-
Posts
3,719 -
Joined
-
Last visited
-
Days Won
18
Posts posted by RockinHarry
-
-
thanks, that answered my remaining questions! I also worked through most of a website dealing with Brit/CM Arty and methods, which leaves nothing unanswered actually. :cool:Originally posted by JonS:Assuming 63rd A-Tk Regt was a Corps asset (which I think it was) the SPs in 146 Bty would be M-10C Achilles (M-10s mounting a 17-pr).
Det 100 Radar Bty - Detachment from 100 Radar Battery. Presumably one (or maybe two) radars used for counter battery and counter-mortar work, and also at a pinch to adjust outgoing fire. No relevance to CM, although you might up the level of British FOOs by one step, or reduce the amount of German indirect fire assets. Either - or both - of those also make sense as far as the AOP Flight is concerned.
Tp 356 SL Bty - a Troop from 356 Searchlight Battery. Presumably four searchlights. No real relevance to CM, although you might make the environmental conditions a little better (i.e. longer visibility) than otherwise - e.g. dawn instead of night.
Regards
Jon
PS Just checked 63rd A-Tk Regt - yes, it was a Corps asset. Therefore Achilles, organised as three troops, each of four vehicles.
"Det 4 Svy Regt" seems to be a surveylance unit, similar to german "Beobachtungs-Abteilung", dealing with counter battery/mortar tasks ect.
now back to scenario making....
-
Here´s support and attached units during Op Veritable:
51 (H) Inf Div
under command:
107 RAC
6 Fd Regt
146/63 Anti.-tank Bty (SP)
Det 4 Svy Regt
'C' Flt 652 AOP Sqn
Det 100 Radar Bty
Tp 356 SL Bty
in support:
'B' Sqn 1 LOTHIANS
1. FF YEO less 'B' & 'C' Sqns
42 Assault Regt RE less 16 and 617 Sqns
79 Med Regt
Tanks obviously is mostly from 79. AD; Crocodiles, AVRE´s and Churchills from 34th TB.
'C' Flt 652 AOP Sqn sounds like "C flight of 652 Aireal Observation Plane Squadroon, but what is the remaining units "under command"? 107 RAC is clear ( a Btl. of 34. TB) as well as the self propelled AT (Archers?) and the 6 Fd Regt.
Det 4 Svy Regt??
Det 100 Radar Bty?
Tp 356 SL Bty??
-
See if it matches this:Originally posted by John D Salt:</font><blockquote>quote:</font><hr />Originally posted by RockinHarry:
Yet need to check divisional Arty and AGRA support for the period and under XXX corps command, I should have that stuff in my docs somewhere.
CRA 30 Corps (Rawlins)
2 Cdn AGRA (Leggat)
3 Cdn Med Regt
4 Cdn Med Regt
7 Cdn Med Regt
10 Med Regt
1 Hy Regt
3 AGRA (Cleeve)
13 Med Regt
59 Med Regt
67 Med Regt
72 Med Regt
59 Hy Regt
4 AGRA (Hambleton)
53 Med Regt
65 Med Regt (less 1 bty)
79 Med Regt
51 Hy Regt (less 1 155mm bty)
5 AGRA (Yates)
7 Med Regt
64 Med Regt
84 Med Regt
121 Med Regt
52 Hy Regt
9 AGRA (Crosland)
9 Med Regt
11 Med Regt
107 Med Regt
53 Hy Regt
Additional arty:
74 AA Bde (Smith)
106 AA Bde (Jones)
6 Fd Regt
19 Fd Regt
86 Fd Regt
147 Fd Regt
73 A Tk Regt
27 LAA Regt
1 Cdn Rocket Unit
3 Super Hy Regt
Div Arty for 51 (H) Div (Rennie)
CRA (Shiel)
126 Fd Regt
127 Fd Regt
128 Fd Regt
61 A Tk Regt
40 LAA Regt
The total number of weapons, by type, in the Corps arty appears to be:
1 A Tk Regt --> 48 17-pdr
1 LAA Regt --> 54 40mm Bofors
2 AA Bdes --> 144 3.7-in AA
4 Fd Regts --> 96 25-pdr
18 Med Regts (less 1 bty) --> 32 4.5-in and 248 5.5-in
5 Hy Regts (less 1 bty) --> 36 155mm and 40 7.2-in
1 Super Hy Regt --> 2 8-in and 4 240mm
1 Rocket Unit --> 12 32-barrel Land Mattress
...all from the Staff College battlefield tour guide for Veritable, 1947.
They really shouldn't be short of indirect fire support.
All the best,
John. </font>
-
LOL! Love it!
-
-
ROFL Keep em coming! :cool:
-
Thanks! I´m just about to download the mod and I´ll check it later when I´m back home!Originally posted by David I:RockinHarry,
Oddly enough it was your scenario project that inspired these. Main difference is the change from Jump jackets with the thigh wraps to Ground Combat Jackets. Additionally the ammo bandoliers and gas can cases are replaced with regular ammo pouches and cans. Also gone are the jump boots, replaced by low boots and gaters.
DavidI
PS. I may try making a water/tan ground combat jacket as well.
I was inspired myself to make 3 new mods for my oncoming Veritable scenario project: Clay field (grain), brick masonry wall (stone wall) and another variation of wire fence (wooden fence). No wonder scenario making takes that long! I´ll upload that stuff next week i think.
-
cool! :cool: looks like just what I need for my current scenario project. Currently using AndrewFox excellent stuff and like to see how it compares.
-
that´s good news, thanks! :cool:Originally posted by NCrawler:Yes. 900rpm for MG34 and approx. 1200rpm for the MG42. I used the MG34 for the CMG/BMG/AAMG sounds for tanks...
-
Thnaks again! I think I will go with the snipers and the engineer platoon, but not the Wasps and single man flamers. A platoon of MMG should be ok. Yet need to check divisional Arty and AGRA support for the period and under XXX corps command, I should have that stuff in my docs somewhere.
My main sources is the "Veritable" report files (PDF format, detail maps included!) that can be found at:
http://cgsc.leavenworth.army.mil/carl/contentdm/home.htm
as well as some stuff from
http://www.forces.gc.ca/dhh/history_archives/engraph/cmhq_e.asp?cat=1
Book sources I use is Whitakers Rhineland..., Thompsons book, The 51st Highland Division, The Victory Campaign and some german stuff dealing with german paratroopers.
more questions may pop up soon...
-
Do you make the MG34 and 42 sound with the correct RPM? The sounds in the game represent anything but the original MG34/42 (too slow RPM) Same for the generic german tank MG sounds. RPM appropiate for a russian DPM or 30cal maybe, but not MG34!Originally posted by NCrawler:Sometime this week I should be finished with the weapon sound fx for my new sound mod. I need like 5 or 6 people that would be willing to test them for me and make suggestions for changes/improvements. If you would like to help, please send me an email to jjohnson@sherwoodpolice.org and I will send them to you when I finish. I will also be updating explosions, vehicles, etc. and will send them also when I finish them. Thanks...
-
Just recognized that CMAK obviously represents both these platoons as extras combat platoons in the support company. Or is these integral part of the SC?! CMBO does not have these extra 2 platoons, as well as the sniper squad. I assume these were directly subordinated to the combat companies? Same for the infantry flamers. CMBO has an inf. flamer squad in the engineers platoon, while in CMAK single man flamers were directly attached to the infantry platoons?Originally posted by John D Salt:I assume you will not be bothering to represent the signals and admin platoons.
All the best,
John.
So does BFC gives in CMAK a more "accurate" british infantry OOB, by including extra infantry platoons and the snipers in the normal infantry Btl. OOB? Or was that a real difference between forces serving in italy and NWE theatre?
CMBO has an extra Inf. Btl. variation with MMG support attached. Was that a standard procedure to attach (Vickers) MMG´s to infantry Btl. and if yes how many? :confused:
-
The ATk platoon is scaled for six 6-pounders, and has 6 Loyd Carriers as towing vehicles, a Universal Carrier for the platoon commander, and 15cwt trucks for ammunition supply and the REME fitter section.Originally posted by John D Salt:</font><blockquote>quote:</font><hr />Originally posted by RockinHarry:
[snips]
Deleting the flamethrower section from the infantry platoons appears to be one measure, but I´m uncertain about the "correct" composition of the regular support units of an infantry bataillon (engineer & AT plt.) CMAK adds a platoon of Wasp flamers, but I know the particular battle has added support, a squadroon of Crocodiles (from Fife and Forfar Yeomanry/ 79th AD).
The mortar platoon has six 3-inch (81mm) mortars, which I assume you will have off-table. If you want it on-table, you need a Universal Carrier for each mortar detachment, another for the platoon commander, 3 15cwt trucks and a 3-ton lorry.
The carrier platoon has 4 sections each of 3 Universal Carriers, plus a carrier for the platoon commander and a couple of 15cwt trucks. Each carrier has a Bren gun, each section has a PIAT, and I would give each section a 2-in mortar as well.
The Assault Pioneer platoon has two assault sections and one pioneer section, and a total strength of 1 officer and 28 men.
I assume you will not be bothering to represent the signals and admin platoons.
The above is mostly drawn from George Forty's "British Army Handbook 1939-1945". Obviously the se are the nominal strengths, and what was actually fielded might be quite different. Only inspection of the unit war diary for the action concerned is likely to tell you exactly what they had on the day.
All the best,
John. </font>
-
Hello,
I´m currently preparing a CMAK scenario portraying a particular battle (attack on HASSUM station) that took place during operation "Veritable" on february 16, 1945. The Brit unit in question is the 1st Black Watch, a bataillon of the famous 51. "Highland" Division. Since this is a CMAK battle, I now have to work with those OOB´s as offered for the italian campaign, which appear to be somewhat different than those for NWE in 1944/45. Comparing to he OOB´s in CMBO (a normal infantry bataillon) I obviously need to make some adjustements to get the 1st BW force composition right for the CMAK battle. Deleting the flamethrower section from the infantry platoons appears to be one measure, but I´m uncertain about the "correct" composition of the regular support units of an infantry bataillon (engineer & AT plt.) CMAK adds a platoon of Wasp flamers, but I know the particular battle has added support, a squadroon of Crocodiles (from Fife and Forfar Yeomanry/ 79th AD).
-
thanks for the hint. I guess these are included in the ETO Fall scenario pack? Did not unzip yet for lack of time (playing).Originally posted by David I:RockinHarry,
There are a number of bitchin Fall scenarios including "Bidberg Heights" and "Rhino by the Horns" to name but two.
DavidI
Currently preparing another mod (Vineyard) and scenario (Brits or canadians in "Op. Veritable"), so time is scarce usually.
-
...one more note for those who downloaded from TPG lately. The ZIP file did not update as expected (was my fault), so the old scenario file still was the one there. I just deleted it. The one at SD2 is the correct (and only) one. Sorry for the mess.
-
What it looked like
http://www.army.mil/cmh-pg/books/wwii/Siegfried/Siegfried%20Line/siegfried-ch16.htm#pf375
an overview map
http://www.army.mil/cmh-pg/books/wwii/Siegfried/Pics/pg329map6.jpg
and a little bit of background story for the scenario
http://www.army.mil/cmh-pg/books/wwii/Siegfried/Siegfried%20Line/siegfried-ch14.htm#b3
-
Mods installed (and also my recommendation for battles taking place in germany and lowlands) is David´s ETO mod, J2D Fall Trees mod (excluding the hedge which does not quite work). Installed on top of this is my Pine Tree, Sandbag and Rough mods, available at CMMODS.
Supplementing mods is a Trenchpack mod and all the great uniforms stuff from AndrewFox! (they rock! :cool: )
Installing my Pine tree, sandbag and rough terrain mod I would call a requirement as otherwise you have the inappropiate italy looks.
Well, actually lots of stuff for playing a rather small scenario, but it´s really worth it!
-
I very well remember Panzerkeil Am Mius! :eek: Had to overcome these nasty AT gun nests cleverly placed in keyholed, enfilading positions with lots of infantry and artillery! Leads to a further issue; protect the AT guns with at least light MG vs. enemy infantry and don´t put the guns in any sort of woods! Tree bursts kill everything, even when placed in trenches. Another thing to consider is placing the guns far enough (30-50m) from any friendlies who open up fire on the enemy sooner (IE. supporting infantry, LMG ect.)to avoid colateral damage from enemy return fire. Enemy fire aimed at a friendly which is very close (below 30m) also makes the gun oftenly turn toward the enemy firer, ignoring set covered arcs in bad moments.Originally posted by George Mc:Like your ideas which I have also used (notably on Panzerkeil Am Mius)to good effect.
Adding section or abteilung HQs to AI guns in an AIP Defense scenario is always a good idea, as GeorgeMC states. Not sure if the stealth HQ bonus is used though, since the game assumes the guns (and other units) to be camouflaged (unless moved from initial setup position) anyway. Do the bonuses sum up, can anybody confirm?
TRP´s also seem to encourage the AIP to make more and better use of any its guns (both direct and indirect).
-
The scenario is now finished and beeing uploaded at SDII RHZ Death Factory #1
The scenario ZIP file contains a PDF file that offers a command map, the US player briefing and further notes.
Comments (or curses) welcomed!
Edit: Deleted TPG link, since the server still hosted the old file unexpectedly! Please anybody who downloaded from TPG lately, redo from SD2! SD2 hosts the correct file. Sorry for that.
[ October 11, 2006, 06:17 AM: Message edited by: RockinHarry ]
-
-
I got to check the BoB website again. I have the link somewhere....Originally posted by Sequoia:There is a list of which phrase goes with which wav for CMBB Germans, Russians, and CMAK Italians at the Band of Brothers site. I've noticed that the phrases for each language for the same wav number (the first number would be different of course) are more or less the same. For example wav 31234 would say "Achtung Panzer" and wav 51234 would say "Tank spotted".
:confused:
Yes, phrases are mostly the same and only the file offset number makes the difference. Thus if one has figured out trigger events for a particualr nations voice files, one just has to consider the offset (first figure) for the other nations files.
IE german voice files 33300 - 33323 appear to be some sort of "Idle sound", used for (stationary?) unengaged infantry. Athmospheric filler. Might be these also indicate established contact to HQ units. Got to check this with "out of contact" units again.
Equivalent US voice sound files would be 53300 - 53318, obviously 5 sounds less than the german ones, but triggered from same game event. Example phrases: "Pay attention", "Ok Seargent", "Yes, Sir!", "Did you see that?"..and so on. German voice sound files are direct translations and resemble little to actual german command language used in WW2. Obviously only german native language speakers will ever notice this. Thus I call it "Hollywood style".
German voice sounds 32200 - 32208 are triggered by a (successful?) "rally" attempt. Not sure if this is self rally or with friendly HQ rally combined. Particular german phrases are partly funny. "Get up you cowards" (Steht auf ihr Feiglinge) or "Get up you pigs" (Steht auf ihr Schweine) is complete nonsense and can probably only be heard in bad Hollywood films from the 50-70 era.
The german phrases used for tank or AT combat are a little bit more realistic though.
I guess other nations voice files include similar Hollywood style phrases. Hopefully BFC makes their homeworks better for ToW! A little bit of research is all that needs to be done actually.
-
Thank you very much! Now we only need to know when the various voice sound files are triggered! Some are obvious, but many are not, the more when Hollywood language is used.
-
Did anybody make one for CMBB/CMAK and found out when they are used in the game? Example: when an infantry squad rallies successfully, a particular speech/voice sound file is played, something like "Get up and fight" or "Steht auf und kämpft". There´s about 4-5 variations per language and file. Might be I´ll mod a few files to include more realistically ones. Lots of the stuff is just "Hollywood".
Question to British forces experts
in Combat Mission: Afrika Korps
Posted
I was also glad to find something about 51. HD MG Battailon, the 1/7th Battalion The Middlesex Regiment in the net:
http://www.prole.demon.co.uk/middlesex/1_7.html
good info about how the MG battailon was employed in battle :cool:
knew of "pepperpot" before, but read for the first time about "mustard pot"!