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landser

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Everything posted by landser

  1. Yep, when I moved the single T-34 around behind the StuG's and knocked them out, I also took control of the flag. And then the Jerries came running out of their holes and were cut down by my infantry and overwatch tanks. Enough made it though, that the flag was contested when the battle ended, as I was unable to get my infantry up in time to support the lone T-34.
  2. TRP's are invaluable, especially as the Russians with their intrinsically longer artillery delay times. Also, ATG pillboxes, which have an accuracy bonus to begin with, can really do some good work when coupled with a TRP. Now, my question... why are TRP's are not available for an attacking or assaulting force in QB's? I imagine an attacking force would have pre-registered artillery targets, no? I recall reading about the assault on Sevastopol and virtually every major defense point had been pre-registered. I understand TRP's not being available in ME's, and I could buy an argument that they don't belong in attacks (perhaps not enough time to accomplish this in the 'hasty attack' featured in CM?) But do you think an assaulting force should have pre-registered targets? I'm sure this has been discussed here at length and there are good reasons why TRP's are 'fortifications' and not, say, 'support' classified, where the inability to purchase fortifications as an attacker wouldn't preclude the purchase of TRP's. What's the scoop?
  3. According to Cornelius Ryan in "A Bridge Too Far", XXX Corps indeed used RAF liasons, or communications officers, when they began their drive to reach Arnhem. They used radio comms, and he states that the tanks fired purple smoke shells to mark enemy locations for the circling Typhoons to attack. I would imagine this is the exception however, and it would be very rare for ground units to have an ground-to-air liason available. Could ground units commanders call in support without the specialist? I would bet it didn't happen. On the whole though, close air support by fighter bombers would have the pilots search for targets of opportunity within a certain sector or area of responsibility, and more often than not well behind the foremost positions. Would be fun to have in CM though, wouldn't it. I advance my tank platoon forward. There's the report of a tank cannon. Purple smoke begins to billow about the exposed tanks. Uh-oh
  4. I know what you mean. That's what happened to me the first time through. StuG's are excellent armor killers, and the T-34 version in this scenario isn't a match at ranges over 500 meters. The second time I played, I had a few T-34's assume hulldown positions along the ridge on the left side to act as overwatch. They engaged the StuG's at about 650 meters IIRC. I hadn't expected them to accomplish much other than to keep the StuG's occupied. The remaining T-34's were set up on the right side. You may notice a shallow gully in the right center of the map that leads behind the enemy lines. I sent several T-34's with fast orders down this draw, with the aim of turning back toward the road as they emerged and attacking the StuG's from their left flank. Both StuG's were setup to the left of the road (from the Aliied perspective, I forget N,S,E,W orientation in that one, sorry). If the German armor is on the right side of the map, this draw would offer very little protection I think. I, in a lousy bit of CM commanding, failed to notice that this draw has some rocky terrain in it. My fast moving T-34's were making good progress until they hit the rocks. All but one got knocked out by the StuG's while they slowly traversed the difficult terrain. Meanwhile, my overwatch tanks were getting knocked out slowly, but they did manage to put one StuG's cannon out of action. I was able to get the last fast moving T-34 to the road, then around behind the StuG's. He quickly knocked out one, and the other was destroyed by an overwatch T-34 as he rotated to face the tank that suddenly popped up behind him. Basically a do-or-die plan that almost died, but through fortune worked out very well. And it was only by playing it once that I tried this. I can't imagine I would attempt this without knowing what lay ahead.
  5. Fireplans are not allowed in meeting engagements. Otherwise they should be possible.
  6. I think perhaps this is the "death clock" in action, at least in part. Those enemy tanks may have in fact been knocked out on the first penetration, only you don't know it. When your tanks are knocked out the game gives you that information immediately. Not so for enemy tanks, which don't become knocked out until the tank brews or the crew is observed to bail out. Quite satisfactory feature IMO.
  7. Spoilers * * * * * * * * * If this is the operation Blitzkrieg, keep in mind you have several battles, and plenty of map behind you (that's not visible in the first battle). So you have room and time for defense in depth. No need to stand up to the onslaught. Try a layered defense, and let the enemy come to you. Hold out the best you can, you have some juicy reinforcements coming. Use the forest as a screen and set up your AT guns to fire at any armor that makes it past this point. No need to engage them at 800 meters near their start positions. Use the heavy buildings in the town as strongpoints. Position some infantry deep in the woods to take care of the infiltrating enemy infantry while keeping your guys out of the sights of the oncoming armor. Keyhole your AT guns along the flanks. That large forest in front of the town forces the enemy armor to the sides of the map and if you can engage the armor here, your guns should perform better and survive longer. A forward defense is not the best choice IMO, especially in that first battle. Try to conserve your force until help arrives. And it will [ January 11, 2003, 01:45 PM: Message edited by: landser ]
  8. Spoilers * * * * * * * * * * What were the weather conditions on day 3? When I played this op, it was overcast on the day the Stukas were to appear. Aircraft will only appear in clear skies.
  9. There are 3 BoB scenarios that I've played -- Brecourt Manor, Carentan and Nuenen. All are available at the scenario depot I believe. They do not come on the CD.
  10. I should correct that. Weather is set as "Good", "Fair", "Poor" etc when the scenario is being created. So actual conditions for each battle would be "semi-random". Is that right?
  11. What's more, 2 Stukas should have made an apparition on the 3rd battle : I didn't se anything...is there a wav file for planes to symbolize them ? Yes, when aircraft appear you can hear them, and they cast a 'shadow' on the ground when they pass over the battlefield. In operations, weather is random I think. When I played this scenario the weather on day 3 was overcast. And aircraft will only appear if the weather is clear. Too bad, because there were three KV-2s (?) lined up shoulder to shoulder. It was the perfect Stuka target. In the event I was unable to make progress with those monsters sitting where they were, though I did manage to get two of them in battle 5 at night by assaulting them with Pioneers and flamethrowers.
  12. FJ troops are available in the Central region starting December '42. Don't know if and when they become available in the other regions. [Edit] In fact there are German airborne troops available then, but they're Pioneer units. Late in '43 I think Aufklarung become available. But it's not until about February '44 that troops labled as Fallshirmjager become available in the Central. I assume that only FJ troops are paratroopers, and the Pioneer and Aufklarung are not? Glider troops? They don't bear the FJ designation in the units selection screen. [ January 04, 2003, 10:31 PM: Message edited by: landser ]
  13. Only radio-equipped spotters can embark. Others use spools of wire and cannot embark. Radio spotters are more expensive of course.
  14. I try and take the map into consideration, and usually you'll have a good idea of what to expect -- farmland or town, heavy woods or open, etc. For "close" maps, with heavy foresting or built-up areas I prefer to go with an mostly infantry. The more open a map will be, the more I feel I need long range firepower and armor. When possible, each platoon gets a mortar, generally light 50s. This enables the infantry to quickly and efficiently deal with enemy AT and field guns. I tend not to buy light armor like half tracks and armored cars. Light tanks are good, especially with 20mm guns for dealing with pillboxes and enemy light armor. I usually but at least one arty spotter, often two or three. I've been experimenting quite a bit with prep barrages, with mixed success. These are used to soften the expected penetration point. I don't spend many points on machine guns, as they have limited value on the attack, especially in "close" maps. Many companies have MG's attached organically, and when I do have them they'll be part of a heavy weapons section that operates independently of the infantry, but with the task of supporting the advancing infantry once contact is made. Typically a 2000 point force will have 3 infantry companies with a SMG or Pioneer type platoon for exploiting the initial breakthrough. Each platoon gets a light mortar since they can easily keep up with the advancing grunts and and also can be used in woods with an HQ spotting due to the short minimum range (this is where the Russian 50's excel IMO). Depending on quality restrictions I'll try and purchase one platoon of tanks capable of defeating expected enemy armor. A second platoon of light tanks to suport the infantry and exploit breakthroughs as well as deal with enemy light vehicles and pillboxes. Plus they can be used to distract enemy armor and guns while the big boys get into position. Remaining points are usually spent on ATRs, tankhunters, arty spotters etc. Whatever I can to make sure I have a good mix of rocks, paper and scissors
  15. In the book "Curahee" by Donald Burgett? he describes several actions by his Airborne buddies on D-Day that leave you shaking your head. Crazy? Fearless? It's a blurred line. In one instance he recounts a trooper that decided to mount a horse (a Russian cavalry horse no less!), and with six-guns blazing, charged a bulding containing a German machine gun. Twice he rode all the way to the building, while bursts from the MG snapped around him. Each time he turned and came back to the spot where the other troopers were watching, claiming that those damned fool Germans couldn't shoot straight. He charged once more, with less luck than before. Was this bravery? Courage? Foolishness? Bloodlust? Arrogance? Point is, it's impossible to say that a soldier would not do something simply because there's little chance of him coming out on the other end in one piece.
  16. Good show! Thanks, that's the beast. Despite it's deficiencies, I'd still hate to roll up on one in a PSW or something. If it still had Russians inside, that is.
  17. Bidermann's In Deadly Combat is a good read. I found his account of defending a rail station in Makensia in December of '41 with his "Doorknocker" very gripping. His crew destroyed 3 Russian tanks, which Bidermann describes as "heavy armor", though he does not say what type of tank it was. The first tank was knocked out at 40 meters! A second tank was destroyed with a single shot through the turret, and he mentions the use of the "special" red-tipped rounds for heavy armor. After the combat, the author and another man inspect this tank and in the process of dismantling the optics he sees that the sights were directly on the position of his PaK. It was simply a matter of who fired first that determind who lived and who died. Bidermann's round penetrated the turret below the ammunition rack, killing the Soviet gunner. Lucky for them, the Germans were a bit faster. For those who have this book -- there is a picture two pages after page 144 (the photo pages are not numbered)-- that shows a German officer riding on horseback past a huge multi-gunned Russian tank abandoned during the Russian retreat in July of '41. What type of tank is this? Could all of those cannon be in action at once? How many men crewed this vehicle? Any links so I can learn more? It looks like a fortress on tracks. Thanks!
  18. I see you said 3 of them did have flank shots. Don't know why they would fail to fire?
  19. I check the armor ratings, and the T-34s can easily penetrate at the range they were firing at. Spoilers * * * * * * * * * * The StuG's are IIIG's. Frontal armor is 80mm @10 degrees upper and 21 degrees lower hull. The T-34's are M43's. Their 76 L/42 gun has a very small chance to penetrate 80mm at 500 meters (81mm 0 degrees slope/ 76mm 30 degrees slope). The tungsten is superior to the AP at short range, but at 500 meters is inferior, especially as the slope of the armor to be defeated increases (the AP is better at ranges of over 500 meters). The T-34's do have the elevation advantage, but I'm not sure how that would affect the situation. Knowing this scenario my guess is that the range was closer to 600-700. Even if the range were 500, the TacAI knows that it is unlikely that the T-34's can defeat the frontal armor of the StuG IIIG. It can't bank on partials and flaking. On the other hand the 75 L/48 on the StuG can open the T-34's no problem even out to 1000 meters. In this case I think the AI simply knew it was outgunned, despite the numerical superiority and made the proper choice (in my opinion). Now if that StuG had been turned sideways...
  20. Thanks for the replies. I'm a little confused. I found the spot in the CMBB manual where it discusses this. It says something to the effect of " Be aware that the crew must escape the map for the vehicle to have a chance to be repaired" unless the crew is killed or captured, which would then further delay the repair. Page 47, I think (at work, where I have no CM ) By escape, does that mean exit? Or not become padlocked? It goes on to say that only vehicles that burn can't be recovered, and makes no mention of knocked out vehicles.
  21. Hi all~ When playing operations there is a chance (determined by designer?) that vehicles can be repaired and/or recovered. I assume that only abandoned, and not knocked out, vehicles can be recovered? In order to meet the conditions do I have to move the crew off the map? Does it matter which edge? Exit zones only? Or must they remain on the map? What happens to any other units moved off the map? I believe the manual said these units would be lost for the remainder of the op? Thanks!
  22. Thought you were talking to me Yep, what they said. You'll see this term used in lots of books. Another is "In Deadly Combat" by Bidermann, which details his experiences on the eastern front from summer of '41 through the end of the war, which he spent in the Courland pocket (or "bridgehead" depending on perspective). He was a PaK gunner for the 132nd Infantry division, later becoming a junior infantry officer. The book describes many famous actions, including the assault of Sevastopol. This book is not like "The Forgotten Soldier", concentrating more on the factual and tactical aspects, as opposed to the inner thoughts and emotions of the front line infantryman like Sager's book.
  23. How did you hose down the infantry with the PzIIIs without exposing them to volleys from the T-34s behind? Hi, and thanks. Good question! The enemy armor was concentrated tightly around the road leading to the bridge. From there they had no LOS to my right flank armor. If they had moved along the river toward my left then I would have been forced to withdraw my tanks behind the forest. In this case the enemy infantry would have been more successful I think. I don't believe my 37mm equipped tanks were engaged by enemy armor at all.
  24. Hi, first post here. Love Combat Mission! I played this scenario last night as well. Scored a major victory with computer experience +1 and no strength bonus. I set up the two best PzIII's in some scattered trees near the road at the far left flank, two more in the center, maybe 200 meters behind the tank hunter team, and the remaining 3 37mm PzIII's on the right flank partially screened by the forest to get flanking shots at any armor that managed to cross the river. I deployed the infantry to the forest where they have good sight lines to the field in front. When the 105's arrived I sent two on a mad dash to the far left grain field to support the left flank. I put the other two on the right flank. This means two are out of command, but what the heck? I exposed one of these too much and the Opel was knocked out in short order, and the howitzer as well before it could complete setting up. The remaining 105's deployed and I got the Opels back to cover behind the forest. When the 20mm and 50mm AT assets arrived, they were deployed into the forest to bolster the position held by the infantry platoon, and to achieve flanking shots on any enemy armor that crossed the bridge. The 105's were quickly spotted and two were knocked out, but not before knocking out 3 of T-34's. One of my PzIII's in the center was spotted by Soviet armor and after a short exchange had it's gun knocked out and sustained a casualty before I could withdraw it to a safer spot. When the first T-34's reached the ravine I opened fire with the PaK. Infantry had crossed the ravine and were attempting to infiltrate through the rightmost grain field. These were taken under fire by the 37mm PzIII's on the right flank. Due to the heavy fire they were unable to penetrate closer than about 200 meters from my positions. The 105's on the left flank opened up on some enemy armor on the far bank near the bridge, not scoring kills but causing the T-34's to button up. By turn 25 or so I could see only 2 or 3 T-34's on the far side of the ravine. And the Soviet infantry was now pinned under fire from the 37mm PzIII's and the infantry platoon in the forest. Two more of my 105's were knocked out, leaving one, which was giving the Russian soldiers in the field a hard time. By turn 25 the enemy advance appeared to have been stopped and I counterattacked on the left flank with the elite and crack PzIII's, which unitl now had not engaged the enemy. To support their attack on the left, I brought the one good tank in the center forward. As the counterattack moved ahead they were surprised by 5 T-34's that had made it across the river, but were hidden behind the river bank. A vicious engagement errupted at a range of 200 meters. Caught in the flank, 3 T-34's were destroyed, but 2 of my tanks as well. I withdrew the remaining PzIII. This seemed to take all the fight out of the enemy, and the last few turns rolled by marked only by machine gun fire at fleeting infantry targets trying to reach the cover of the ravine. Altogether I lost 2 tanks destroyed and two damaged or with casualties. All four 105's and one Opel also destroyed. If I had given the computer the 25% bonus things may have turned out quite differently. As it was the Russians were unable to get close enough to make things tense. But with stronger forces who knows?
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