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Erwin

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Posts posted by Erwin

  1. The rule as Baneman noted is that if you order DISMOUNT - any passengers (not crew) will dismount BEFORE the vehicle moves - no pause is needed.

    You can pick up passengers at any waypoint so long as there is capacity in the vehicle (obviously) but also so long as the vehicle has a PAUSE at the "pick up" waypoint sufficient to allow the passengers to reach the vehicle and mount.

    IIRC you can not dismount any troops once a vehicle has started its movement until it reaches the final waypoint.

  2. Well said snake...

    If a designer is after numbers, (s)he's working in the wrong game genre. This is a highly specialized group of fans who do appreciate what you, LLF and PT and all the other talented designers (and modders etc) have accomplished. You have to come to terms with the unfortunate fact there's just not as many as you would like.

    It's a shame that CM2 has become so much complex that it's a lot of work compared to CM1 and far fewer people seem to actually play CM2 (vs argue endlessly about esoteric aspects of it).

  3. I think/assume that if we put ***SPOILERS*** in post headings that should warn off folks who don't want to be forewarned.

    It would probably be very interesting to others (certainly to me) to read about the difference in our strategy and approach. The great thing about a large scenario like this is that there are so many important decisions to make - and still to make - even at the halfway point. Large numbers of interesting tactical and strategic decisions as to how to accomplish the mission(s) are what make for an xnt game, and KG Himmelfahrt provides those challenges to players in spades.

    FYI: I average about 1 hour to make orders for one game minute, so if this keeps up it will take about 240 hours to complete. However, I suspect things will accelerate as units are KIA and removed. Originally, I am pretty sure it took 4 minutes to load. However, strangely this has been reduced for at least the last hour of game time to around 2.5 minutes - which is pretty good since one has 3 fully mechanized companies plus over a dozen Stummels and other support vehicles and a company equivalent of armor. Takes about 40 seconds to save the scenario.

    My system was one level below state of the art when it was built 4 years ago, so today it's pretty average.

  4. Interesting snippet in the text re Montgomery:

    "It was always his plan that the British-Canadian armies would draw and exhaust the panzer divisions to enable the break out of the US armies. When the plan was realized and ahead of the anticipated schedule, Eisenhower as Supreme Commander, egotistically took over command of the field armies. It was after he took over that the Allies failed to end the war by Christmas 1944. Historians continue to argue somewhat bitterly that had Montgomery remained in command of the Allied armies, there would have been a successful punch-through into Northern Germany and the Western Allies would have reached Berlin before the Soviet Red Army."

  5. Amazing and fascinating stuff. Thanks...

    "I just rolled on my turn and got lined up taking some interim instrument readings and recording oxygen - normal procedure - when I felt or heard an explosion. I have no idea what or anything - it just - I don't know whether I heard it or not but I felt it - just like everything stopped, and I can't say that I heard it - I don't know. It seemed to me that it - well, I immediately looked up and all I could see through my canopy was just orange light - definitely orange is all I know, but everything I could see was that color. This explosion seemed to me to be behind me and to the right . I was looking at the instruments at the time - I had just looked at them - everything was perfect - the only thing wrong with the aircraft was the auto pilot pitch control and I wasn't using the auto pilot. I had been straight and level on this particular leg of one or two minutes - I don't know - not very long - everything lined up and started taking my readings and then the explosion. I remember saying to myself, or saying out loud, I don't know, I think it was "Oh, God, I've had it now", or something like that - the first thing that entered my mind, and I couldn't tell you how much time passed - it would be impossible - it just seemed that everything was standing still for a little while. I just saw that red glow, looked down - the right wing started to drop - I corrected it and brought the right wing up fine. The nose started to drop and I pulled back on the stick and there was no connection between the controls and the tail, and the plane just nosed straight over and I feel sure that the wings broke off broadside of the wind that way - they must have folded down this way and came off. The airplane tumbled on over, ended up in an inverted position with nose high - I don't know how much of the airplane was left. It was nose high - canopy here - my head was pointing - I'd say - well I can't estimate what angle it was to the ground - 45 degrees or more, but it wasn't flat - straight down - the nose was high and the tail or the airplane was low and it started spinning very violently, and it slid me forward against forward my seat belt all the way/and I couldn't get back to the back of the seat. I immediately said "OK, I've got to get out"

  6. I don't know if this was done in RL WW2 or not. But, I find it overwhelmingly tempting to send an inexpensive/common (in the scenario) unit like a halftrack (or jeep) ahead of my valuable tanks to check for ATG's etc. I want to use a common vehicle even instead of recon vehicles cos I value the latter's 20mm or bigger guns more than a mere MG in a halftrack (esp for the Germans).

    In WW2 pics it seems like it was always the biggest armor in the lead (for obvious reasons). In the game however, that is usually a very bad idea.

    Curious as to how other players handle this. Is it gamey??

    (And re womble's point, I agree. It seems to work against the "realism" factor that you know exactly where and when your recon gets shot up. It would terrific to lose sight of it and never hear from it again, until a rescue team goes out to locate it. But, natch can't see how that could possibly work in a game.)

  7. *** SPOILERS **

    Just past the halfway point at 1hr 58 mins to go in this scenario. On the east flank Co 1 is halfway thru the long skinny village of Froitscheidt heading south. Ammo is still ok, but some units are getting low (a magazine or two) of 9mm. Casualties are not too bad. Average maybe 10-15% casualties.

    One platoon has lost its HQ. Not sure if the Co 1 HQ can command them as I have never quite understood the C2 system of CM2.

    In the woods to its west, another Co 1 platoon is making slow and careful progress to clear out the US ambushers who sit astride the path thru the woods and the only way Co 1's vehicles can get to them with resupply.

    To their west a Stug has made it to the woods/path edge and caused some US casualties. But, not before something KO'd two halftracks. I didn't see or hear any bazooka whoosh, so am wondering if it's a 50 cal someplace. (Can a US MMG or rifles KO a halftrack??)

    Going west again to the open area of the map, the two recon vehiles incl a Puam a brave crew reoccupied after abandonment have been KO'd by arriving US M4's in Schmidt town. 3 M4/75's and a 76 were spotted. Maybe another one that can't see seen. I brought up my 100% Tiger as I thought the long range etc vs an M4 would be to my advantage. But, while he missed twice, the M4 hit twice disabling the Tiger's main gun!! (Man, that has happened too much in my CM games.) So, now that it is merely a movable MG bunker, it is being sent to be in front of the aforementioned Stug as it attempts to force the path thru the woods. Am taking vehicles on MOVE thru the woods edge to avoid fire from Schmidt, but it's very slow going in the dense woods.

    Kommerscheidt is completely occupied and the 2nd Co Pltoon with no HQ is currently guarding it vs any counterattack. Am resupplying them, as I will probably have to use the men elsewhere. One of the halftracks got KO'd by ATG's that I see in spur out of the main woods, and also in a trench near Schmidt. (I thought I had killed everything in that damn trench with 170mm ages ago!)

    Co 2's HMG's are in the buildings the the west of town fing at a crescent of buildings containing US ever further west. US arty falls every now and then, and I have kept all the inf in buildings, HIDE when needed. Even so, the Co HQ, my single very valuable FO and a couple of the HMG's have taken casualties. For a scenario this size I really miss not having more than one FO as he calls arty significantly faster and more accurately than a regular HQ.

    Finally KO'd two M10's and two 76mm ATG's in trenches. But the other HQ's used a lot of ammo in the process. Am out of 170mm, and only a couple dozen rounds of 120mm left. Still have 60 rounds of nebelwerfer amo, and about the same of 105mm. Co 1 still has 40-50 rounds of 81mm. Co 3 was low at 18 rounds. I sent Co 1's mortar halftrack with its 14 rounds over the Co 3 mortars...

    This was interesting. Despite not having the same HQ at all, as soon as Co 1's mortar halftrack got to Co 3 mortsrs they IMMEDIATELY showed the extra 14 rounds as available. Next turn, I found the mere action of making a waypoint for the halftrack away from the mortars was enough to reduce the ammo by 14. When I canceled the waypoint, the mortar shells available immediately rose by 14 again. So, this seems to contradict the ammo sharing rule that units must have the same immediate HQ.

    I tried to get my 3 previously damaged Tigers into a keyhole position to KO one of the newly arrived M4's. Once again it hit the front of one Tiger, damaging it some more, before the Tiger finally landed two or three shots and KO'd it. You'd think one hit would be enough. But, now I fear the US tanks and am sending them through a valley in the west with the reserve platoon from Co 2 so I can attack the buildings at the west edge, use them for cover, and come down into Schmidt from the west hill.

    That will be all I can do till I get back to town in a few weeks...

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