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tabpub

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Everything posted by tabpub

  1. have to check with the Ball and see how long my Chain is these days.....
  2. Personally, I have no idea on how they are going to handle the terrain tiles for the different theatres. As to the unit availability, the units could be subdivided based on their presence in that theatre via the rarity. Units that are included that were never in the Med, would only be available on the unrestricted setting. So, to avoid them showing up, don't pick unrestricted. That way, they would still be available for the scenario designers to put in to the "what if" scenarios.
  3. The opposite is where it really stinks. Had to do an "immediate assault". roll everything up and both forces had little ammo. Resulted in the computer declaring a ceasefire; as it fired everything it had at me, burning out the ammo before I could penetrate the lines. Suffered a tactical defeat, only because I had butchered it before the ceasefire.
  4. think of it as limitations then. Just like any other game, each unit does not have its own little AI. It performs what it is told to do. Just like when one tank goes up to a crest, sees a bigger one and reverses on its own...it doesn't yell at the one next to it what is up, and the other one goes up the crest to see for itself. The prime limitation here is the fact that you had your guys jammed together in a situation of your own making and wanted the AI to get you out of it....don't work that way..now in the future, if they add things like SOP's and stuff like that, you may be able to tell a Platoon CO "MTC and if contacted, stop entire platoon". Something like that may be in the future, but not in this engine.
  5. Just because you give a "group" command to several units doesn't mean that they will all react when one of the units "see" the enemy. Each unit will react individually to your orders, based on their own instructions. For example, 2 squads have MTC orders. One with no Covered arc and the other with a 100m semi circle. The one with no arc will react to anything it sees/hears/feels, while the other will not stop unless the enemy is in the arc or shot at. And even when shot at, it may not stop. The reason the "group" doesn't stop is that it is only 1 minute of time. By the time the "hand signals, whispering, etc," pass down the line, you are at the next order phase and can do your own thing. And, in general, that is how you would want your orders to work. Now if your follow up squads are getting too close to the point, then use the pause command to make them sit back. You will move slower, but safer...
  6. short answer; Unless you can "walk" a line of craters thru the field, it is still there, so you better pound the hell out of it. Only radio equipped spotters can ride, so you have to spend the extra money to find out. Note, something that I noticed for the first time the other day, gave a radio spotter an order to target, but then decided to embark on a track. Later on, I noticed the target line was still active, but the time wasnt counting down. Don't have any ideas on the "usefullness" of this, other than to be able to "hold" a fire without the constant readjustments. I will have to see what happens when the barrage is ongoing and then you mount up. Tell you later.
  7. I suppose the "Gamey Police" should hop back in their time machine and issue citations to the Soviets for firing on the German concentration areas before the start of Zitadelle. This is obvious "gamey" behaviour and is quite outside the realm of realism.
  8. I presume that the driver # is the last 4 digits. I am running the 4072 from Nvidia and have no problems that are apparent. The blackout problem is all gone. XP prompted me to download these drivers after I had tried to change drivers myself and caused the vid to crash. After the system restore, it directed me to these and there I am. Yet, I have never heard anyone make mention of these drivers. Are the proprietary to my card? It is a 64MB Geforce 3 ti200 used in a Medion box. Maybe someone else could try them out? Remember, to a computer, I am Oddball.
  9. Seek Hull Down: Give this order to a vehicle and it will move at "move" speed(same as infantry) and try to find a hull down position along the path of the order line in relation to the point at the end of the line. A hull down postition will not expose the vehicles lower hull to hits and will provide a smaller target aspect to the enemy. Contact: Unit(either inf. or vehicle) will move until it detects the enemy and then stop to engage(if possible). If moving unit has a cover arc implemented, it will only stop if the enemy is within the cover arc. The difference between hunt and contact for vehicles seem to be; hunt has a slightly higher apparent speed, hunt will stop to engage targets and then continue moving on the path after the target has "disappeared", contact units will halt in place for the duration of the turn, whether or not the enemy unit is still active. I hope that this helps. I am not the clearest explainer on the board, so maybe someone else could clear any discrepancies that they see up?
  10. So, in other words, you area fire HE at the ground under the target, looking for an Immobilization result.
  11. there. Now let me tell you about...<sound of struggle, with a gurgling sound abruptly ending the conversation>
  12. NOW who has to edit their post??? I have done mine... [ February 28, 2003, 02:00 AM: Message edited by: tabpub ]
  13. In that example, you are using the hunt command, which will have the tank stop to engage the targets. With the reverse or fast commands, the setup is to perform the move no matter what. Firing is secondary. That is why I wish there was a hunt in reverse command. I have played several times where I was reversing away from a numerically superior enemy in a scenario and my units would be blazing away in reverse, firing and missing, while the Russians would stop, fire and sometimes hit. Very annoying.
  14. In that example, you are using the hunt command, which will have the tank stop to engage the targets. With the reverse or fast commands, the setup is to perform the move no matter what. Firing is secondary. That is why I wish there was a hunt in reverse command. I have played several times where I was reversing away from a numerically superior enemy in a scenario and my units would be blazing away in reverse, firing and missing, while the Russians would stop, fire and sometimes hit. Very annoying.
  15. This is a short one: landed two groups, one platoon on the NW corner and 2 platoons heading for the SE corner. both are discovered before they hit the wall, one by a sharpie, the 2 group by running into mine and sharpie. the 2 platoon group hits the wall, tries to go thru the wire, and is slaughtered by an enemy platoon. the 1 platoon group slides down the wall to the gate, merely to die 50 feet in the compound. Over and out. I think the total was 80 or 88 for the german in this one. Felt like being in Vegas and the house getting 21 all the time. Had two good ones for this one to balance out.
  16. RoWII North of Epron or “Normandy on a Shoestring” PRE-GAME SETUP: The briefing is fairly clear; we are the security for a forward deployed artillery battalion (-). Why we may come under attack is not clear, but that is the fortunes of war. We have 2 25lb batteries and accompanying trucks, many of which are “locked” in place. 2 platoons of infantry of generally less than average quality are the main ground holders. 10 Vickers MG’s make up the “stiffening” for the defense. Unfortunatlely, 2 of them are located in a 2 story building on the south end of town that evidently has a huge banner announcing “Machine Gun Nest” hanging on the roof!! For anti tank assets, we have a 6lbr, about 7 PIATS, and 2 40mm Bofors. The Bofors are fixed near the gun positions. For artillery, other than the 2 25lb batteries, we have the platoon 50mm’s and 4 of the excellent 3in mortars. The briefing described the need to consider all round defense of the position. We will not ignore that, as it is entirely possible that enemy forces could come from the flanks or rear; but, we will consider the south as being the highest threat direction. With the south as the “front”, we deploy as follows: We have one AP minefield; that is placed in the leading edge of the scattered woods on the far right flank. From that point, barbed wire is strung along the scattered woods until it reaches the town. That will make movement very difficult for any attacker, and hopefully will convince him to attack the center. Covering this, is a platoon HQ with 2 squads in the scattered woods, a PIAT watching the right road, a Vickers covering the rear in the 2 story building and 2 more Vickers watching the right front and center front of the position. A Humber AC watches the flank road while a White SC backs up the infantry. In addition to the platoon mortar, a 3in is assigned here as well. The left is a little more thinly covered. The other platoon HQ is here with 2 squads and the mortar. The same Humber/White combo is working here also. 2 Vickers and 2 PIATS finish the deployment. The hope is that no significant force will risk the wet wheat fields and the mines that are marked there. The center is where any “push” is anticipated and the heaviest ordinance is saved for here. First off, the 2 squads that were stripped off the platoons are here in an ad hoc platoon under the Battalion CO. 3 Vickers have taken positions here, with the balance of the PIATS. The 6lbr is sighted down the main road in the scattered woods at the Y junction just inside town. And, the 3 remaining 3in mortars are here; one with a DF los to the road, the others behind buildings in command of the Major in the church tower. A white SC is in reserve, with a Humber watching the North road just in case. OPENING MOVES: About a platoons worth of “light” armor and infantry each move from the scattered woods in the south toward the woods along the road. Several HT’s take the MG nest house under fire and flatten it in 2 minutes with heavy casualties. 3 men make it out but are gunned down like dogs in the road. My 3 in mortars take the scattered trees under indirect fire. The HT’s advance down the road thru the 3in barrage. One appears immobilized (later examination would show this to be true) and the infantry appears pinned there. The 6lbr opens up at 250m range. The trucks in the rear drive down the roads for more covered positions and to generate some “sound” contacts to hopefully worry the Germans. Now the HT’s have moved up almost to the former MG nest. They resolve into an assault HT and 2 250/9’s. The ATG loses the duel with them, but a 3in mortar KO’s the 251/9, as I have “layered” the road with fire. I have lost the 3in that had direct LOS to the road however; that was an error in placement. The leading elements of the infantry that came thru the woods to the right of the road begins to appear at the edge of the woods. At this point I am convinced that the main effort is here. All 3 scout cars rush to the center, one being KO’d, to support the 2 squads of infantry holding the center. About 2 platoons worth of Germans rush across the open ground into the scattered woods on the right center. The armor in the center takes a pounding as one HT is killed by the left 40mm long range thru the buildings and both 250/9’s die; one to a PIAT and the other to a 3in mortar blast. The scene by the road coming thru the woods is chaotic, but still very dangerous. MID PHASE: The Germans penetrate into the front edge of the village. They lose another HT and a Puma to PIATS, who in turn die in a blaze of gunfire. My AC’s and SC’s support the Major and his 2 squads while a 3rd assists from their position on the right. Any MG with a target is firing now, and German artillery begins to land in the center of town, one round of which takes out both 3in mortars. Well, they had good effect and had fired over ½ of their ammo so that wasn’t too bad. The German infantry take a building in the center, but are forced out when one of their own AT teams shoots and hits the building by mistake, setting it on fire. (I have to admit, I got many laughs out of that one at the time….) The Germans have a foothold in the village now, with about 2 platoons; but only 3 HT’s seem to be operating now. The German arty has KO’d a Humber, but short rounds have also apparently hurt some German squads. They don’t appear to be pressing the issue right now. Approximately 9 minutes only have elapsed. Bad report heard: more light armor sound contacts coming down the road. My original 2 squads in the center are in a bad way, but the 2 from either flank have moved up to support, with the ones from the right giving yeomanlike help. It got worse. The light armor are 2 Lynx coming on fast. One runs the 25lbr/40mm gauntlet into town and burns both Humbers that were helping to cover the road. This is bad, as I have only 2 PIAT teams remaining, both with casualties. He knows where the arty is and the Bofors and can avoid them, running rampant where else he likes. 11 minutes into the attack. Hold the phone! He is switching his axis of attack! I thought that he would just hammer my center and then proceed to the flanks, but he has picked up and is moving to my left across my front. Apparently he has more troops as 3 ? contacts are spotted; presumably HT’s with infantry. The left flank infantry squads will have to fall back to cover the gun positions. Hopefully I can spare a squad from the center to help out. We will see. 12 min. mark. Confirm that switch of attack. 6 HT’s are moving on the left. They shot up one of the trucks hiding there before it could join the others in moving off the board. Infantry is trying to redeploy to that area, but time is needed. The 25lbrs will have to look out for themselves. They have already KO’d two HT’s, but it is the infantry that is the problem. The Lynxi appear to be hiding in town, maybe waiting an opportunity. 14min mark. END PHASE: Whew, this was close run, but I think it is over now. 2 squads of infantry made the woods to the left of Battery 2, but the combined fire of three 25lbr’s broke one and killed the other. The Lynxi tried a dash across the road covered by the Bofors. Unfortunately for them, the scattered woods on the other side slowed them up enough for the Bofors to track and kill both. On the other flank, noticing a slackening of opposition, the 2 squads of C platoon launched an attack that drove the few German defenders in the area to their deaths. The only remaining German asset in the center now appears to be a HT. 16min mark. Yep that is about it. The left flank attack has been repulsed, the last HT is reversing toward the fields. Scattered crews and small units are seen heading back toward the marshlands with MG fire urging them on. Our right flank counterattack has stopped at the woods line to observe, as the remaining HT on that side is also pulling back. I am calling up the last 3in mortar to try and get some shots at the immobilized assault HT that is way down the road. 18min mark. It is over. I guess the MG’s must have caused enough casualties to drive him below 15%. Finals at the 20 min. mark are: Axis 141 cas (42KIA) 35 captured 16 vehicles KO’d Score 22 Allied: 95 cas (21KIA) 4 mortars dstry’d 1 gun dstry’d 10 vehicles KO’d Score 78 RECAP: I thought I was done for in this one. 6 total squads of infantry. Yes, the 10 mg’s help, but this is CMBO, and 2 of them were goners in the sacrificial “MG nest”. The key was the 3in mortars. I only was using two of them for the most part in the indirect mode, but they each got a gun armed HT and I am sure that they caused their share of the infantry casualties. By staggering them down the road, the beaten area was increased, making it difficult for the German to avoid them. I kept hoping for some reinforcement. Was there any? I think that coming up the road is the play for the German, but then to veer right, as he did too late, and concentrate on the left gun position. The German should consider saving his arty ammo for the battery or to smoke his moves on the battery, because the battery can be very good in its own defense. The 251/9’s are absolutely crucial for the attack. My opponents effective loss of 2 in the first 4-5 minutes could have been the turning point right there. And yes, both were from the mortars, so some “luck” is involved in everything. Ces’t la Guerre, or whatever. This scenario had me on the edge of my recliner the whole time.
  17. AAR- EMILVILLE EXIT TABPUB (AXIS) VS CUZN (ALLIED) Pre Battle Setup: The forces for the Germans are meager to say the least. The deployment options are equally daunting. One is hoping for two things in this engagement; 1) rapid reinforcements and 2) a cautious attacker. The infantry platoon is deployed along the dirt road in depth (ha), with 2 half squads and a Panzerschreck up front to hopefully force a deployment, with the other 2 squads back behind a wall at the end of the wooded area covering a minefield(ed.note:that is a brush area. I play too much with trees off). The HMG’s are behind a wall at the west end of town covering the wheat field with the mortars in support behind them. The ATG assets are deployed evenly across the rear of the position, one on either flank with a 20mm Flak in support; the third in the town behind a building looking down the paved road. The STG’s are in the scattered woods East of the Bois Morel; they will cover the road until it gets to hot and retreat thru the wheat field back to the town. Opening Phase: An armored infantry platoon with armored car support comes down the dirt road. They overrun the first ambush position with no problem and proceed toward the “main” line. The lead halftracks seem to magically drive through the daisy chain mines and proceed to wipe out the rest of the platoon with little/no losses. As they continue, the 20mm/75mm combo from the left flank kills the lead 3 HTs. Meanwhile, on the main road, one Sherman is killed by long-range 75mm fire, as it was covering several AC’s cautiously advancing down the road. During the next minute, an M8 is killed on the dirt road, while on the right, all three AC’s are killed by the STG’s and the 75; each claiming one. I believe the ambush has been blown now, and with the weight that appears to be coming down the left side, I will now start thinking about extracting the STG’s back to Emilville, as a Sherman has been spotted on the left. ELAPSED TIME: 8 MINUTES. Mid Phase: Several more light AFV’s are destroyed on the left flank, but tanks take the 20mm under fire and knock it out. On the right, one Sherman is taken out at over 1000m by a turret hit from the 75 and another is attempting to lay smoke. In addition? units are seen moving through the Bois Morel, so the STG’s prepare to leave. ELAPSED TIME: APPROX. 12 MIN. 3 tanks are destroyed on the left by the 75, but enemy infantry in company strength is now advancing. One platoon up the road is stalled by MG and mortar fire; while 75 and MG fire pin down the 2 advancing down the edge. The mortars are now empty and retreating, while the HMG’s have expended ½ their ammo. The STG’s are ½ way thru the wheat field, and now reinforcements arrive! 2 PzJgr IV’s with another platoon of infantry! They rush to take positions on the front edge of town to support the beleaguered HMG’s and ATG. ELAPSED TIME: 15 MIN. Ack! The veteran PzJgr IV has been KO’d by a 76 Sherman, but the crack one gets a first shot kill at 585 m on a different M4. The infantry has arrived in the nick of time, as it helps chase off the platoons that were advancing along the edge. A couple of units were seen to depart the field of battle. The left flank 75 has expended all its HE, so the TD’s arrival with the infantry was a godsend. The original STG group is just exiting the wheat field on the right flank, headed toward the town. ELAPSED TIME: 17 MIN. Dulcetory fighting ensues; one Sherman is KO’d attempting to cross the brush from the paved road to the dirt one by the ATG in the town. A single crewman charges the left flank ATG, while 2-3 squads attempt to enter the left flank woods. Nothing is seen on the right, as the STG’s move into position in the village. ELAPSED TIME: 20 MIN. End Phase: Schweigmanns ATG is reduced to 1 man by the berserk crewman and MG fire. He still takes out a Sherman! He is down to 3ap and 3 smoke rounds now. One enemy squad has made the woods and is creeping around somewhere, but the rest seem to be repulsed. A TD is spotted, but other than that, long range small arms is all that is being exchanged. ELAPSED TIME: 23 MIN. Schweigmann is dead! That squad that made the woods came in on the flank, overran the Platoon HQ and killed him. The rest of the Americans seem to be licking their wounds. A scratch group consisting of a crew, LMG, and a Panzerschreck are going out to eject an American crew from the farmhouse along the main road near the VL. The Americans appear to be sending an equally scratch force to reinforce it…Both sides don’t have much to work with, but the Amis have been really bloodied. ELAPSED TIME: 25 MIN. Here they come! 2 HT’s fly down the road, one is KO’d by the PzJgr; the other makes the woods near the left of town. A Sherman covers them, killing a STG near the main road, but being killed in turn by the other STG on the left of town. Another HT is holed by the PzJgr and then killed. 3 more HT’s charge up the road to their death by the PzJgr; while the two that made the woods are KO’d by the STG. ELAPSED TIME: 28 MIN. The orgy of death is over. Explosions were seen by the daisy chain on the dirt road that were later found to be trucks with mortar teams inside. No one was seen to exit the board and the VL’s around the town were German at the end; while the one on the paved road was neutral and the 2 on the dirt road were American. No American tank was operating at the end and only one mobile HT remained. Final Score: Allied: 162 cas (47kia) 3 mortars destroyed 31 vehicles KO’d Men OK: 178 Score: 9 Axis: 69cas(17kia) 2 guns destroyed 2 vehicles KO’d Men OK: 85 Score: 88 From my point of view, the American is required to choose an axis of attack and commit the whole force to it. The paved road side would appear to be the most logical, as there is no natural chokepoint and the terrain is more open. The tanks must be massed and used to smother an ATG when found, either by smoke or HE. The piecemeal advance will only play into the German deployment. The kill ratio of the ATGs in this scenario was the most I have ever seen in over 100 CM games. Schweigmann’s accounted for 7 vehicles alone and expended nearly all its ammo; and the 20mm that was KO’d early got 5 light vehicles. The 2 HMG’s behind the wall in foxholes dug in open ground both survived and expended all but 7 rounds between them. While CM does not track casualties well, they definitely broke up the American infantry attacks the best that I have ever done with CMBO HMG’s. I think that a coordinated American attack would be very difficult to stop, barring some very fortunate occurrences for the German. [ December 30, 2002, 04:56 AM: Message edited by: tabpub ]
  18. the 40.72 cleared up my invisible text problem...sounds like an acne commercial.... :confused:
  19. Laxx: Those are T60's, not 26's. They have possibly the only duty of being targets, hopefully as a diversion. I am playing this against a human who kept his force slow and basically together down the road, with some flanking MKIII's on attackers right. No Tigers have been touched, tried, but like shooting PingPong balls at them. Tried to get the 'tilda's in close behind woods, but lost the duels. My tanks are smoking wrecks, but we have accounted for about 4-5 mk3's. Hell, I even had a 34 immob in the open in this one, didn't think he could...
  20. Will we be allowed to deploy and command our own troops at least? ps. is this just a scenario thingie? I just finished a QB minor vic and it ended right on 30.
  21. I'll tell all you fitness experts what to do. Next summer go out and watch your local high school football team practice in the August heat. Especially if their coaches are sadists like ours used to be 22 yrs ago.. I can still remember running the "gassers"(wind sprints) and dreading hearing the whistle blow to hit the dirt at speed. We would be in full uniform and that has to be lighter overall than what a lot of soldiers had to deal with. We would run these at the end of practice and afterwards you could not see more than a few guys that weren't heaving for breath, if not blowing chunks(throwing up). Now I was not a "super" athlete, but when my senior season ended, I went from a playing weight of about 180 to 220 in months. I kept the same diet without the excercise. I am now 40 and you would have to have a gun on me to make me do that again. Of course, after 22 yrs of a pack a day, I would either have a myocardial infarction(heart attack) or puke up a lung.... I guess the point is that most people, soldiers included, take things as easily as possible for as long as possible. When they have to exert, they can, but the body can only do so much. Don't expect the little pixelated men to do more than you could at their "age". They are not superheroes and remember, they other guy has the same thing to work with in the game system. It's not like my "fit" is better than your "fit". Ed. note - Parentheses added for the furriners.. [ December 12, 2002, 01:36 AM: Message edited by: tabpub ]
  22. OK, I guess maybe I'm the one who has misunderstood the Seek Hulldown command. You're actually supposed to stick the waypoint out at the point you want to be hulldown TOO? That does seem a bit weird. I think I'll stick with the Hunt command for all but very limited applications.</font>
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