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Aaron

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Everything posted by Aaron

  1. I've been playing it wrong. I used the casualty factor for attached units only. I did this because I track my own battle group's casualties separately. My main problem with using casualties for the battle groups is that its highly improbably that a unit will lose 50% of their soldiers in the few days between battles. With the replacement rules, battle losses are replaced almost instantly (one day), why aren't these weather losses also replaced? One alternate is to reduce the size of the battlegroup for the battle but only count battle casualties as lost. This, however, would require you to record the number of men in each squad both before and after the battle. Aaron [ February 20, 2003, 03:41 PM: Message edited by: Aaron ]
  2. If you make a map without any flags, the quick battle generator will add flags to it. The same is true IIRC for setup zones. If you don't have setup zone the QB generator will assign them. Aaron
  3. The only use of a captured tank by the Allies that I know of is Oddball's Tiger. I'm not sure what it was designated. I have seen pictures of americans using captured 251 halftracks though. NOTE: When I read this question I assumed that "Allied" meant US/Britain/France. Guess I've been playing too much Totaler Krieg. Aaron [ February 19, 2003, 03:18 PM: Message edited by: Aaron ]
  4. Its on the first quick battle screen near the bottom left. BTW-Rarity only works in quick battles, it has no effect in scenarios since those point are unlimited. Aaron
  5. I'm curious. Most of my WWII books/reading are about military things. What was the excuse Hitler told the German people in 1941 as to why he attacked Russia? Aaron
  6. Great link, I missed that one before. So we have 5,339 sPzB versus around 20,000* 3.7 PAK and 1.6 million rounds for the sPzB vs 10 million for the PAK. I stand corrected, that's far more common that I thought. Can't believe I missed both of those. Was the 221 a field conversion? Did you mean "in any respect" or "in all respects"? Aaron *I've seen number between 5,300 and 40,000
  7. My only request would be the option of saving a scenario in an open file format. (PBEM game would still be encrypted). That way tools such as Mapping Mission can be expanded to create entire scenarios instead of just maps. Either that or tools to generate the game file for BCR's campaign rules. Aaron
  8. I've look through everything I can to try and find production figures for this gun but came up empty. I know they were common in North Africa (where they were introduced) and many where given to the Italians. By '41, they seem to be only used by the Luftwaffe and, according to CM, the few Light Infantry division. By the time the 5cm PAK became availiable, I guess the infantry's 2.8cm gun would be religated to rear-echelon troops as the 5cm was superior in every way. The lightweight Luftwaffe version was used throughout the war. The small number of tiny shells needed to support this version wasn't much of a drain on the tungsten supply. Some were used instead of 3.7cm PAKs on 251/10 halftracks and a few were mounted on 221 Armored Cars. Neither of these vehicles IFAICT are supported by CMBB. Because it was classified as a heavy anti-tank rifle, I'm not sure if it was used as a replacement for the normal PzB39 in the infantry companies or if it was used in AT companies. Sorry I couldn't be more help. Aaron
  9. I don't think there is any tank so poorly priced that buying it at +100% (i.e. paying twice what its worth) will give you an unfair advantage. Aaron
  10. The first one. You buy what is specified and use the rest of the points for whatever you want (in the same category) A couple things. First, some players use the extra points to buy on-board artillery. However, the large artillery rolls generally only apply to June/July time frame. You'll soon be well below the QB imposed limits. Aaron
  11. That's true. However, even if just the LMG is firing, the entire squad loses AMMO points as if the entire squad was firing. It would be nice, as he mentioned, to be able to pick who stays and who goes when splitting squads. I'd like to split a squad into a 2-man LMG team and an 8-man assault team instead of two 5-man teams. The main advantage of 1:1 is that my 88s have more than one guys manning them. Aaron
  12. What is it doing or not doing? The effect isn't actually detectable until you start the battle and check the guys ammo loadouts. I'm not sure how. The ammo setting doesn't seem to effect unit prices or total number of points. Its kinda a "screw" setting. (i.e low ammo is -bad-) This does remind me of an older question. If you have a German casualty setting (say 50%) and you play the battle. Do you consider the guys that didn't participate as KIA, and thus they need Replacements, or do you only need Replacements for the guys actually killed in the battle. Aaron [ February 06, 2003, 06:06 PM: Message edited by: Aaron ]
  13. I do know Soviet artillery regiments had more than a single battery per battalion as follows: </font>
  14. The germans were also, IIRC, working on a fully enclosed tracked troop carrier based on the Pz38 chassis. I forget what they called it. It would be groovy if you could add entire vehicles to the CMBB database. That way we could try out some of the proto-types that never actually made it (such as the improved turret for panthers). Or Gear Kreig stuff Aaron [ February 06, 2003, 10:21 AM: Message edited by: Aaron ]
  15. I just did a quick test. Situation: a 2 kilometer map, very dry, cool conditions. The Running squads took 22 turns to move 2k, while the Moving squads took 24 turns (actually more like 23.3). At the end of 24 turns, the Running squads were Tiring while the Moving squads were Ready. I ran the same test in Hot conditions. The only difference was that the Running squads ended up Tired. I guess the conclusion is that Move is just as fast as Run over long distances. The little time Run gets you is wasted as your squads have to rest a the extra two turns. Aaron
  16. I've been trying to come up with something similar. I've been tracing 1 PzGrp. Here are some places and dates. I don't have dates for every location. Lutsk-June 22 Dubnio-June 25 Berdichev Zhitomir-July 9 Kiev (outskirts only, bypassed) Uman-July 8-16 Kirovograd Denepropetrovsk-August 25-Sept 4 (kinda bypassed) The Dnieper river crossing Lubny(closing Kiev pocket)-Sept 16 Stalino The Mius river crossing-Sept 20 Taganrog-Oct 17 Rostov-Nov 20 After this point 1 PzGr retreated to behind the Mius. There are some good maps on West Point's webpage that show the movement of the various german armies and their soviet conterparts. http://www.dean.usma.edu/history/dhistorymaps/WWIIPages/WWIIEurope/WWIIEToC.htm Aaron [ February 05, 2003, 01:28 PM: Message edited by: Aaron ]
  17. Its not a question of points but of total number of units. At 50% casualties I get twice as many squads each with 5 or so dead guys. More squads = more time. The extra time taken isn't linear either. Its taking three minutes to run the turn (compared to less than one for 0% casualties). Add a minute for the movie and a 30 turn battle takes a minimum of 2 hours to run. You would get the same effect just by splitting all the squads into teams. Aaron
  18. I would like to see that movement test continued for 5 more turns. Its my impression that squads Running will eventually get so tired that they will be overtaken by squads Moving. Guess I'll have to try myself. Aaron [ February 05, 2003, 09:23 AM: Message edited by: Aaron ]
  19. Shouldn't recon troops stick with the 250 series of HTs instead of the 251s? At least that's my understanding. Aaron
  20. I don't use the Casualties field for the same reason. I can run a big (2000 pts) battle on my machine no problemo, but if its a big battle with 50% casualties its almost unplayable. Aaron
  21. I use the Pause command ("P") between each row of vehicles. I haven't had much driving trouble since. Aaron
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