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The Hapless General

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Posts posted by The Hapless General

  1. Well I, for one, am awaiting your release with very little patience. Up to the 5th game in my campaign, and I have to tell you the situations created by the campaign generator make for some very interesting QBs! Though lady luck hasn't been kind to me and my troops are battle weary and weakened :( almost every battle until now. (Which is what got me looking into the Auto sheet in the first place, trying to see if I just have bad luck or there is a bug - it's just bad luck...)

    Thanks

  2. Hi Robert,

    I was taking a look at the Auto sheet to try and understand how you built the excel file and I think I have found an error with the lookup tables.

    For example, Auto!F9 looks up the operational order table to retrieve the support force modifier. I am in Mar/41 as British, and therefore am using the R table. This should give me a modifier of -3. However I am getting a modifier of 1. The reason for this is, if I understand correctly, that the lookup vector, i.e. Tables1!E52:E62 has to be sorted, and it is not. Therefore, the wrong result is being retrieved.

    BTW: I looked in the CMBB sheet and the operational orders vector is sorted there.

    Thanks

    [ February 23, 2004, 04:20 PM: Message edited by: The Hapless General ]

  3. Hi,

    Seems as though Geocities, where I started a website for the purpose of serving this file has started giving a Page not Available error. Does anyone have an idea how I can provide this? Would it be OK to put it in CMMods?

    WWB: I will add the extra features requested (points and also tactical situation) and would be most grateful for your help when I have a new version ready.

    Thanks

  4. Hi Dieseltaylor,

    Sorry about that, seems I am missing an "Edit Opponents" option. Will add later today. For now, you can press Shift while starting the access program and enter the design mode and manually add an opponent to the Opponents table. It will then be in the dropdown in the edit games option. At any rate I will add it tonight.

    Thanks

  5. Hi,

    Just finished my first battle and it worked just fine. I did however find another small problem with references to CMBB in the manual, this time in the awards section, it talks about german, soviet and finnish awards.

    Also, I have a couple of questions:

    A. When a unit, in my example, a Bren Carrier, is short a man after the battle, then I cannot use it in the next battle. Do I then update the core point counts in the control sheet?

    B. If I have a man short squad inside of a platoon, do I not use the entire squad in the next battle? Can one even remove a squad from the force? After all it is part of the platoon.

    Thanks

  6. Hi,

    While you're at it, you might remove the references to sewer movement smile.gif , other than that I could find no references to CMBB still there.

    Hope I am not pestering you with these little niggling issues, but so far, they are all I could find wrong. Until now, it works like a charm. Soon I will finish my first battle and then I will be able to see the whole cycle work, though I have no doubt it will work fine.

    Cheers

  7. What is the problem?
    Well the problem with the raid battles on gun batteries or mortar batteries with the ammo load not being reduced. Does this exist in CMAK too?

    BTW, while waiting for the page to load in the forum (a bit slow today isn't it?), I started filling the campaign sheet. Selecting "Always fight with own division" gives a "Cell protected" error. I'll keep you posted if I find anything else.

    Cheers

  8. I would venture to slightly disagree with you BV, but as far as I remember from the manual, having an HQ with combat +1, or +2, will help the mortars also...

    So, I would say you it depends on that CO's abilities. If he has morale bonus then not really helpful to the mortars. But if he has combat bonuses and mortars and other overwatch elements are a major part of your plan, then maybe he can help there.

  9. HI,

    Just downloaded and reviewed the rules, following along with the example. I haven't used the rules yet, but will start a campaign tonight, looking forward to it.

    Just have a couple of quick questions. Firstly, is the problem with raids that exists in the CMBB campaign still present in CMAK? Secondly, I noticed what might be a tiny discrepancy. Flak vehicles are listed both as VAA and as V2 vehicle type, unless I am missing something.

    Other than that, it looks great, just like CMBB campaign, and I will get on it and give any other feedback I have.

    Thanks for making it.

  10. Hi,

    Thanks very much for this and many other extremely helpful posts. The detailed information you give in your tactics advice makes this advice really useful and appliable. I really feel my understanding of tactics improved and so has my performance, at least against the AI smile.gif

    Just posting this to let you know that the hard work is greatly appreciated.

    Thanks very much!

  11. Hi RSColonel_131st,

    Thanks for your reply. The situation I described was dished out to me by the QB generator. It seems that, especially in low point encounters, on the American side, it has trouble generating any significant support for the infantry and ends up with a strong infantry presence with little support. Try it out yourself, perhaps I am doing something wrong, in which case I will be glad to correct it. Think is, I like the computer to purchase my units, as it gives me a different challenge every time. I am afraid that if I always pck my troops I will fall too deeply into a pattern.

    Thanks

  12. Hi,

    JasonC - I am continually inspired by your tactics, as they seem to be through and well though out. Just last night, I loaded up an ME QB against the AI, playing US Airborne vs. Luftwaffe Aitborne, allowing the computer to select the 400 points of troops, over a medium (800 m long) rural map.

    I ended up with a green company of paratroopers, with 2 of the squads conscripts (a misrepresentation of history, to be sure, but every engine has its understandable limitations). Each platoon consists (as I am sure you know) of an HQ, two rifle squads, a bazooka squad and 60mm mortar. Also I had an MG jeep, an M2 halftrack, and a company HQ with an additional zook.

    The map was completely flat allowing LOS from practically every point on the map to every other point, with a few houses next to the center flag providing any of the scant LOS blocking. My side of the map had some wheatfields for concealment while the enemy had some rough patches for concealment/cover.

    The enemy appeared to have a couple of platoons, with a Panzer IIC and a halftrack with MG.

    I advanced my troops, with cover arcs out to 100 m so as not to waste their ammo, spread out to avoid any massive arty damage, with the HQ in command range and the Coy HQ acting a "Free safety" picking up any panicked sqauds.

    I was able, with time, and due to my best-effort usage of your tactics to advance about 200 m but my squads were constantly attrited by MG and cannon fire from the AFVs (my own halfrack was killed in the 2nd round by the Panzer). I was not able to advance beyond 150m from the flags and was not able to get any closer than 190m with my zooks to the enemy armor.

    I guess, that as you said, there is no magic formula, and perhaps an infantry coy, alone cannot hope to overcome this setup.

    Do you agree? how would you have approached this situation?

  13. Hi,

    If you and your opponent trust each other, then by using this excellent program PBEM Helper you can speed up your game significantly.

    Haven't tried the trust mode myself, (not for lack of trust, just me and my friend both coming to grips with the whole PBEM system in the first place, next game we will start), but if it works as well as the rest of the program does (and it does!) then it is a sure thing.

    Good luck

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