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Fredrock1957

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Everything posted by Fredrock1957

  1. Minute 45 - 44 It sure didn't take long to have some ? contact, it looks like there is approaching units coming down the south side of the main road into town. I hope to identify the unit/type and possible strength. It is important to see if this is a main force or just recon at this point. There is four other ? contacts within the town and the outskirts, the two ? contacts on the Northeast edge of town concerns me, as they are close to where I had planned for 1st Platoon to lay in wait. I will revamp my plan to 'skirt' around the North side of town (Hopefully without being spotted) and setup position near the hedgerows and the Northern east-west road. I will really need those woods on the Northeast corner of town, so if I can identify those units, I might have my 81mm mortar's drop some rounds in that area when they arrive... Fortunately there is a TRP right there. 2nd Platoon should be able to advance without incident to the area west of Hill 101. I need to cautiously move 3rd Platoon up to the woods just behind the hiding scout near the building. My StuG, PzIV, and HT-HQ can still stay in place... These will be needed upon major contact or when I initiate the attack (hoping around the 25 minute to go mark, or earlier if possible). Two rounds of my harassment 120mm has fallen that should keep those troopers heads down that are in the town.
  2. Bletchley_Geek and I are going to do a DAR on the scenario City of Lights, I will be the Axis Forces and BG will be the Allies. This DAR will be special in that you will be able to access the actual games files at City of Lights DAR. There are no password on the files. So you can follow along with the posted DAR and you can see the action play out if you want... To start out here is the info from my brieifing on Intel and Mission. **INTELLIGENCE** There was an attack on the town of Lumbres yesterday, and while we did defeat and push the Allies back, Divisional Ic has reported a platoon (+) of allied fallschimjager are trapped in the town. Radio traffic has indicated the Allies might attempt an extraction within the next few hours. **MISSION** Orders have come down from Regimental HQ that we are to attack the town of Lumbres and remove any units from within the town area. Currently we have a small group of squads surrounding the town and we are laying in harassment mortar fire to keep the enemy at bay. SETUP PHASE. The first thing I need to determine is what are the potential approaches of the Allied forces who are tasked with rescuing the trapped paratroops. Review of the map, and I determine four approaches A thru D. I don't believe the allies would advance down roads, I also feel that it will be a two pronged approach, and that it will be A and B, or C and D. I setup my units surrounding the town (I will call these scout units) to also cover and spot for the advance of the Allied Forces. There is some limitations within the setup zones but I feel I can cover all the approaches. Small Cover arcs of 30-40 meters are set on the scout units. Also there is an FO and I decide to place them in a four story building that is just south of town. My placement of the two available TRPs are at the Southwest entrance to town and the Northeast entrance. I believe I can do some damage with linear on-call attacks from these two TRP's. For my attack, besides the 'Scout Units' that are p[ositioned around the town, I also have 3 Platoons from a Infantry Company, a PzIVH, one StuG III, a 251/1 and off map 120mm mortar with limited ammo, and according to the briefing 2 Sections of 81mm Mortars to be available after 5+ minutes. Since the battlefield is narrow and the victory location is in the center, I decide to disperse my platoons of infantry as follows. 1st Plt. will be behind the hedgerow on the right flank with orders to toward the north side of town along the roadway (I would like to have them in position by the time the mortars arrive. 2nd Platoon will be on the left flank near the high point (I will call this Hill 101) and advance to the base of Hill 101, between the town the hill and the road intersection. Until my major attack later, 2nd platoon will send a recon team out towards the crossroads on the left flank, and sit and wait for enemy units or the attack. 3rd Platoon will be in the middle between the main road and the small pond. I will 'slowly' advance this unit up to where I have one of my deployed scouts just east of the town. After arrival the flow of the battle will dictate 3rd Plt's fate. Early on I will leave my StuG, PzIV, and Coy HQ (mounted in 251/1) as reserves as they have mobility and can suppress any early attack if the Allies rush onto the town or the flanks. My FO will ring up the 120mm off map mortar and lay a linear harassing fire across the town from Northwest to Southeast (this is the reverse of the TRP locations which will be brought to bare later). Notes, almost all units have a 50m or less circular cover arc at the start. Stay Tuned for updates
  3. It is the same situation as the Allied Campaign in which the Allies have landed on Waldam Beach just east of Pas D' Calais on July 4, 1944. Units from the 352nd Infantry Division are stationed in the area of Pas D' Calais. The campaign's core units are the 352. Fusilier Battalion and 2. Battalion 116. Infantry Regiment. This story will cover the first 30 days of the invasion campaign, from the Allied drive inland from Waldam beach, to the final defense near the town of Saint-Martin-au-Laet and all the fighting in between. There is 11 Total Scenarios which consist of meeting engagements, axis attacks, and allied attacks. The scenario's range in length from 30 to 70 minutes. Most are Company (+) in size. All scenarios have multiple AI plans. Also included is an Axis Campaign Handbook that describes the dirrect missions, the units involved, and a campaign flow chart.
  4. The Sie Kommen II Axis Campaign is released and you can get it exclusively HERE at The Few Good Men. 11 Scenarios with multiple AI plans, an Axis Campaign Handbook is included in the zip file... Enjoy...
  5. 'In Deadly Combat - A German Soldier's Memoir of the Eastern Front' by Gottlob Herbert Bidermann... A must for Eastern Front Fans...
  6. Well the Rifle Squads in this fight have 100% headcount and ammo (On the AK-74S)... I made the Headcounts 50% and the ammo load stayed the same... but as soon as I made the supply scarce the ammo load went to about 30-40% of full... This leads me to believe that Ammo Loadouts for MG Teams are handled differently then for a Rifle Squad...
  7. As a designer, this concept of a lower headcount on a 'fortified' or 'static' position bothers me... There are many time I have chopped headcounts on defensive positions for the AI side of a battle... and to be honest, I never thought to look for the reduced ammo... I always figured that was more or less controlled by the Supply Attribute... I do understand that lower Headcount will mean some less Ammo but the numbers seem to indicate that the ammo load will go down the same if not more then the headcount percentage... Something for designers to take notice of... I need to check this for CMSF and CMBN also... As far as the mission I did set small cover arcs on my MG teams to preserve the ammo for main threats... so far so good on the battle... I am still really impressed with the map... excellent job
  8. According to the Reference material - http://en.wikipedia.org/wiki/Battle_for_Hill_3234 'The first attack at 1530 on January 7 was followed by one more attack until just before dawn on January 8, when the mujahideen withdrew leaving Hill 3234 still in the hands of the Soviet paratroopers. The exhausted and mostly wounded Soviets were nearly out of ammunition and would not be able to withstand a further assault' The scenario file has a start time 1700 on July... which would mean it was the second and final attack of the day... At first I thought that was what the Author intended (low supply) but upon investigation the Author has 'Full' Supply loadouts on all Red Units, but a 50% Headcount which seems to mean there are no ammo bearers and thus the low ammo... Maybe Author can chime in on this... I just started playing this (6 minutes in), so far so fun.. very well done, will keep ya posted...
  9. Most of them are loaded with Goodies (Ammo, Zooks, etc) which can be aquired by your units
  10. Well I was posting what other's were cheering on, I am a Packer fan since 1966, and we did kick those dirty playing Lions today... and I did look good in my Bart Starr Jersey... ah
  11. Go Bears... Go 49ers... Go Lions... Go Packers... Thanks to BFC for a great day of Turkey and CM.... And did anyone see dem Cowboy Cheerleaders at Halftime... we need a mod for that...
  12. I knew you were a good man... Happy Turkeyday to you who enjoy... its time to go slaughter the bugger named Tom... Let me be banned
  13. Thats great... Dropbox is a plus... and you need to have CMSF... and any modules will be better.... I will go over to FGM Thread and go from there...
  14. Fantastic.... I just 3D Previewed the map... awesome.... Looking to play this sometime over the next few days.... Thank you....
  15. I am the Overall Commander on the Syrian side of this game, and everybody on my teams has input on the Strategic/Operational level of Troop movements on the main map... And When a Battle Commander is task to a fight with the enemy, he selects his force from pts alotted, though in the first battle, the team discussed what units to select from the OOB (So they got an understanding of how it works), but it was he who decided what he wanted to fight with... But you can just be assigned a canned battle if that is the extent you would like to be involved... If anyone is interested in playing there is no limit on team size so you can still join in and fight, we are only on day 1, but things should be picking up shortly... Here is the LINK
  16. boche to answer your question, No, as a Battle Commander you will bascially be provided with a scenario against an opponent, small-med size, less than 60 minutes... There is a HQ area for each side where strategy is discussed and determinations are made on what Strategic/Operational plans are implemented, What force selection is for a battle, etc....but it is a participatation thing, So you can put in or get out as much as you want...
  17. I enjoy playing this game as well, right now my plate is full though...
  18. The roster is expandable... We needed a minimum of 8, but you can have up to 30 on the Syrian side and 27 on the ITF side...
  19. Its an elevation issue, as your 50Cal is firing at the 88mm Gun, see red line and look at bottom left of screen Commander - Firing... You need to move you M8 forward or you can fire at the action spot in front of the gun and hope that the HE does some damage...So it is not an issue at all... just elevation, this happens a lot to me especially with 'taller' vehicles... Commander can see, gunner cant...
  20. Hi permanent666, Sorry for the disappointing encounter with the reinforcements, it will be addressed and see if it can be fixed... It is my mistake as in the map being 1500m deep, I didnt think that those reinforcements would come into play like you have described... But I see your logic for the ambush and I will address the issue, my apologies for the inconvienance
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