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Heavy Drop

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Everything posted by Heavy Drop

  1. OK. Two down, one to go. Finished 'Wolf' with Enoch. A very good scenario. I expect the overall results on this one to be fairly even from one end of the spectrum to the other. Over half way through 'Honor' now. The end draws nigh. HD
  2. OK. Two down, one to go. Finished 'Wolf' with Enoch. A very good scenario. I expect the overall results on this one to be fairly even from one end of the spectrum to the other. Over half way through 'Honor' now. The end draws nigh. HD
  3. OK. Two down, one to go. Finished 'Wolf' with Enoch. A very good scenario. I expect the overall results on this one to be fairly even from one end of the spectrum to the other. Over half way through 'Honor' now. The end draws nigh. HD
  4. Enoch, It seems I am unable to make contact with you. Please try again. My alternate address is: rctravis(at)aol(dot)com. Thanks, HD
  5. Enoch, It seems I am unable to make contact with you. Please try again. My alternate address is: rctravis(at)aol(dot)com. Thanks, HD
  6. Enoch, It seems I am unable to make contact with you. Please try again. My alternate address is: rctravis(at)aol(dot)com. Thanks, HD
  7. OK, I'll be the fall guy and ask the question. Is the 'no AAR - no play in the finals' rule still in effect? Admittedly, I don't know if Holien's last AAR post was indeed the definitive one, or if Holien's list served as criteria in identifying (tentative) finalist shown above. In any case the question should be addressed. Just wondering outloud.
  8. OK, I'll be the fall guy and ask the question. Is the 'no AAR - no play in the finals' rule still in effect? Admittedly, I don't know if Holien's last AAR post was indeed the definitive one, or if Holien's list served as criteria in identifying (tentative) finalist shown above. In any case the question should be addressed. Just wondering outloud.
  9. OK, I'll be the fall guy and ask the question. Is the 'no AAR - no play in the finals' rule still in effect? Admittedly, I don't know if Holien's last AAR post was indeed the definitive one, or if Holien's list served as criteria in identifying (tentative) finalist shown above. In any case the question should be addressed. Just wondering outloud.
  10. Yes, e.g. Londoner. Regards Jim R. </font>
  11. Yes, e.g. Londoner. Regards Jim R. </font>
  12. Yes, e.g. Londoner. Regards Jim R. </font>
  13. "What?! . . . How many? . . . are you sh*ting me!!
  14. Kingfish You have me listed twice in 'Retreat from Metemma' finished games. Ted was my oponent in that game. My game with Karnak is FF40 and is still in progress. HD
  15. KARNAK -- I am still not able to make email contact with you. The address I have for you is: eorlinga@terra.es Let me know if you are receiving anything from me. HD
  16. PixelMaster Jeroen, Mail I send to you is now coming back with the following error message: ----- Transcript of session follows ----- Can't deliver message: Error writing to popsp535's mailbox: Disc quota exceeded 554 5.0.0 Service unavailable Is your mail box just full -- or did you go away? :confused: HD
  17. OK. That really suxs. :mad: :mad: :mad: I would like to vent anger upon some pinheaded, scum sucking, commie-pinko-faggot bed wetter right now but that wouldn't be fair to Treeburst. I'm really sorry this has happened Mike and can only say I am very grateful to you for all you've done for us. Thanks a million. And to my opponents -- I am willing to finish any games, but I will have to fake the enthusiasm. Roger out
  18. If you had executed this using an unsupported, lightly armored vehicle, say a flakwagon for example, I would have considered it gamey too. As described, I think it passes the gutsy test -- maybe not the smart test -- but it is just such audacious moves that win battles (or loses 3 tanks). [ January 16, 2003, 05:06 PM: Message edited by: Heavy Drop ]
  19. My experiences as the Germans pretty much mirrored those of Frunze, as does my final assessment of what I should have done. Yes, Holien, I did/do have problems with this scenario and it is primarily centered on the mission briefing. According to the briefing, the Germans are conducting a raid against an Allied artillery position with associated support units. During the setup it is made to appear that you have infiltrated to within objective rally point distance from the gun positions and must now move into final assualt positions through, over, or around woods, swamp, and hedgerows. The very definition of a Raid implies surprise, shock, limited objectives, in-and-out fast. For this mission to meet that definition the German player should quietly make a final recon of enemy positions/defenses, pinpoint the objective(s), negotiate obstacles, move forces into final assault positions and then execute the raid violently and simultaneously, with overwhelming localized fire power. If one follows doctrine and training -- versus gaming -- then a fair amount of time (10-15 turns) would be required to move into position and successfully initiate this raid. The problem, as I saw it, was that from turn one the Allied player is 'man handling' or moving guns out of the objective areas, reorganizing defenses, and shooting H&I fire with 500 meters of his perimeter. In other words, he is playing a game and knows that something is up, doesn't like the setup/situation he starts with, and sets immediately to change the parameters of the scenario. My comment to the designer is that for such scenarios to work doctrinally, tactically, a way must be found to ensure that the objective forces cannot arbitrarily be moved or reorganized without some kind of trigger event. Something to put defender immediate reaction drills in motion and allow free play from that moment on. That trigger could be contact (enemy seen, incoming fire, mine explosion), distance establish a line that if crossed the attackers are revealed), or time based (attack must take place before sunrise -- read turn 12 -- or force will be discovered) . . . . . I'm not sure which, if any, of these are plausible in scenario design but these are some very capable designers and I bet something can be done. Does all this matter? Everyone will have their own opinion. My comments are based on my experiences and the way I enjoy playing. I like CM because it does promote the need for a basic understanding, and application, of doctrine and tactics -- as evidence by all the work that goes into physics and effects modeling of this game. I have no problem with 'gaming' a scenario. It is, after all, just a game. I only ask that the designers thoroughly research and understand what the mission statement implies and work their magic accordingly. Bad intelligence, misfortune, etc. may all be part of the scenario design. These are always possible, and add spice to the experience -- when purposely designed into the scenario. Thanks Stix for all your hard work. I do appreciate and applaud your selfless commitment to my addiction. Friendly fire isn't HD
  20. TSword I don't think so; but if you know how to create breachable anti-tank ditches I would appreciate getting the information from you. If you would prefer you can contact me via email. Thanks HeavyD
  21. Two things 1. Fix the 'infantry sounds?' notification. It is ludicris to have a platoon of buttoned up tanks frantically searching for a hidden anti-tank gun that is picking them off one by one from 300-400 meters away and suddenly get an 'infantry sounds?' icon come up 500+ meters away. :mad: I don't think so. Exactly what does 'infantry sounds?' mean anyway? :confused: Besides, if they are making that much noise chances are they're artillery gomers. 2. Add Anti-tank ditches. I'm no programer but it seems you should be able to take the 'block' unit, change it's appearance and have it function like an anti-tank ditch. You also need to add the properties of a minefield so that engineers can remove it Vehicles can't cross it and engineers can reduce it.
  22. Congratulations KR! Congratulations Jeb! Thank you TB155! I had a great time and really appreciate all the hard work and patience exhibited by you, the designers and particularily my section members. As mentioned above by others, I don't feel bad about my poor showing. This was the first time I ever played human opponents. Now, I have a long list of lessons learned and I can guarantee you - it will not be the same next time around. Thanks to All Heavy D
  23. My AAR for this battle can be viewed at: http://13815000.home.icq.com//ppmain.html It was the first one I did and includes to many graphics/screen shots to fit here comfortably. It is probably more useful in the 'what not to do' column for the Allied Commander. I, however, prefer to think I was up against a much superior opponent - Cuz'n - and fared better than expected. [ October 04, 2002, 11:02 AM: Message edited by: Heavy Drop ]
  24. FIRE ON THE MOUNTAIN AAR Heavy Drop (Allies) vs. Jeb (Axis) The French briefing spoke of re-supply (wine & cheese), Germans to the south, and gave the impression of just another day at the forgotten front. The nonchalant, almost cavalier, way it was presented was a great touch of attitude by the writer. It set the stage for what was about to befall this unstressed section of the war. The OOB for the Allies was a mixed bag of primarily untested leg infantry, a sprinkling of regular infantry, a drop of veterans, a tank section (+), enough half-tracks to move a platoon, mortar & artillery support, and two anti-tank guns. The mission of these forces was essentially to hold what they had, counter any enemy move, and get the expected supply convoy’s cargo to safety. Key terrain was identified the villages of Lucio and Ville du Schalburg, and a bridge that the convoy must cross to move swiftly to safety. The unnamed hills southeast of Camporeale, and west of Ville du Schalburg, were also deemed as key terrain. Hill 249 was identified as decisive terrain. Addition victory locations consisted of the villages of Sesto San Giovanni and Camporeale, not to mention the point value assigned to the ‘cargo’ being carried by the convoy (played by neutered green infantry squads). The plan consisted of four primary actions: 1) Use the half-tracks, with tank support, to move a platoon of infantry down into the valley, secure the bridge, and provide additional protection/escort for the supply convoy. This force also had the on call mission of reinforcing the defenders on hill 249. 2) Defend hill 249. 3) Defend Lucio. 4) Defend Ville du Schalburg. The plan graphic @ http://13815000.home.icq.com/ Initial deployment was made to support the above actions. The deployment zones limited task organization and options. This meant you had to either use what was available in each zone or setup with the intent to move quickly and, because of the size of the map, a great distance. The plan didn’t last long – at least not as far as the convoy security force was concerned. Enroute to the bridge the half-tracks started taking fire from the ridgeline west of hill 249. I believed that I was fired upon by a force sent to attack hill 249, capture the eastern end of the bridge, or both. Either way, I was obliged to dismount and defend on the east side of the bridge. Fortunately I had decided to put both arty observers (75 & 105mm) on the hill west of Ville du Schalburg and they had line-of-sight to what turned out to be German mountain troops. Within minutes I had the ridgeline covered with some fairly devastating fire. If not for the artillery my infantry would never had held. Even then I had one squad that constantly panicked and backed away. The MGs on the half-tracks were also vital. During this action I attempted to maneuver the attached tank into a firing position to take out the German supporting weapons on the high ground. Although initially successful, it soon fell victim to a well placed gun on the mountain side overlooking the bridge area (how did they get it up there). I was able to stop both attacks (hill 249 and bridge) but was kept pinned down by constant fire from the high ground to the south. I decided to seek cover and wait until the platoon recovered sufficient morale before attempting to cross the bridge. As it turned out this may have been the most important decision of the battle. If I had pushed on across the bridge I would have prematurely tripped the ambush set to destroy the oncoming supply convoy. That may have changed the final outcome to my favor. Fate. During this time the sky began falling over Lucio in the form of what appeared to be railcar-sized rockets. It was intense, and too much for many of the green troops. I think some are still running – crying like schoolgirls the whole way. Although big, loud and scary, the rockets showed their one weakness – unpredictable free flight dispersion. The result was that the troops positioned along the enemies attack route (south eastern side of the village) were totally unscathed and took a surprising toll on the attacking German regulars coming up out of the valley. The attackers did recover quickly and began a relentless push that never again gave the French troops time or space in which to establish a new defensive line. An important note from my perspective was that it wasn’t until this second German attack that he opened up with guns, using direct fire, from the hills south of Lucio. The fire and destruction from these guns was quite impressive. All French forces were quickly driven from the village and sat shell-shocked at the foot of the steep slope north of the village, soiled and useless. One of the brighter moments of the action around Lucio was the use of the concentrated 60mm mortar fire. A platoon leader with three 60mm mortars hidden on the hill to the north of Lucio caused most of the German casualties during that fight. This is a very effective technique against troops in the open and light buildings. The next major action began with the arrival of the convoy on the western edge of the map. It arrived in road march formation with attached escorts dispersed within the column. I believed that I had prevented the enemy from getting across the bridge and felt that it would be best to keep the mechanized infantry platoon in place on the east end of the bridge and race the convoy down the road, through this position, and into Ville du Schalburg. The only other movement option for the convoy was a meandering route through slow-go terrain that would keep them under observation and fire from the high ground for an interminable period of time. All vehicles in the convoy were given orders to move to the Ville at full speed. The lead scout car and half-tracks of the convoy sped off and got safely across the bridge, but not without tripping an undiscovered ambush in the bend of the road west of the bridge. Only the speed of movement saved those first vehicles. The rest of the column however, fell victim to the breaking of a cardinal rule among mounted forces – never mix wheels and tracks in the order of march, and certainly not when speed is of the essence. The fourth vehicle in the column, a truck, hesitated, received fire, panicked and everything went to hell in a hand basket from there. The resultant traffic jam looked like something from a Keystone Cops movie. The hidden panzershreckts begin nonchalantly killing the knotted vehicles while small arms fired raked the dismounting, panicking troops. It was a very successful ambush. The carnage seemed to last forever. Eventually though, the escorting infantry rallied enough to serve as bullet magnets while providing ineffective covering fire for the surviving ‘supply’ packages. The only immediate option was to get them into the woods north of the ambush site. Therefore, the universal command “Runaway!” was given and it was every man (or supply bundle) for himself. Thus began their long cross-country hike to try and reach safety. The non-responsive (broken) units became pop-up targets for whoever wanted to shoot at them. They died face down. [Note: I found out later that the ambush site was part of the scenario design and that the enemy forces were there from the start. *Sigh* should have pushed on across that bridge.] The remainder of the fight on the French right revolved around saving as many units as possible and getting them to the rear. Detachment to the area of one of the two surviving tanks, and harassing artillery fire, played large parts in salvaging a good portion of the supplies. In the center, German mountain troops made another attempt to take hill 249 but were too few, too tired, and hit immediately with artillery and mortar fire. The French troops defending hill 249 had been moved to a reverse slope position and – although green and shaky – were in much better shape than their attackers. On the left, an attempt was made to reinforce and reorganize the battered forces cowering below Lucio, but with very limited success. The over watching enemy guns controlled the area completely, and the only German reinforcements witnessed entering the fight joined the battle just outside of Lucio. The decision was made to wait until dark. I offer my gratitude to the designers for an excellent scenario. The map was spectacular, the force mix challenging but playable, and the tactical choices very numerous. A great scenario is one that keeps you interested long after the fighting has ended. This one still hounds me as I keep going over the ‘what ifs’, ‘had I only’, ‘could he have stopped’, etc. I learned a lot from Jeb (my very capable axis opponent) about placement and use of guns in a direct support role, and maintaining the tempo of a ground assault. I immediately applied these lessons learned (with great success) in another ongoing tournament game – thanks Jeb. I just wish I had learned them before playing Frank (Cuzn’) in Polish Push. [ October 03, 2002, 11:18 AM: Message edited by: Heavy Drop ]
  25. My condensed AAR. Maybe add a couple of items for thought pertinent to play as the Allied Commander. Saint Mere Eglise AAR Heavy Drop (Allied) vs. Redeker & BigX (Axis) First Impressions: As the Allied player I was immediately perplexed at the disparity between the map size, dispersion of VLs and the quaint hodgepodge collection of an airborne infantry battalion that was suppose to ‘hold until relieved’ (love that movie). There was too much frontage for any type of linear defense, and too small a force for mutually supporting defense in depth of all the VLs. I saw it as one of those scenarios were you need to make up your mind in the beginning – fight or flight. Since I ‘didn’t get dressed up for nutin’ (love that movie too), my short listed courses of action all recommended stay and fight. The Allied player must decide early on if he is going to concentrate forces, attempt to hold one (maybe two) key locations, or deploy to contest more area. Good intelligence on the enemy and own mission statement would normally drive that decision. Courses of Action: A. I first tinkered with establishing a defense that really abandoned the village, except for the southern (bottom) VL, and formed a strong point anchored salient that extended out and southward to the map edge. This would have (hopefully) allowed me to execute the GT HOOD maneuver if/when it became obvious the enemy was too strong a force. B. The one I finally decided on created strong points (four of them) centered on major intersections and groupings of hard buildings. The major drawback was that each pretty much had to stand on its own. The 3 AT guns were placed independently, and with only 2 Jeeps, mobility was going to be a constant challenge. Scenario Design Comments: Map: Well done map. How true is it to the 1944 Ste. Mere Eglise? I believe that the map probably causes as much concern for the Axis as well as the Allies in as far as initial setup and the first couple of movement phases are concerned. Observation, or lack of it, was a critical factor for both sides in the beginning. Forces: The Allies are well aware from the briefing that they don’t have enough, what they have has been degraded, and the only reinforcements that might show up will be stragglers. They do, however, seem to have accumulated every machine gun and bazooka team in the regiment. The machine guns look impressive but, as we all know, don’t really add up to a split squad’s effectiveness in this game. The bazookas can be a different story. Although not good for much else, when properly employed they will take a toll on enemy vehicles. The airborne squads are all of good quality but still suffer from the bane of the American soldier in urban combat at the time – long-range rifles, albeit semi-auto, in a short-range battle. This would prove decisive in the up coming assaults by SMG squads. Add to this their lack of indirect fire support – except that provided by organic 60mm mortars – and you have some of what attracts young men to join elite military organizations. Sarcasm, it’s ugly I know. As mentioned earlier, this boiled down to the Allied player recognizing how much he could chew and not biting off too much. Something I recognized but ‘gamed’ away. Axis: The number, type, and quality of the Axis forces, IMHO, were more than adequate for the task they were given (at least, they beat the crap out of me). The artillery was murderous and constant (someone should check the basic load/CSR for German artillery for this battle) and seemed to follow my troops like angry bees. The armored support was also impressive but obviously constrained by the terrain and the horde of Allied bazooka teams available. It was, however, the Axis infantry that ruled the day. Unfortunately for me, my opponents (Redeker, BigX) were extremely adept at attacking and sustaining the momentum. When allowed to close with my troops they were extremely effective – did I mention there were a lot of them. Summary: I really enjoyed this scenario. Although I played it poorly – against superior opponents – I always had the sense that ‘yeah, that is realistic.’ I didn’t like it much but I do understand the realities of most airborne insertions. Leave the plan on the plane. You’ll just have to improvise a new one on the ground anyway. Since I’m not aware of the designer’s intent I have to assume my plight is the effect he was hoping to achieve. For that, I offer my thanks and gratitude for all his hard work. Very well done indeed. I place this scenario as my second favorite of the five.
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