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Brent Pollock

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Everything posted by Brent Pollock

  1. Actually, you can KO an ATG using an AFV overrun, too. I've done this to things ranging from wee 2 pdrs up to FlaK 88s; works like a charm as long as you don't get dinged on the run in It's also a good argument for setting up ATGs in restrictive terrain (Woods) so they can't get squished.
  2. [shameless coattail riding on a fabulously imaginative plug for PC/MR's Berzina Ballet] Sorry - already have tickets to my favourite opera, "WBRP - Company Town", also available at the Proving Grounds Of course, since they're both at the Proving Grounds, technically they're in rehearsals, rather than final performances
  3. I'll put in a vote for the one from the Stalingrad Pack that was designed as "Soviet vs AI" only: SP - The Bitter End. It's especially good if you've ever wanted to unleash huge artillery preps.
  4. [bump] ...as the man states: the signs are for CMBB and CMAK both.
  5. I'm into the final stages of scenario design for this unit's counterattack on Buron, July 8/44, ~17H30. I've read through Snowie's "Bloody Buron", Copp & Vogel's "Maple Leaf Route: Caen" and Meyer's "History of the 12. SS PzDiv.". On page 147 of the latter, Meyer cites "History of the 3. Kompanie, SS-Panzerregiment 12"; if anyone has this, would they please post the relevant snippet? [edit after Google search] looks like the reference is: Kompanie-Kameradschaft Die 3.Kompanie SS-Panzer-Regiment 12, 12.SS-Panzerdivision "Hitlerjugend" o.O. 1978 Found that at Panzerdiesel.com. [ September 04, 2004, 08:26 AM: Message edited by: Brent Pollock ]
  6. I like it too, but the video controls on the right-hand side look more like something from a Sci-Fi game.
  7. Don't fret the rust spots - my King Kitties never last long enough even for the paint to dry.
  8. Don't fret the rust spots - my King Kitties never last long enough even for the paint to dry.
  9. The site lists the sight as being from a "Panzer Tank"...seems a bit like saying "Mount Fujiyama", "salsa sauce" or "au jus for dipping". Damned cool - be great fun just to sit up on the hill near Nose Creek and peer up and down Deerfoot Trail.
  10. I would like to request another text file slot - DEBRIEFING. As it stands now, you have to put any historical aftermath or designnotes as a spoiler tacked on to a briefing. I think most of this falls by the wayside as players will not go backto read it after finishing the battle. What I'd like is a Debriefing text that pops up in the same way as the After Action Report screen.
  11. [whoops - this should be in the CMX2 wish list thread] I would like to request another text file slot - DEBRIEFING. As it stands now, you have to put any historical aftermath or designnotes as a spoiler tacked on to a briefing. I think most of this falls by the wayside as players will not go backto read it after finishing the battle. What I'd like is a Debriefing text that pops up in the same way as the After Action Report screen.
  12. ....and here I thought you were going to suggest Rock-Paper-Scissors-Telescope
  13. ...and I'm guessing the T-34 and Stuart were going slower than their max speed, which should be Paved Road speed, not Open Ground speed. Or did you "guesstimate" their speed based on the game clock and tiles traversed?
  14. Possible Bieville Spoiler [for Allied eyes only] . . . . . . . . . . . . I'm playing this one as the Brits, to, and am getting waaaayyyyyyyyy more mileage out of my Shermans and 6 pdrs compared to the Wolverines (M-10s) and 17 pdrs. I think this is a combination of luck (one Sherman zapped two Pz IVs with three rounds) and firing rate (for the Sherman & 6 pdrs). The Shermans are also ahead when it comes to ground speed, turret turning rate & gyrostabilisation. There's a reason they cost more.
  15. ...and it is more likely to occur with indirect rather than direct fire, due to the former plunging down through the tree canopy. I agree HE does work. A few times I thought it should/would have done more damage, but generally big calibre HE will send the infantry and the armor packing. How do you make a "tree burst" attack? Is it built into the modeling or do you command it? </font>
  16. Wow - Great find! I take it that for the first one (Order for Stützpunkt Maaßenhof), the reference to "2x 7.62mm gun" and "62 HE rounds 7.62, 114 AT rounds 7.62" are actually for two 7.62cm ATGs...whichever version they made from the captured Russian guns.
  17. Here's the screen shot. Note that AFVs with hedgerow cutters will demand the use of roadblocks.
  18. No, I think you drive right under those ...and infantry might be able to scale them, too. Anyway, this morning before work I settled on my choice. Didn't have time for a screenie, so I'll try to do it tonight. I used the High Hedge "T"s to create a double hedgerow with perpendicular hedge baffles. Any variant on a High Hedge "box" should do, with roadblacks/wire being added to taste.
  19. Hmmm...don't have access to the rule book right now. Maybe Overcast prevents you from buying in a QB, but not flying if selected in the Editor? Same might go for dawn or dusk. It could also be that night/rain/fog/falling snow prevent planes flying even if selected in the Editor? Also, I think you may buy aircraft if the weather is set to Random in a QB, you just risk not being able to have it show up if the weather's lousy.
  20. Sergei's correct - that is just my "1" taken to an even larger elevation difference - it would've been that much more ugly. [ August 23, 2004, 11:51 AM: Message edited by: Brent Pollock ]
  21. Searching all forums for "wall" in the title didn't turn up anything helpful, so... I'm currently working on a battle set in Buron and have come up against the problem of representing a stone wall that is too high/thick for an AFV to see or drive over/through. It would also be nice to keep infantry from looking through it. Things I've tried in CMAK: 1. regular stone wall with an elevation difference steep enough to generate a "slope"...it works but looks buttock-ugly...and infantry can climb to the top of slopes. It also distorts the adjacent terrain too much. 2. High Hedge. Blocks the AFV from moving but not from seeing (it can poke its nose through and see quite some distance). Doesn't block infantry movement or LOS, either. At least it doesn't distort the terrain elevations. 3. High Hedge with roadblocks running parallel. Keeps the AFVs from nosing into the hedge...but still doesn't block LOS enough. 4. The one I'm going to try next is this: a double row of High Hedge sandwiching a strip of roadblocks. This should make it impervious to LOS for both AFV & infantry and also be enough of an impediment to infantry movement. Down side is it also looks bizarre and takes up a lot of space. Suggestions?
  22. Cross-posting from Scenario Talk here. Wouwsche Plantage, NL Oct '44.
  23. I just uploaded a new CMAK Allied Probe at the Proving grounds here. It is called "WBRP - Take the Rhino by the Horn". Here's the Overall Briefing: TITLE: WBRP - Take the Rhino by the Horn TYPE: Allied Probe, Canadian & Heer DATE: October 23, 1944 LOCATION: Wouwsche Plantage, the Netherlands REGION: "Italy" for the Netherlands TIME: Mid Day WEATHER: Overcast GROUND: Wet TEMP.: Cool WIND: Still (ENE) TURNS: 22+ HISTORICAL: Semi AUTHOR: Brent Pollock (e-mail: b3b@telusplanet.net) MAP CREDIT: MAPLE LEAF ROUTE: SCHELDT (Copp & Vogel) & http://www.dewoonomgeving.nl/index.cfm BEST PLAYED AS: Two Player only BACKGROUND: Antwerp is under Allied control but the approaches remain under the watchful eyes of German naval gunners stationed to the northwest on Walcheran Island and the Beveland Peninsula. The Allied "Operation Suitcase" has been formulated to sever the overland supply route between these strongpoints and the mainland by seizing the terrain at the choke point; the Woensdrecht & Bergen-op-Zoom area. This area is defended by the 85. Infanterie-Division (part of battle group "Chill") and rag tag units that escaped earlier Allied assaults on Antwerp. In the eastern end of this sector, the Belgian town of Esschen is taken on October 22, a result of a surprise night march by two Canadian regiments. This opens the eastern flank of Bergen-op-Zoom to units approaching northwest via the dutch pine forest plantation, Wouwsche Plantage. This scenario depicts the clash that develops 2.5 km WNW of Esschen between a kampfgruppe from 85. Infanterie-Division (counterattacking Esschen) and lead elements from the Governor General's Foot Guards & Lake Superior regiments (probing towards Wouwsche Plantage). They meet in the dense pine plantation, which is also characterised by sand dunes and narrow dirt tracks. Design notes: SPOILER * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * This is a conversion of my ASL scenario Take the Rhino by the Horn, which I designed about a decade ago now. A CMBO version was done by Michael Dorosh, who also did CMBO conversion of my other scenarios. The Wouwsche Plantage area is typical of the Netherlands and Belgium in that it is low-lying and tends to be damp. Atypically, it is rife with pine trees due to the plantation. It is also sandy, and I have made use of CMAK's "Sand" terrain setting to depict this. Although most of this campaign was fought in the mud, the descriptions seem to state that the terrain was wet, but not muddy, especially along the roads; hence I've gone for Wet rather than Mud. There was no rain that day, although it had been raining the previous few days. Also, wind was mild, but I've set it to Still to represent the windbreak effect of the pine forest. The clash seems to have occurred at mid-day, although the German units were collected "on the morning of the 23rd". Some German units have been listed as Weakend or Unfit to represent the White Bread troops in 15. Armee. The Canadians lost about 20 tanks and some Carriers whilst KOing at least one German SPG and rounding up 37 POWs. Brent Pollock August 21, 2004
  24. For CMX2 - neutral (or doubly-unfriendly) fortifications?
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