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Industrializer

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Posts posted by Industrializer

  1. remember that large quantities of soldiers werent intended to fire at the enemy. Officers (especially NCO ;) ), everybody working in the supply chain, security and garrision units, drivers etc.

    I think I've read somewhere that only 35% of all men in a division were front line soldiers.

  2. Originally posted by Joachim:

    I'm a bit wooried by the huge amount of short battles. Given CMs notorious problems with the setup zones I'd advocate less but longer battles. I fear that during setup for each battle the allied commander will have the advantage of getting unpinned and unbroken troops at the location he wants them. He ain't forced to move a company lateral to the frontlines to reinfoce an attack at a weak point. He can just wait till next battle. The action at Omaha did not stop for some ceasefires.

    IMHO it would be better if you change it to 10 scens with 30+ turns each. More supplies to make up for this.

    Indeed, that's why I have this house rule:

    the operation represents the first 5 houres so no unit can be moved during the setup phase between battles, they all have to walk the entire way as the battles are ment to happen continuously.

    So NO unit can be moved during the setup phase between battles, if you want to get your men of the beach you have to actually move them, same with the germans, if you want to retreat to a better defence position you have to move your men under fire and not teleport them smile.gif

    The reason why the battles are 15 min. in because in CM units tend to waste their ammo like there is no tomorrow, a MG bunker will run out of ammo after 15 min... thats just rediculous and the only way around this are many short battles with the ability to replenish the ammo. Remember the famous WN62 were Hein Severloh was fireing his MG-42 at the allies, he is reported to have spent 12.000 shots during the first 6h ! So there was certainly no shortage of ammo on the german side.

    Lots of ammo for US squads is debatable, too. Many men would not reach the shores. This would mean lots of ammo for the BARs and MGs (plus the guns themselves) lost. CM correctly depicts that a moving HMG team that is understrength loses ammo. Squads do not suffer from this - they still have their full LMG/BAR ammo. Only rifle ammo is lost (by loss of firepower). LMG/BAR ammo should be treated in CM just like it is in recce squads (8men, 2LMG ->ammo 28. 10men, 2 LMG -> ammo 32).

    Gruß

    Joachim

    quote from one of my sources:

    The infantry companies in the first wave came in by boat sections, six to a company, with a headquarters section due in the next wave (0700).

    Each LCVP carried an average of 31 men and an officer. The 116th assault craft were loaded so that the first to land would be a section leader

    and 5 riflemen armed with M-1's and carrying 96 rounds of ammunition. Following was a wire-cutting team of 4 men, armed with rifles; 2 carried

    large "search-nose? cutters, and 2 a smaller type. Behind these in the craft, loaded so as to land in proper order were: 2 BAR teams of 2 men each, carrying 900 rounds per gun; 2 bazooka teams, totaling 4 men, the assistants armed with carbines; a mortar team of 4 men, with a 60-mm

    mortar and 15 to 20 rounds; a flame-thrower crew of 2 men; and, finally, 5 demolition men with pole and pack charges of TNT. A medic and the

    assistant section leader sat at the stern. Everybody wore assault jackets, with large pockets and built-in packs on the back; each man

    carried, in addition to personal weapons and special equipment, a gas mask, 5 grenades (the riflemen and wire-cutters also had 4 smoke

    grenades), a half-pound block of TNT with primacord fuse, and 6 one-third rations (3 K's and 3 D's).

    So yes, the US marines were loaded to the point were they could barely move, one of the reasons why so many drowned, they simply couldn't get rid of their equipment fast enough and were sucked to the ground by the sheer weight. I think it's only fair to give the first assault wave as much ammunition as possible, after all they will suffer so badly under the german fire that they will have precious little time to actually use their weapons.

  3. Originally posted by JonS:

    The Nbl bty was located behind the western sector of the beach, in fairly open positions. They fired once or twice about mid-day. However, their smokey trails gave them away immediately, and the DDs and CLs prowling offshore promptly took them under effective CB fire and silenced them completely.

    Thanx, that's what I expected, that, as soon as they start to fire they will reveal their position and draw some murderous counterbattery fire. I guess I'll stick with the 'just two salvos' houserule, seems to make the most sense.
  4. Originally posted by jeffsmith:

    The Map was beautiful

    the Scenario shows real promise

    but an abreviated version would be nice

    or it will only be played by those

    with Monster Rigs

    Thanx, but don't worry, the map is huge and there are many forces involved, but if you play the germans your main task in the beginning is to give your forces propper cover arc or assign targets for your mortars and MGs, not much running around early on. As the allies, you'll quickly experience the same the allies suffered during the D-Day landings, your troops will be pinned at the water edge or in the hedgehogs and the ones that make it to the bottom of the bluffs will be too exhausted to do anything usefull for quite some time. Historically the hirst assault wave had over 50% casualties and was virtually neutralized as a fighting force. and when the second assault wave arrived they went through the same hell as the german defences were only marginally weakened. Your tanks? well, I don't think that their life expectancy on an open beach with no cover and under fire from several pillboxes it too great smile.gif

    If you manage to quickly destoy the german pillboxes and hidden AT guns you might save some, but don't depend on them smile.gif

    So while the sheer size seems to indicate an unplayable monster its in reality not that bad, because there are either not that many forces you can control during a turn or the orders are so simple that you don't have to think about them for long (get off the beaches... ASAP!)

  5. Notes left for you at TPG regarding Omaha, warning for others, spoilers.
    Hi GJK, I will answer your questions here, they might spoil a little bit but it will help others to understand why I did what I did smile.gif

    1. All infantry are "tired" and "weary". I suppose you're accounting that they waded into shore and thus that status - which I could see I suppose. It's making it hell though getting them to move.

    Yes, many assault boats hit sandbanks further out and squads had to wade ashore or heavy enemy fire forced them to leave the boat to the side, jumping into the water. Many drowned, sucked to the ground by ther heavy equipment and the ones who made it to the beach were often already exhausted.

    2. There's a lot of Shermans in this first wave! Was there that many initially? EDIT: Read your note at BFC regarding the tanks, nevermind assuming your research on the OOB is correct.

    Yes, those are the DD shermans. The initial plan was that the LCT (Landing Craft Tank) release them still in open waters and the tanks than reach the shore on their one, landing 3 minutes before the first assault wave. The DD tanks of 16th RCT (Regimental Combat Team) were release as planed but most of them never made it, only 5 reched the shore. The commanders of 116th RCT (thats your force) decided not to risk it and drove their LCTs directly onto the beach (you will now see several tanks still inside theri LCTs (shallow ford)). One LCT was hit and sunk but 40 out of 48 DD Shermans assigned to this sector made it.

    3. Only 2 TRP's. I would think that the offshore battleships had the area targetted well - their effectiveness could be questionable, but not their accuracy. Perhaps a few more TRP's and modules of artillery?

    With every battle the allies will get some more TRPs, the reason is than during the first hours heavy smoke from the initial bombardment and well camouflaged german positions made it almost impossible for the supporting navy to spot targets on their own, also most radios the assault forces carried were destroyed by water or bullets or simply lost, so that very little fire support could be called in by the the landing force.

    [ August 19, 2004, 11:13 AM: Message edited by: Industrializer ]

  6. I have updated the scenario to V1.1. get it here:

    Omaha Beach V1.1

    Changes:

    V1.1

    - most german squads set to veteran (reason: the 352d infantry division defending Omaha was a veteran division from the Ostfront and was deployed just recently to this sector)

    - german pillboxes changed from crack to veteran (reason: they were to strong as crack)

    - all allied squads are now loaded with the max. possible amount of ammo

    - all allied officiers have now at least a +1 moral to help the allies to get across the beach

    - the initial allied wave now lands far further up the beach than in V1.0, it's now closer to the historical debark line

    - the bluff west of Les Moulin is now on fire, just as it was historical. The fire was probably started by allied rockets and helped because it blocked the view of the defenders. (why is there no 'burning brush' tile in the editor? Now I had to use grain to start the fire grrrr)

    - some minor map changes (demolished two buildings and rearranged some barbwire).

    - All german units should now be either in a foxhole or in a trench

    - removed the german tanks and replaced them with AT-guns. Historically the germans had some bunkers with tank turrets but even dug in tanks with sand bags around them are far to easy to destroy in CM, the AT guns will last a little longer (I hope).

    - german MGs got a little bit more of starting ammo

    - ammunition resupply is now set to: axis: adequate, allies: sparse

    - new house rule: the german Nebelwerfer is only allowed to fire two salvos during the entire game (thats two times 36 rockets) There was a german Nebelwerfer battery in range of Omaha beach but I have no data whether they firead at all or if they fired, how much ammunition was available. So, until I get any new intel I will limit their usage. The 105mm is still free to fire whenever munition is available.

    - new house rule: all allied reinforcements have to enter before the hedgehogs. reason: the task of the first assault wave was to blow a breach through the obstacles but the german fire made this almost impossible, and were they succeeded they were often unable to mark the breach, making it useless once the tide raised.

  7. those are the DD Shermans that hit the beach together with the first wave. And that Omaha sector was lucky, most tanks of 16 RCT on their way to the other half of Omaha (not modeled in my scenario) sank before they reached the shore. But well... don't know whether those tankers of 116 RCT at this Omaha sector should consider themself lucky that they made it ;)

    [ August 15, 2004, 05:26 PM: Message edited by: Industrializer ]

  8. Originally posted by AC:

    I'd like to test it. How ever I won't promise I play all of the 20 battles (maybe you should try to downsize the battle amount abit?)

    The scenario has a good chance to end earier, if the german positions are getting overrung it's basically game over for them. The allies on the other hand can keep attacking to the bitter end even if they are pinned on the beach for the first 10 battles because they'll get plenty of reinforcements and the german positions will get weaker from battle to battle.

    So, if you want a quick game, play the allies and be really good (I know, easy said ;) )

  9. I have written an Omaha scenario a while back but never found the time to actually playtest it as this scenario is really huge, it stretches the CM engine to the limit.

    To finally get this scenario off my HD and into the wild I am looking for at least two dedicated playtesters who are willing to playtest this scenario and provide some feedback to me.

    The map is huge, build after historical maps, stretching from sector Charly to Easy Green, including Vierville-sur-Mer up to St. Laurent-sur-Mer, 2000 units per side (but most of them static defences such as trenches, mines and barbe wire), 20 battles a 15 minutes = 5 houres of fighting and the calculation of turn 01 alone took my aging computer (1GHz Duron) almost 15 minutes smile.gif

    here are some screen shots from the map:

    CMAK-Omaha1.jpg

    CMAK-Omaha2.jpg

    CMAK-Omaha3.jpg

    CMAK-Omaha4.jpg

    CMAK-Omaha5.jpg

    CMAK-Omaha6.jpg

    CMAK-Omaha7.jpg

    Any takers ?? smile.gif

  10. Originally posted by __Yossarian0815:

    I´m currently playing the operation " death ride of the panzers". a t34 is dug in from the start so it is possible. maybe ask the guys who created that op.

    There is a dug in T-34, but the player can simply undig it during setup and than use it as any other tank.

    The only way I know to fix a vehicle in place is to a) place the unit on the map, padlock it and than change the terrain to rough (or any other tank-impassable terrain). Voila, the player can still undig his tank but can no longer move it around.

  11. The problem is that the gaps appear at places were the trenches do overlap quite a lot!

    Here is a little collage, showing the padlocked trenches (selected so that it's easier to identify their position) during setup and after setup.

    As you can see all trenches do overlap, especially at the big gap at the top right, there both trenches overlap and the gap is pretty close to the center of the trench (note the orange square).

    Or the gap at the bottom-left, the trenches do overlap and there's a gap, but the next two trench connections overlap probably even a little less... but no gap

    CMAK-problem2.jpg

    Oh, and it's not the terrain either, here is a 3D view of one gap, and even though these trenches are in a hilly terrain I have the same problems in totally flat terrain.

    CMAK-problem_3D.jpg

    [ February 02, 2004, 04:29 AM: Message edited by: Industrializer ]

  12. Hey, JasonC, wanna try the Infantry-advances-across-open-terrain method in a real scenario ? Why not playtesting my latest operation, D-Day: Omaha Beach, the first 5h of the Invasion (CMAK !!)?

    Lots of open Space to cross, lot's of MG-42s fireing upon some helpless US boys ;)

    This is the MOAO (Mother Of All Operations ) because this operation is not just large, it's really really very extra huge ;) This operations lasts 20 battles, each 15 turns fixed. Map size: 4km x 2km. Total Allied points: 27.500, Axis points: 13.500.

    This might sound unplayable but most Axis points are fortifications and if the scenario plays out as intended many allied units will be destroyed at the beach/panic/taking cover/beeing pinned and unable to move..., so my hope is that not to many units have to be given orders every turn.

    This scenario tries to resemble the battle at Omaha beach, sector Charlie up to Easy Green, you are in command of the 116th RCT (Regimental Combat Team), tasked with clearing the beaches to allow the heavy equipment already on its way to safely land at Omaha beach. This map is as close to the real Omaha Beach 1944 as I could make it with CMAK, every hedgerow, every tree, field, buildingt is were it's supposed to be, the fortifications, firetrenches and weaponpits are set up as they were in June 1944 (using some original asault maps for Omaha beach were even single MG positions is marked). I was only limited by CMAKs restrictions of max. 1000 units per player so some minor inaccuracies were unavoidable

    There are some houserules for this scenario:

    Both Players: NO unit may be moved during the setup phases !!! These battles are supposed to take place continuously, so if you want a unit to go from A to B you have to actually move this unit across the battlefield instead of teleporting it to it's destination during the setup.

    Allied player: the invasion started 6.30 in the morning at low water but the tide began to rise and by 10.00 (battle 15) the beach was flooded up to the shingle. There are markings on the beach to show you were the tide is at a given battle and you are forbidden from moving units behind that line 'into the water'. All arriving reinforcements have to be setup along this line in a 20m deep corridor (similar to the battle1 setup zones)

    I'm looking for 1-3 playtesters who are willing to play the allied forces, contact me at stefan.rosendorf @ hamburg.de and I'll send you a playtest-version of the operation (CMAK needed!)

  13. Originally posted by Sergei:

    </font><blockquote>quote:</font><hr />Originally posted by von Lucke:

    [qb]This is, IMHO, the biggest flaw with Operations. You can't fine tune the arrival of reinforcements like you can in a stand-alone scenario: All Op reinforcements arrive on Turn 1, in one place, in one mob. A bit annoying, actually.

    Yes, although understandable as well in some operations. It would be odd if there is time between battles to totally regroup your forces but somehow the reinforcements won't make it into the battle until it has started already.

    </font>

  14. Originally posted by Sergei:

    It is well known that Germans do in forested areas about as well as norway lemmings, except that lemmings don't get so lost, they aren't as easy prey for their natural enemies, they know how to find edible stuff from nature, and when they're pissed they don't burn down Finnish cities.

    That's exactly what the US boys thought after the battle in the Hurtgen Forest ;)

    By the way, your german is excellent, please... MORE! Your next AAR should be written in german :D

  15. I need your help, I am designing an operation and I need cliffs, making a straight line was easy:

    cmbb_cliff.gif

    but I completely failed once I tried to make a bend cliff, I even tried to set some tiles to height 19 but CMAK still renderes some parts as slopes and Infantry can climb up :(

    cmbb_try2.gif

    The default height per height-level in my scenario is 5m by the way. Can anybody help me ?

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