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DesertFox

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  1. If someone is interested to use my Operation Perch maps (CM:BB) to create his own war, feel free to download all five from "Der Kessel" or the "Scenario Depot". Use them as you desire. It is unlikely that you can get any closer to the real topography unless you do a trip to the area. Enjoy the countryside !
  2. LOL! Good joke, ain´t gonna happen. However thanks for pointing out that line of thought to me.
  3. If someone is interested to use my Operation Perch maps (CM:BO) to create his own war, feel free to download all five from "Der Kessel" or the "Scenario Depot". Use them as you desire. It is unlikely that you can get any closer to the real topography unless you do a trip to the area. Enjoy the countryside !
  4. If someone is interested to use my Operation Perch maps to create his own war, feel free to download all five from "Der Kessel" or the "Scenario Depot". Use them as you desire. It is unlikely that you can get any closer to the real topography unless you do a trip to the area. Enjoy the countryside !
  5. If someone is interested to use my Operation Perch maps to create his own war, feel free to download all five from "Der Kessel" or the "Scenario Depot". Use them as you desire. It is unlikely that you can get any closer to the real topography unless you do a trip to the area. Enjoy the countryside !
  6. Kingfish, I did some experiments with Vallentines but finally came to the conclusion that Sherman Is are the best compromise you can get. Certainly it is by far no Cromwell but maybe the BTS guys finally show some mercy and give us the necessary stuff in a patch to make CM:AK a real update successor for CM:BO. Well one can dream.... cheers
  7. I thought some of you might have interest in this topic though not yet converted to CM:AK. Hint! Hint! for Leland Available soon at "Der Kessel" and the "Scenario Depot". - OPERATION PERCH I - - The Morning Battle for Villers-Bocage and Hill 213 - - 13th June 1944, 08:55-10:35 hours - - south-west of CAEN Type: German Assault (Historical) Date: June 13th, 1944 Location: Villers-Bocage, south-west of CAEN, Normandy Turns: 95 Weather: Overcast Number of Battles: n.a. Map Size: HUGE ! [3280 x 1520 metres] Forces: British/German Best played as: AXIS vs AI PBEM: NOT TESTED! Version number: 0.90b Author: "The DesertFox" Feedback: thedesertfox@gmx.net Design decisions and a word of warning: Lenght of the scenarios and introduction of reserves represent "real-time" as far as this is possible within the game´s limitations. All historical persons have been marked with "name****" as far as it was possible to establish from the sources cited. As soon as Mapping Mission© will support CM:AK this series will also be released for the last incarnation of the CM-engine. These scens have not been tested for balance but are meant to be a representation of the historical events as far as research allows. Nevertheless I hope you enjoy this recreation within the limitations of the game-engine. Historical background: This is Part I of a series of scenarios I created some time ago to depict the events of "Operation PERCH" (codenamed Operation Wild Oats). The sequence of the complete series is: Operation Perch I - The Morning battle - Villers-Bocage - Hill 213 - 08:55-10:35, 13th June 1944 Operation Perch II - The Afternoon Battle - Villers-Bocage - 13:00-15:00, 13th June 1944 Operation Perch III - 2nd Panzer Division arrives - Tracy-Bocage - 13th June 1944 Operation Perch IV - The Battle of the Brigade Box - Amaye-sur-Seuilles - 14th June 1944 Operation Perch V - The Withdrawal from the Brigade Box - Amaye-sur-Seuilles - 14th June 1944 "Operation PERCH" was planned by the british 21st Army Group and the British Second Army. A direct assault on Caen was ruled out as being too costly and difficult and thus "Operation PERCH" was born to inject some movement into the frontline by trying to outflank the stubborn german resistance around CAEN to the west. Phase One began when the 22nd Armoured Brigade (Brig. Hinde), with 4th County of London Yeomanry "The Sharpshooters" (4thCLY-Lt.-Col.Cranley) supported by "A" Company 1st Rifle Brigade (1RB-Maj.Wright) in the lead, were ordered to capture the important road junction of Villers-Bocage and the high ground beyond (Point 213) on the morning of June 13th. Lt.-Col.Cranley, had requested time to carry out a proper reconnaissance of the area as German armoured cars had been spotted observing the advance south from Tilly-sur-Seulles. Orders were, however, to push on regardless. The Brigade orders were as follows [9]: - 4thCLY capture and secure Point 213 northeast of Villers-Bocage - 1/7th Queens capture and secure the exits from Villers-Bocage, except those west of the church - 1stRB (without 2 Companies) capture and secure the remaining three exits from town - 5thRTR capture and hold the high terrain around Maisoncelles-Pelvy (3 km southwest of Villers-Bocage - 260th Anti-Tank Battery will close gap between 4thCLY and 5thRTR Leaving the regimental HQ tanks at the top of the main street in Villers-Bocage, ‘A’ Squadron 4thCLY, was ordered forward to secure Point 213 about two km north-east up N175. On reaching Point 213, ‘A’ Squadron 4CLY (Maj. Scott) halted and Cranley ordered an "O-group" on top of Point 213. Unknown to the British, the 2nd Company of heavy SS-Panzer-Abteilung 101 had just arrived in Normandy in the night 12th/13th June after a long road march from Paris which left only a few tanks servicable. The Company took up position south of the highway N175 along a sunken lane, the ancient route de Caen near Montbrocq, La Ciderie and Les Hauts Vents. Parked in sunken lanes or orchards at the slopes of Hill 213, hidden from aerial view and view from RN 175 the crews were resting and/or completing maintenance in the morning of June 13th. Around 08:30 hours (british time - 07:30 for the germans), the British started to enter Villers-Bocage without resistance and received a warm welcome from the remaining inhabitants. After reaching Villers-Bocage, it took almost another half-hour for `A´Squadron to reach Point 213. Just as they began to arrive at the high ground, Lt. Bill Garnett came across a german staff car coming the other way [2]. This scenario begins at the moment when the Tiger of Michael Wittmann, the CO of 2nd Co. heavy-SS-PzAbt-101, after being alarmed by a guard, clears the slope of Hill 213 and spots the first British tank. Sources: The most recent, relevant and reliable sources about what happened back then are [1] and [2], however, as always, it doesn´t hurt to read a little bit more to piece together information and e.g. to seperate reliable [1,2,3,4] from not so reliable sources [14,15]. [1] Patrick Agte "Michael Wittmann und die Tiger der Leibstandarte SS Adolf Hitler", Deutsche Verlagsgesellschaft Rosenheim, ISBN: 3-920722-18-3, 2.Auflage 1995 [2] Daniel Taylor "Villers-Bocage through the lens", After the Battle Books, ISBN: 187006707X, 2nd Edition September 1999 [3] Georges Bernage "Les Panzers dans la bataille de Normandie" Edition Heimdal [4] Wolfgang Schneider "Tigers in Combat II" Fedorowicz Publishing [5] Patrick Delaforce "Churchill´s Desert Rats" Chancellor Press [6] Helmut Ritgen "Westfront 1944" Motorbuch Verlag [7] WO 171/856. War Diary 4th County of London Yeomanry, Public Record Office, Kew [8] Michael Reynolds "Steel Inferno" Sarpedon Publishing [9] Hubert Mayer "War diary of 12th SS Panzerdivision" Fedorowicz Publishing [10] Eric Lefevre "Panzers in Normandy - Then and Now" After the Battle Books [11] Jean Restain "Tiger I on the western front" Histoire & Collection [12] Will Fey "Panzerkampf im Bild" VBG-Verlagsgesellschaft Berg mbH [13] 1/25000 map 1513-O Series Bleue "Aunay-sur-Odon, Villers-Bocage" IGN [14] Gary Simpson "Tiger Ace" Schiffer Military History [15] Franz Kurowski "Panzer Aces" Ballantine Books
  8. I thought some of you might have interest in this topic. Available soon at "Der Kessel" and the "Scenario Depot". - OPERATION PERCH I - - The Morning Battle for Villers-Bocage and Hill 213 - - 13th June 1944, 08:55-10:35 hours - - south-west of CAEN Type: German Assault (Historical) Date: June 13th, 1944 Location: Villers-Bocage, south-west of CAEN, Normandy Turns: 95 Weather: Overcast Number of Battles: n.a. Map Size: HUGE ! [3280 x 1520 metres] Forces: British/German Best played as: AXIS vs AI PBEM: NOT TESTED! Version number: 0.90b Author: "The DesertFox" Feedback: thedesertfox@gmx.net Design decisions and a word of warning: Lenght of the scenarios and introduction of reserves represent "real-time" as far as this is possible within the game´s limitations. All historical persons have been marked with "name****" as far as it was possible to establish from the sources cited. As soon as Mapping Mission© will support CM:AK this series will also be released for the last incarnation of the CM-engine. These scens have not been tested for balance but are meant to be a representation of the historical events as far as research allows. Nevertheless I hope you enjoy this recreation within the limitations of the game-engine. Historical background: This is Part I of a series of scenarios I created some time ago to depict the events of "Operation PERCH" (codenamed Operation Wild Oats). The sequence of the complete series is: Operation Perch I - The Morning battle - Villers-Bocage - Hill 213 - 08:55-10:35, 13th June 1944 Operation Perch II - The Afternoon Battle - Villers-Bocage - 13:00-15:00, 13th June 1944 Operation Perch III - 2nd Panzer Division arrives - Tracy-Bocage - 13th June 1944 Operation Perch IV - The Battle of the Brigade Box - Amaye-sur-Seuilles - 14th June 1944 Operation Perch V - The Withdrawal from the Brigade Box - Amaye-sur-Seuilles - 14th June 1944 "Operation PERCH" was planned by the british 21st Army Group and the British Second Army. A direct assault on Caen was ruled out as being too costly and difficult and thus "Operation PERCH" was born to inject some movement into the frontline by trying to outflank the stubborn german resistance around CAEN to the west. Phase One began when the 22nd Armoured Brigade (Brig. Hinde), with 4th County of London Yeomanry "The Sharpshooters" (4thCLY-Lt.-Col.Cranley) supported by "A" Company 1st Rifle Brigade (1RB-Maj.Wright) in the lead, were ordered to capture the important road junction of Villers-Bocage and the high ground beyond (Point 213) on the morning of June 13th. Lt.-Col.Cranley, had requested time to carry out a proper reconnaissance of the area as German armoured cars had been spotted observing the advance south from Tilly-sur-Seulles. Orders were, however, to push on regardless. The Brigade orders were as follows [9]: - 4thCLY capture and secure Point 213 northeast of Villers-Bocage - 1/7th Queens capture and secure the exits from Villers-Bocage, except those west of the church - 1stRB (without 2 Companies) capture and secure the remaining three exits from town - 5thRTR capture and hold the high terrain around Maisoncelles-Pelvy (3 km southwest of Villers-Bocage - 260th Anti-Tank Battery will close gap between 4thCLY and 5thRTR Leaving the regimental HQ tanks at the top of the main street in Villers-Bocage, ‘A’ Squadron 4thCLY, was ordered forward to secure Point 213 about two km north-east up N175. On reaching Point 213, ‘A’ Squadron 4CLY (Maj. Scott) halted and Cranley ordered an "O-group" on top of Point 213. Unknown to the British, the 2nd Company of heavy SS-Panzer-Abteilung 101 had just arrived in Normandy in the night 12th/13th June after a long road march from Paris which left only a few tanks servicable. The Company took up position south of the highway N175 along a sunken lane, the ancient route de Caen near Montbrocq, La Ciderie and Les Hauts Vents. Parked in sunken lanes or orchards at the slopes of Hill 213, hidden from aerial view and view from RN 175 the crews were resting and/or completing maintenance in the morning of June 13th. Around 08:30 hours (british time - 07:30 for the germans), the British started to enter Villers-Bocage without resistance and received a warm welcome from the remaining inhabitants. After reaching Villers-Bocage, it took almost another half-hour for `A´Squadron to reach Point 213. Just as they began to arrive at the high ground, Lt. Bill Garnett came across a german staff car coming the other way [2]. This scenario begins at the moment when the Tiger of Michael Wittmann, the CO of 2nd Co. heavy-SS-PzAbt-101, after being alarmed by a guard, clears the slope of Hill 213 and spots the first British tank. Sources: The most recent, relevant and reliable sources about what happened back then are [1] and [2], however, as always, it doesn´t hurt to read a little bit more to piece together information and e.g. to seperate reliable [1,2,3,4] from not so reliable sources [14,15]. [1] Patrick Agte "Michael Wittmann und die Tiger der Leibstandarte SS Adolf Hitler", Deutsche Verlagsgesellschaft Rosenheim, ISBN: 3-920722-18-3, 2.Auflage 1995 [2] Daniel Taylor "Villers-Bocage through the lens", After the Battle Books, ISBN: 187006707X, 2nd Edition September 1999 [3] Georges Bernage "Les Panzers dans la bataille de Normandie" Edition Heimdal [4] Wolfgang Schneider "Tigers in Combat II" Fedorowicz Publishing [5] Patrick Delaforce "Churchill´s Desert Rats" Chancellor Press [6] Helmut Ritgen "Westfront 1944" Motorbuch Verlag [7] WO 171/856. War Diary 4th County of London Yeomanry, Public Record Office, Kew [8] Michael Reynolds "Steel Inferno" Sarpedon Publishing [9] Hubert Mayer "War diary of 12th SS Panzerdivision" Fedorowicz Publishing [10] Eric Lefevre "Panzers in Normandy - Then and Now" After the Battle Books [11] Jean Restain "Tiger I on the western front" Histoire & Collection [12] Will Fey "Panzerkampf im Bild" VBG-Verlagsgesellschaft Berg mbH [13] 1/25000 map 1513-O Series Bleue "Aunay-sur-Odon, Villers-Bocage" IGN [14] Gary Simpson "Tiger Ace" Schiffer Military History [15] Franz Kurowski "Panzer Aces" Ballantine Books
  9. I thought some of you might have interest in this topic. Available soon at "Der Kessel" and the "Scenario Depot". - OPERATION PERCH I - - The Morning Battle for Villers-Bocage and Hill 213 - - 13th June 1944, 08:55-10:35 hours - - south-west of CAEN Type: German Assault (Historical) Date: June 13th, 1944 Location: Villers-Bocage, south-west of CAEN, Normandy Turns: 95 Weather: Overcast Number of Battles: n.a. Map Size: HUGE ! [3280 x 1520 metres] Forces: British/German Best played as: AXIS vs AI PBEM: NOT TESTED! Version number: 0.90b Author: "The DesertFox" Feedback: thedesertfox@gmx.net Design decisions and a word of warning: Lenght of the scenarios and introduction of reserves represent "real-time" as far as this is possible within the game´s limitations. All historical persons have been marked with "name****" as far as it was possible to establish from the sources cited. As soon as Mapping Mission© will support CM:AK this series will also be released for the last incarnation of the CM-engine. These scens have not been tested for balance but are meant to be a representation of the historical events as far as research allows. Nevertheless I hope you enjoy this recreation within the limitations of the game-engine. Historical background: This is Part I of a series of scenarios I created some time ago to depict the events of "Operation PERCH" (codenamed Operation Wild Oats). The sequence of the complete series is: Operation Perch I - The Morning battle - Villers-Bocage - Hill 213 - 08:55-10:35, 13th June 1944 Operation Perch II - The Afternoon Battle - Villers-Bocage - 13:00-15:00, 13th June 1944 Operation Perch III - 2nd Panzer Division arrives - Tracy-Bocage - 13th June 1944 Operation Perch IV - The Battle of the Brigade Box - Amaye-sur-Seuilles - 14th June 1944 Operation Perch V - The Withdrawal from the Brigade Box - Amaye-sur-Seuilles - 14th June 1944 "Operation PERCH" was planned by the british 21st Army Group and the British Second Army. A direct assault on Caen was ruled out as being too costly and difficult and thus "Operation PERCH" was born to inject some movement into the frontline by trying to outflank the stubborn german resistance around CAEN to the west. Phase One began when the 22nd Armoured Brigade (Brig. Hinde), with 4th County of London Yeomanry "The Sharpshooters" (4thCLY-Lt.-Col.Cranley) supported by "A" Company 1st Rifle Brigade (1RB-Maj.Wright) in the lead, were ordered to capture the important road junction of Villers-Bocage and the high ground beyond (Point 213) on the morning of June 13th. Lt.-Col.Cranley, had requested time to carry out a proper reconnaissance of the area as German armoured cars had been spotted observing the advance south from Tilly-sur-Seulles. Orders were, however, to push on regardless. The Brigade orders were as follows [9]: - 4thCLY capture and secure Point 213 northeast of Villers-Bocage - 1/7th Queens capture and secure the exits from Villers-Bocage, except those west of the church - 1stRB (without 2 Companies) capture and secure the remaining three exits from town - 5thRTR capture and hold the high terrain around Maisoncelles-Pelvy (3 km southwest of Villers-Bocage - 260th Anti-Tank Battery will close gap between 4thCLY and 5thRTR Leaving the regimental HQ tanks at the top of the main street in Villers-Bocage, ‘A’ Squadron 4thCLY, was ordered forward to secure Point 213 about two km north-east up N175. On reaching Point 213, ‘A’ Squadron 4CLY (Maj. Scott) halted and Cranley ordered an "O-group" on top of Point 213. Unknown to the British, the 2nd Company of heavy SS-Panzer-Abteilung 101 had just arrived in Normandy in the night 12th/13th June after a long road march from Paris which left only a few tanks servicable. The Company took up position south of the highway N175 along a sunken lane, the ancient route de Caen near Montbrocq, La Ciderie and Les Hauts Vents. Parked in sunken lanes or orchards at the slopes of Hill 213, hidden from aerial view and view from RN 175 the crews were resting and/or completing maintenance in the morning of June 13th. Around 08:30 hours (british time - 07:30 for the germans), the British started to enter Villers-Bocage without resistance and received a warm welcome from the remaining inhabitants. After reaching Villers-Bocage, it took almost another half-hour for `A´Squadron to reach Point 213. Just as they began to arrive at the high ground, Lt. Bill Garnett came across a german staff car coming the other way [2]. This scenario begins at the moment when the Tiger of Michael Wittmann, the CO of 2nd Co. heavy-SS-PzAbt-101, after being alarmed by a guard, clears the slope of Hill 213 and spots the first British tank. Sources: The most recent, relevant and reliable sources about what happened back then are [1] and [2], however, as always, it doesn´t hurt to read a little bit more to piece together information and e.g. to seperate reliable [1,2,3,4] from not so reliable sources [14,15]. [1] Patrick Agte "Michael Wittmann und die Tiger der Leibstandarte SS Adolf Hitler", Deutsche Verlagsgesellschaft Rosenheim, ISBN: 3-920722-18-3, 2.Auflage 1995 [2] Daniel Taylor "Villers-Bocage through the lens", After the Battle Books, ISBN: 187006707X, 2nd Edition September 1999 [3] Georges Bernage "Les Panzers dans la bataille de Normandie" Edition Heimdal [4] Wolfgang Schneider "Tigers in Combat II" Fedorowicz Publishing [5] Patrick Delaforce "Churchill´s Desert Rats" Chancellor Press [6] Helmut Ritgen "Westfront 1944" Motorbuch Verlag [7] WO 171/856. War Diary 4th County of London Yeomanry, Public Record Office, Kew [8] Michael Reynolds "Steel Inferno" Sarpedon Publishing [9] Hubert Mayer "War diary of 12th SS Panzerdivision" Fedorowicz Publishing [10] Eric Lefevre "Panzers in Normandy - Then and Now" After the Battle Books [11] Jean Restain "Tiger I on the western front" Histoire & Collection [12] Will Fey "Panzerkampf im Bild" VBG-Verlagsgesellschaft Berg mbH [13] 1/25000 map 1513-O Series Bleue "Aunay-sur-Odon, Villers-Bocage" IGN [14] Gary Simpson "Tiger Ace" Schiffer Military History [15] Franz Kurowski "Panzer Aces" Ballantine Books [ June 13, 2004, 07:11 PM: Message edited by: DesertFox ]
  10. It really depends how deep you want to go into the subject and how much money you want to invest Invaluable on the subject, because of their incredible detail are the following three: Perrigault, 21. Panzerdivision, Heimdal ISBN: 2-84048-157-X Bernage, The Panzers and the Battle of Normandy, Heimdal ISBN: 2-84048-135-9 Bernage, GOLD JUNO SWORD, Heimdal ISBN 2-84048-168-5 Their detail and quality is unique and necessary if you want to know who was where and when. Also, to get a broader picture about 3rd IDs perspective and some interesting post war analysis, I would recommend to have a look at these two: Reynolds, Eagles & Bulldogs in Normandy 1944, Sarpedon ISBN 1-86227-201-8 Delaforce, Monty´s Iron Sides, Sutton Publishing ISBN 0-7509-0781-9 Not in the same league but interesting to read nevertheless also are : Ramsey, D-Day Then and Now, After the Battle Vol2 ISBN 0-900913-89-4 Kilvert-Jones, Sword Beach, Pen+Sword Books ISBN 0-85052-673-6 There´s much more about it out there but these are the most relevant works which cover the subject in sufficient detail for scenario design. cheers Helge
  11. Hi Kingfish, email is as in the briefings. try thedesertfox@[deletethis]gmx.net or desertfox1891@[deletethis]hotmail.com and if you´re not mailing from a domain I have received spam from, your mail will have a good chance to get through with regards to converting my CM:BO scens and Cintheaux in special: Yes and it depends...Well as you might be able to deduce from the size and quality of my maps much work and time would be involved in converting them without support of mapping mission. Time I do not have at the moment, so it comes down to whether or not the next release of MM will support CM:AK and I will be likeli to start converting them and a bunch more which happily rests on my HD in MM-format since last year december. I only say "Operation Perch" and Andreas and Berli, who frequent this board more than I do, might be able to tell you something about the 5 maps they saw in CM:BB featuring the Normandy countryside. Feel free to send me a mail to one of the above accounts and we can discuss this as my time allows. cheers Helge
  12. <BLOCKQUOTE>quote:</font><HR>Actually, I do. The totenkopf stretches even farther back into German military history: It originated with the Black Brunswicker cavalry (around 1800) as a memorium to their dead prince and founder. (I believe the cav angle is what led to it's inclusion on the tanker uniform). But with the rise of the NSDAP and the SS, the totenkopf as a historical German image was pre-empted by the Nazis. I believe it started showing up on SS uniforms around 1933 --- the earliest I've seen it on panzertruppen is around 1938. And I don't know as I'd say the difference between the Heer totenkopf and the SS version is that striking. What, the SS version has a lower jaw, where the tanker version doesn't, I think?<HR></BLOCKQUOTE> Hey cool, you know your stuff. Actually I live near Braunschweig and know quite a little bit about Herzog (duke) Friedrich Wilhelm and his "Schwarze Schar" (black crowd), who fought in the Napoleonic Liberation war and fell at Quatre Bras 1815. You are right they had the Deaths Head as a Regimental symbol, but at the same time the "Luetzower Freicorps" AFAIK had a Deaths Head too. I don´t know which of both was the origin of the later "Panzertruppen" symbol. Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  13. <BLOCKQUOTE>quote:</font><HR>What struck me as odd, was the combination of Luftwaffe, panzer, and SS insignia that made up their uniforms! <HR></BLOCKQUOTE> von Lucke, It may be that you don´t know, but there are no SS-Insignia on that picture. Most propably you are referring to the Death Head, but this Death Head is strikingly different from the Death Head of the SS. The Death Head as a symbol of the "Panzertruppe" has it´s origin in WW1 and if you compare the Death Head of the "Panzertruppe" and the Death Head of the SS you will realize that they are different. Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  14. Omer, There are a few tools around which allow you to switch between your Cards. POWERSTRIP is one of them. Look here : http://www.entechtaiwan.com/ps.htm Good look. Helge P.S.: I´ve got a ELSA Erazor [TNT1] and a Diamond Monster2 [Voodoo2-16MB] myself and use my ELSA software to switch between graficdevices. ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  15. Charles, Data is on it´s way to feedback@bigtimesoftware.com including attachment. Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  16. Well actually Nahverteidigungswaffe has Handgrenade effect at maximum and definitively no 81mm Mortar shell effect. There is nothing to discuss on this matter. It is FACT ! And there is no single source NOWHERE wich is able to proof that it has had 81mm Mortar shell like effect against Softtargets. Sorry to say that Charles, but the above statement is wrong. Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  17. SP-Camo Workshop brings you a bigger and better Steel Panthers ! Welcome to our preview of the NEW SP:WW2 (Version 3)! V3 enlarges on our previous versions and has been re-built literally from the ground up. So What Are the Major New Changes? SP:WW2 V3 allows you to choose from NINE map sizes to a maximum of 100x200 hexes. All other Steel Panthers based games offer three map sizes to a maximum of 100x80 hexes. This change allows you to play a game on a simulated battlefield of up to 50 square Kilometers! SP:WW2 V3 now gives you up to FIFTEEN levels of terrain to work with. All other Steel Panthers based games allow only three elevations above ground level. SP:WW2 V3 now allows each player to command up to 500 units. The previous limit for SP:WW2 was 200. The maximum number of formations per side has been increased to 200, it was about 50 before. SP:WW2 V3 has removed many of the previous terrain editing restrictions in the original SP games. Now, every terrain feature except swamp and pavement can be edited into any level on a map. Cultivated fields and multi-hex buildings can be placed on any level. This new feature is not simply restricted to hand made maps and scenarios! Computer generated maps will now use 24 variables when creating a map! Previous SP map generation routines used only 10 variables and only 6 of those actually caused changes to the maps . In addition, we have added 100 new battle locations over and above what were published in SP:WW2 ver 2.2. As a result, you will be presented with MUCH more interesting computer generated maps than ever before. AI map deployment has been completely overhauled and the computer set up has been made much more challenging than in the previous versions of the game. Here is a short overview of what is available in the new SP:WW2 V3. The following only represents a partial list of changes. Maps and Terrain 9 map sizes: 40x100, 60x100, 80x100, 100x100, 120x100, 140x100, 160x100, 180x100, 200x100. Up to 15 levels of elevation can be created. There have been an additional 20 terrain tile SHP file SETS added to the game so as to allow old features such as crops to be edited onto higher elevations. We have added numerous new functional terrain features such as Snowdrifts, Light snow, Rice paddies, Mud, Orchards, Impassable Terrain, Hedgerows, and Trenches. Terrain descriptive text can now be added on scenario maps. Additionally, elevations can be changed right on the map so if you wish to place a small elevation change in a map to break up LOS, that can now be done. Battle locations SP:WW2 V3 now has 237 unique battle locations built into it! With the increased number of map variables the code uses you will now see computer generated maps that could only have been hand made before. ( and with the added elevations and new terrain could never have been made before ) For example; Hedgerows are auto generated in Normandy maps, Raised dike roads in Holland, Pacific maps will have rice paddies and raised rice paddy bunds. Streams create valleys across the map now rather than run up and down hillsides. Cultivated fields may be bordered by trees and the fields themselves are much more realistically generated than in the past. You will find maps that contain rolling hills covered in high grass or deep ravines that cut across flat plateaus. New Units We have added over 100 new unit classes to the MOB’s. Many of these have special characteristics such as ski troops which move faster than regular infantry in snow terrain. There are now 169 unit classes in SP:WW2 V3! PLUS we have added new code modifiers to the Orders of Battle which allow us to create formations with increased or decreased battle experience and morale! This has allowed us to create Elite and sub standard formations which gives us much greater freedom to create more historically accurate formations for the game. More units and formations may be added to the Orders of Battle in the future. Appropriate points are now charged depending on the national characteristics when that option is selected. If your base experience for that year is above 70, you will be charged more points, if less, your troops will cost less. Contrast this to previous SP versions where some nations received a free bonus and others such as the French in 1940 were paying full cost for less capable units. Elite units such as SS will now cost over and above the national base cost, but less capable units like Volksturm will cost below the national average. We have also created new bunkers including turreted forts and Panzerturms as well as Caves. World War II Long Campaigns SP:WW2 V3 now includes a long WW2 campaign similar to the one included with the original SP game. We have written long campaigns for the following countries: USA, UK, Germany, USSR, Canada and Italy. (We will add other nations and cover the Pacific front in a later release). Campaign Engine Improvements: The Campaign upgrade screen is now at the start of next game so upgrades will be at that battle date. Previously, you upgraded at the end of the last battle and therefore would be required to carry obsolete equipment forwards. The update screen has been upgraded to include a review option allowing you to look at unit statistics. We have additionally added a new encyclopedia button to this screen. The campaign upgrade paths have been overhauled. For example; a towed artillery piece can now become an SP gun (which previously was not possible). The player can use these “cross overs” to change core units as desired over the life of a campaign, the same towed gun which upgraded to an SP Gun is now considered ‘armor’ and so could finally become a tank (if this was desired). Finally, we have doubled the Campaign core unit limit to 200 units. User Generated Campaigns: Linked and Branching We have written new code which allows up to 999 scenarios to be linked together creating user generated campaigns. Unlike SP3, which was limited to a straight linear progression, SP:WW2 V3 has linked campaigns which can branch to different scenarios depending on what the end battle results are (there are 5 end conditions ranging from total defeat to stunning victory). The designer can determine final victory from the number of battle victory points, and optionally reward players who have unspent campaign repair points with extra victory points as a reward for prudent players. Designers can write their own descriptive introductory texts for each battle location and also separate end game messages for each of the possible exit conditions for each battle. Graphics Over 150 SHP files have been either added or improved in SP:WW2 V3! This includes an additional 60 unit Icons. The result is that SP:WW2 V3 now has over 570 individual unit Icons! Reinforcements Reinforcements have been added for scenario design and uses a system similar to that in Steel Panthers 3, but with a number of improvements . Reinforcements can easily be set up to appear on ANY hex on the map and the chance of arriving can be adjusted from 10% to 100%. Reinforcement units can carry passengers and off map support units can be selected as reinforcements. General Game Enhancements ( short list, there’s much more ) The AI will now frequently fire a preliminary bombardment when you have an “advance” mission. Tanks, both yours and the AI’s, will often turn to face their opponents thus presenting their thicker frontal armor. If they have smoke dischargers they will now often use them. The AI will fire smoke more often than before. This is a random event and not predictable. In the defense, AI units are now deployed in much improved “killing zone” formations. Thus they will cover better arcs to spot you and the AI will sometimes place pillboxes turned so as to generate flanking fire. A help file facility has been added for basic in game help (for example to point users to the game documentation or the list of new hotkeys we have added). A ‘bail out’ key for vehicle crews has been added, so you can retreat and perhaps save your vehicle crews from immobilized wrecks! SP:WW2 V3 reports firing ranges in yards (or metres, user’s choice) rather than the previous count of hexes . Indirect firers now correctly report as firing indirectly. A building ‘lock’ facility in the editor allows you to repeat a selected building during placement and is ideal for quickly building city grids. In the encyclopedia, we have presented the user with the basic ammunition loads for a unit. This information not previously available outside an actual battle. Additionally the OB designer can write descriptive text for each unit which will be displayed in the encyclopedia. The encyclopedia is accessible from many more locations than before to aid decision making. For example; on the main battle screen or in the campaign upgrade menu Allies are available, you can buy supporting troops from an allied nation, or if desired, buy those of an opponent and mark them as captured forces (they will then use your national flag, leader names, and qualities). Firing ranges can now be set during deployment. This was not possible with an SP2 based game before. Darkened hexes can be cleared during Artillery plotting Rafts are now useable! In previous SP games when too many infantry were deployed in the water in rafts, the game would crash. SP Camo Workshop has fixed this problem. Additionally, rafts will now use a rifle type weapon to provide a little self defense. Air units, if called in too close to your own forces, will often engage your forces instead of the enemy (more like Steel Panthers 1). Very close air support is now the dangerous proposition that it really was in WW2! Units can now be stacked during initial deployment phase. Jungle grass: When high grass is set in a jungle map (palm trees on) then it gets a bonus random 3 foot height to represent the sort of high grass or bamboo found in tropics. Major changes have been made to the OOB code ( Orders Of Battle ). Previous versions of SP2, SP3 and SPWW2 allowed 249 units, 199 formations and 249 weapons. SPWW2 V3 allows the creation of up to 599 units, 399 formations and 249 weapons in it’s lists for each country. The game will also have a copy of a new MOBHACK in it’s own sub directory for use in creating custom OOB’s OOB’s have been extensively redone. Accuracy and authenticity are greatly improved over previous versions. Even small details, such as proper SABOT ammunition availability, have been addressed. Artillery Effectiveness: Player Preference The artillery routines have been extensively reworked. However, since there are various opinions on just how effective artillery should or should not be, we have added an artillery effectiveness control to the Player Preferences which will allow players to fine tune the effect of artillery. Scenarios Due to the huge number of programming changes that have been made, unfortunately, no saved game, PBEM game or Scenario made for any previous version of SP:WW2 will work with the new SP:WW2 V3. However, we are preparing all NEW scenarios to be released with the game under the expert direction of Marc Bellizzi and an all new team of scenario designers. Included will also be two linked campaigns, Stalingrad and Monte Cassino. In Conclusion: You will find all this and much, much more in the new SP:WW2 V3! The release date for SP:WW2 V3 is July 10, 2000 and it will be available on TGN (http://spcamo.thegamers.net/). Due to the large number of changes made to SP:WW2 V3, we need to release it as a complete game (not as a patch). We have tried to keep the download size to a minimum and it is currently projected to be under 30MB. The SP Camo group is an uncompensated, voluntary group of 12 hobbyists committed to improving the Steel Panthers game system for the benefit of other hobbyists to enjoy. It has now been 28 months since our original game SP2WW2 was conceived and developed. After releasing several upgrades, we still have many new ideas to implement and will continue to develop this game further. We thank SSI and TGN for the opportunity to do so and hope that you enjoy playing the game as much as we have enjoyed creating it. On Behalf Of The SP Camo Group: Don Goodbrand, Andy Gailey Producers/Programmers Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  18. Final remark on this matter: Although someone else claims that this is not the case I AM NOT SAYING THE UNTRUTH For me this matter is finished. I´m not discussing with people who descend to such a level of conversation.
  19. The whole debate is getting ridicoulous, since one side claims to have firm sources which obviously don´t exist. "Refering to the NahVtdgW" Why don´t they exist? Simple answer: Because something which isn´t there can´t be proven. That´s the reason why one side in this threat refuses to show or name the sources. Sources that don´t exsist have no name! hahahahaha Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  20. <BLOCKQUOTE>quote:</font><HR>If ANYONE can find studies by the UK, US, German or Russian armies in which they show shrapnel patterns for airburst DF HE shells vs shrapnel patterns for groundburst DF HE shells then that will change and I'd definitely change my tune. <HR></BLOCKQUOTE> Does this mean you have no Arty studies available showing the difference between a shell exploding in the moment it makes contact with ground compared with a shell which explodes after a 0,15 sec delay ? Sad, sad, sad. But you are well aware why delay fuzes were introduced as standard equipment for HE shells, are you ? Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  21. Andreas, Both was the case. The MG34 needed 49kg rawmaterial to be produced, the MG42 needed 27,5 kg. Moreover productiontime for the MG42 dropped to 75 hours (compared to 150 hours for the MG34). Not to mention the increase in ROF with the MG 42. Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  22. Bob, What´s that for a shoddy research You forgot the: MG 26(t) MG 37(t) MG 30(i) Hehe all in fun Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  23. Ah well, on the HE fuzes thing (it´s fuzes not fuses <G>) I give you a tip: have a look for the AZ 23v fuze and how it works. The answer is obvious ! Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  24. Ok, I jump in for a quick sentence Are you aware that MG 15s were predominantly used only by Luftwaffenfelddivisionen alongside with the MG 81 ? BTW: both were used in field service only because of a lack in regular MG 34 and MG 42s from 1944 on in the Luftwaffe, since they (the MG15/81) redered useless in Air-Air combat. Do we have any Luftwaffenguys except the Flyboys in the game ? Not ? Well then we don´t need any MG 15s either Helge Source: Fritz Hahn "Waffen und Geheimwaffen desDeutschen Heeres 1933-1945" Bernhard & Graefe Verlag 1998 ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
  25. <BLOCKQUOTE>quote:</font><HR>My point is that CM has the potential, if properly integrated in to the lesson plans, of getting the basic concepts across more effectively than any amount of lectures, etc. It is a more effective way of learning-- more sensory input, good AI that will point out your mistakes or reward your tactical genius-- it also drives home the point about ever present lady luck and that troops will do the darndest things every now and then.<HR></BLOCKQUOTE> Seimerst, I agree here. Definitively it may serve well as a good addition to traditional teaching conceps. Worked out tactical situations can easily be represented and their outcome be analysed, using CM as some kind of visualization tool. However, tactical decisision and military command of subordinates can´t be trained with it, since these processes require other factors to be considered, factors that the game can´t represent. Helge ------------------ Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate! - The DesertFox - Email: desertfox1891@hotmail.com WWW: http://www.geocities.com/Area51/Capsule/2930/
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