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Brent Pollock

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Posts posted by Brent Pollock

  1. So cool it's hot!

    Pick-up truck, not a car...although in Alberta they seem more prevalent than cars ;)

    Two things I wasn't ready for in this video:

    1. He shoots low a lot, even at short range on a closed field (or are the occasional dirt puffs along the LOF something else?);

    2. Some of the tracers not only bounce off (which I expected) but seem to disintegrate and kick off their incendiary as more of a starshell flare;

    Originally posted by Capt. Toleran:

    Supposedly a Russian 12.7mm MG in action, vs. target car.

  2. Is it possible that the supporting fire caused the troops to hit the deck when they got too close to the enemy? I know I've messed up my own assaults sometimes because the supporting MGs or HE-chuckers didn't stop firing when my assault troops are on final approach. Area Fire seems to be the worst for this. It seems that friendly fire will be avoided if the friendlies are too close to the target when the fire order is issued, but if they start far enough away then the firer keeps on pouring it in, even if the only folks left are your own.

    So far, the only weapon I've seen that doesn't have an effect on friendly troops is, of all things, flamethrowers. My troops regularly show a happy disregard for friendly flaming. They can be smack dab in the middle of the splash and not even break a sweat?!

    How many turns were spent just trying to blast the guy before the advance went in?

  3. ....and now for some test results:

    June 1941

    1 x Russian Conscript MG Bunker

    1 x Russian Conscript MG Pillbox

    Two groups of the following:

    1 x Crack German HQ (+2 all leader stats)

    10 x 50 mm mortar (Crack)

    HQs are in factory level two

    mortars are behind factory

    One HQ spots each bunker/pillbox and directs its 10 mortars onto same.

    In 20" the bunker is bailing out and in 45" the pillbox is dong the same.

    I haven't tested higher morale crews or fewer mortars, but it can be done.

  4. Originally posted by JasonC:

    [snip]

    The following comments are directed at the To the Volga op on the CD, instead, since it has the same problems.

    [snip]

    The actual forces should be scaled down by a factor of 3 about, in addition to all of the above.

    According to the Design Notes, it was.

    I'm with Shmavis - pop open that editor and get goin', man! I mostly tweaked Our Backs to the Volga to test out the "opposite bank artillery park" you mentioned. I've got no beef with your comments, but have so far been too damned lazy to try them out from scratch instead of just adjusting what was already there.

    Our Backs to the Volga...realistic - no. Rollicking good fun - hell ya!

  5. Available now at the Proving Grounds

    Here's the Overall Briefing, which also includes details on the changes:

    ---------

    Scenario Title: WBRP Our Backs to the Volga

    Version: Aug 27, 2006

    Date: October 1942

    Map: Large

    Weather: Clear

    Time of Day: Mid Day

    Conditions: Dry

    Temp: Cool

    Wind: Breeze ESE

    Turns 45 + Variable

    Type: Semi-Historical

    Type: Axis assault

    Best played as: Two player.

    Next play as: Solo Hotseat (don't bother with vs AI as doesn't use artillery)

    Author: Brent (Socialist Cat in Alberta) Pollock.

    e-mail: b3b@telusplanet.net

    This is my revamp of the Boots & Tracks Scenario Design Team scenario "SP-Our backs to the Volga", which I've enjoyed playing from both sides in 2-player mode. Hats off to the original author: Terry (Capitalistdoginchina) McLaughlan. e-Mail: Capitalistdoginchina@hotmail.com. Most of the briefing texts are from the original version.

    Historical Information:

    Stalingrad, October 1942. The Germans were relentlessly pushing back the Soviets in attempts to reach the banks of the Volga. Elements of General Chuikov's 62nd Army fought to the bitter end for every factory, street and house in Stalingrad. Soviet Divisions and Regiments were broken down into heavily armed, small "Storm Groups" ideal for lightning attacks and counter-attacks in the city. Volga Ferries, under heavy fire shipped men and ammunition into the city whilst Stalin repeatedly demanded that "Stalingrad must not be taken by the enemy". In mid-October the Soviet 62nd Army, split in two and consisting of 47,000 men and only 19 tanks were on the receiving end of a terrible onslaught.

    Previously, on 23rd August 1942 units of the German 16th Panzer Division, sixth army raced across 35 miles of Steppe, and by nightfall had reached the Volga at Spartanovka, a Northern Suburb of Stalingrad. Stalin received news of the German breakthrough with curses and anger. Workers were mobilised to reinforce the Red Army. Every plant and factory was turned into a miniature fortress amidst hurried preparations to fight inside the city itself. Stalingrad was in perilous danger.......and everyone knew it.

    About this scenario;

    This battle takes place in Stalingrad on the banks of the Volga close to the shattered ferry terminal, German Jaeger companies supported by Pioniere, Stukas, artillery & armour make a renewed effort to reach the riverbank, the river was in sight, not far to go before the objective was reached. In between the German army and the banks of the Volga stood a few factories, buildings and warehouses...occupied by Soviet Naval units prepared to fight to the bitter end.

    Resources: Terry's = The Eastern Front, by Professor John & Ljubica Erickson. Carlton Books 2001. Mine = Stalingrad, by Antony Beevor; Design notes for TAHGC's Red Barricades HASL & TURNING POINT: STALINGRAD games.

    Brent's Design Notes:

    ***********************SPOILER ALERT****************************

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    After playing this once from each side in 2-player mode & reading the plethora of comments on the BFC site, I concur that the original is too tough for the Germans to have a reasonable chance of winning. Now, perhaps that was the original intent (they did not reach the Volga EVERYWHERE, afterall!), but I though some changes should be made, not just for balance, but also for "atmosphere".

    Overall changes:

    - extended the game from 30+ to 45+ turns

    - wider map to include opposite Volga bank and the artillery park thereon

    - the major factories are no longer just a big box; they include internal walls and outer doors (i. e. no outer wall)

    - revised set up zones to shrink no-man's land to a single street

    German OB changes:

    - max ammo for most infantry & all artillery units

    - no German sewer movement

    - 25 % fanatic Reg or better

    - only one wave of air support

    - no independent AFVs (all are in platoons)

    - instated Pz III platoons and fewer Pz IV G

    - only six FOs, all on map, but with maximum ammo and TRPs on each target factory

    - start with coherent Jaeger battalion supported by a company of Pioniere.

    Soviet OB changes:

    - max ammo for some infantry & all support weapons & artillery units

    - all 50 % fanatic

    - dug in, including vehicles

    - "dirty tricks" (i. e. ATGs/PBs/bunkers/mines/AFVS in prohibited terrain)

    - no air support

    - only one FO (120 mm mortar), and he is across the river with the rest of the artillery park, which has direct LOS for the 76s down some East-West roads and a TRP at almost every road intersection. Much higher AA protection.

    - no light armour, other than the dug-in tanks

    - few independent AFVs (most are in platoons)

    - removed the surrounded units and replaced them with a "via the sewer" raiding party (reinforcement markers in German zone)

    - start with coherent Naval infantry battalion with all their 50 mm mortars removed and their HMGs converted to bunkers/pillboxes

    [ August 27, 2006, 04:20 PM: Message edited by: Brent Pollock ]

  6. Available now at the Proving Grounds

    Here's the Overall Briefing, which also includes details on the changes:

    ---------

    Scenario Title: WBRP Our Backs to the Volga

    Version: Aug 27, 2006

    Date: October 1942

    Map: Large

    Weather: Clear

    Time of Day: Mid Day

    Conditions: Dry

    Temp: Cool

    Wind: Breeze ESE

    Turns 45 + Variable

    Type: Semi-Historical

    Type: Axis assault

    Best played as: Two player.

    Next play as: Solo Hotseat (don't bother with vs AI as doesn't use artillery)

    Author: Brent (Socialist Cat in Alberta) Pollock.

    e-mail: b3b@telusplanet.net

    This is my revamp of the Boots & Tracks Scenario Design Team scenario "SP-Our backs to the Volga", which I've enjoyed playing from both sides in 2-player mode. Hats off to the original author: Terry (Capitalistdoginchina) McLaughlan. e-Mail: Capitalistdoginchina@hotmail.com. Most of the briefing texts are from the original version.

    Historical Information:

    Stalingrad, October 1942. The Germans were relentlessly pushing back the Soviets in attempts to reach the banks of the Volga. Elements of General Chuikov's 62nd Army fought to the bitter end for every factory, street and house in Stalingrad. Soviet Divisions and Regiments were broken down into heavily armed, small "Storm Groups" ideal for lightning attacks and counter-attacks in the city. Volga Ferries, under heavy fire shipped men and ammunition into the city whilst Stalin repeatedly demanded that "Stalingrad must not be taken by the enemy". In mid-October the Soviet 62nd Army, split in two and consisting of 47,000 men and only 19 tanks were on the receiving end of a terrible onslaught.

    Previously, on 23rd August 1942 units of the German 16th Panzer Division, sixth army raced across 35 miles of Steppe, and by nightfall had reached the Volga at Spartanovka, a Northern Suburb of Stalingrad. Stalin received news of the German breakthrough with curses and anger. Workers were mobilised to reinforce the Red Army. Every plant and factory was turned into a miniature fortress amidst hurried preparations to fight inside the city itself. Stalingrad was in perilous danger.......and everyone knew it.

    About this scenario;

    This battle takes place in Stalingrad on the banks of the Volga close to the shattered ferry terminal, German Jaeger companies supported by Pioniere, Stukas, artillery & armour make a renewed effort to reach the riverbank, the river was in sight, not far to go before the objective was reached. In between the German army and the banks of the Volga stood a few factories, buildings and warehouses...occupied by Soviet Naval units prepared to fight to the bitter end.

    Resources: Terry's = The Eastern Front, by Professor John & Ljubica Erickson. Carlton Books 2001. Mine = Stalingrad, by Antony Beevor; Design notes for TAHGC's Red Barricades HASL & TURNING POINT: STALINGRAD games.

    Brent's Design Notes:

    ***********************SPOILER ALERT****************************

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    After playing this once from each side in 2-player mode & reading the plethora of comments on the BFC site, I concur that the original is too tough for the Germans to have a reasonable chance of winning. Now, perhaps that was the original intent (they did not reach the Volga EVERYWHERE, afterall!), but I though some changes should be made, not just for balance, but also for "atmosphere".

    Overall changes:

    - extended the game from 30+ to 45+ turns

    - wider map to include opposite Volga bank and the artillery park thereon

    - the major factories are no longer just a big box; they include internal walls and outer doors (i. e. no outer wall)

    - revised set up zones to shrink no-man's land to a single street

    German OB changes:

    - max ammo for most infantry & all artillery units

    - no German sewer movement

    - 25 % fanatic Reg or better

    - only one wave of air support

    - no independent AFVs (all are in platoons)

    - instated Pz III platoons and fewer Pz IV G

    - only six FOs, all on map, but with maximum ammo and TRPs on each target factory

    - start with coherent Jaeger battalion supported by a company of Pioniere.

    Soviet OB changes:

    - max ammo for some infantry & all support weapons & artillery units

    - all 50 % fanatic

    - dug in, including vehicles

    - "dirty tricks" (i. e. ATGs/PBs/bunkers/mines/AFVS in prohibited terrain)

    - no air support

    - only one FO (120 mm mortar), and he is across the river with the rest of the artillery park, which has direct LOS for the 76s down some East-West roads and a TRP at almost every road intersection. Much higher AA protection.

    - no light armour, other than the dug-in tanks

    - few independent AFVs (most are in platoons)

    - removed the surrounded units and replaced them with a "via the sewer" raiding party (reinforcement markers in German zone)

    - start with coherent Naval infantry battalion with all their 50 mm mortars removed and their HMGs converted to bunkers/pillboxes

    [ August 27, 2006, 04:20 PM: Message edited by: Brent Pollock ]

  7. I am about to open this beautiful scenario up in the editor and make the following adjustments:

    1. no sewer movement for the Germans;

    2. removing the Russian TRPs & heavy howitzer/gun artillery;

    3. extending the map to include the river and opposite bank. I will then place numerous 76 mm (HE-only) pillboxes for the Russians such that they can look right down the streest parallel to the river. From what I've read of the Russian artillery use, this is more in keeping with reality and should make things easier on the Germans (no hammerring the front line factories with 152 mm & 120 mm barrages, which is what really killed off the Germans in our two playings). I might leave some 82/120 mm mortar FOs in the Russian OB...and TRPs for them, too.

  8. Hmmm...I thought the greyed icons represented all KOd stuff, but it seems that some of those hulks have no icon over top. They also look to be severely blackened (burnt?); perhaps the grey stuff is just for units that have been abandoned, but could be recrewed?

    Originally posted by ComradeP:

    I believe the "grey" icon indicates an abandoned/broken tank, which would mean that the Russian SU 122 on the left and the T34 on the right are taking a cruise through a field littered with broken tanks.

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