase: Much carnage, and there is now nary a Polish soldier to be seen. Alive, at any rate. The tank broke and killed a squad that was already down to one man anyways, no big deal there. Turn nineteen: (turn nineteen picture) [(turn nineteen picture)] Orders phase: So much for his infantry, now there's only the small matter of that Cromwell on the loose. Think the picture speaks for itself. DIE-DIE-DIE, YOU ****ING TANK!!! Action phase: Dammit! The crazy bastard drove right past, through, and away from my infantry like they weren't even there! No significant casulties, but it looks like he's setting up shop on my VL, and I don't have anybody in that building! That was completely unexpected. Oh yeah, the squad in the building at the bottom of the picture took a shot at the Crom with it's faust, and actually managed to hit it. Didn't do any damage, though. Figures. Turn twenty: (turn twenty picture) [(turn twenty picture)] Orders phase: Really, can't you figure this out on your own? Action phase: That was interesting. The tank just drove off to the south, completely ignoring my troops again. A few grenades were thrown, but no hits were scored. I might keep possesion of that VL after all. Endgame: (endgame picture) [(endgame picture)] Grrrrrrr.... how the hell does that happen? I got about ten units in and around the VL, and I don't keep possesion? Looks like my enemy was left with a total of: One healthy tank One immobilized tank and three routed squads, all nowhere near the VL's. (combat statistics) [(combat statistics)] Dang it! So close to forcing a surrender... (AAR picture) [(AAR picture)] Not quite the result I had hoped for. That gives me total of about 75 points through two games, and really leaves me behind the eight-ball points wise for my final game. By the way, for some reason my truck crew abandoned their vehicle 300 meters behind the lines. What's up with that? Self Critique: Well, with the exception of losing both my tanks, the scenario played out pretty much like I expected; my opponent charged across the bridge into a hail of gunfire, and if I had tried going across, we would've met in the middle. My only major mistakes were: * Not being more careful with my tanks. I left them in the same position too long. To be fair, they were in a good position to start with, and did a real number on his troops. My opponent himself said that they scared the hell out him when he saw them. But I should have known better to leave them where he knew where they were and could easily get at them. I should've moved them every two turns. * Getting fixated on killing that disabled Cromwell. I lost far too many men trying to knock that tank out, when it was in a fairly harmless position and I could have worked around it with little difficulty. * Not protecting the northern VL better. I should have left a squad or two in the VL building, to both protect it and hold some kind of claim to it should it come under contention, as it did. Opponent Critique: Charging across the bridge in the rain and the dark with largely green troops with marginal close range firepower against even an opponent like vanilla Heer was a big mistake. Charging his Cromwells across the the bridge in the rain and the dark into an area where you know two enemy tanks have set up camp was a potentially disasterous mistake that worked out big due to outrageous good luck. I know, if I had tried that, I would've lost both tanks for sure... Leaving his side completely ungarrisoned was a mistake that I simply failed to capitalize on. And persisting in the assault even after I had destroyed more than half of his infantry was dubious, though in his defense, once he had lost that much, he had to try and go for the whole bag, because he would have been too far behind in the score anyways. Scenario Critique: Overall, it was very challenging and fun, if a little predictable after "Medium Rare". My only major complaint is that the Panzerfaust-60 issued to my troops were largely useless; more/better fausts issued to each squad or a couple of panzerschrecks would bring things a little more even with the PIATs the Poles had. - Bad Monkey! [ February 21, 2002, 06:26 PM: Message edited by: Bad Monkey! ]
  21. 'tain't seen hide nor hair of my opponent for quite a few days now. Thewood, where is you? You back from that trip yet?
  22. Try telling that to my FTs. Wait, you can't, because they're all dead! :eek:
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