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Dillweed

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Posts posted by Dillweed

  1. To The Volga!

    Game 1, Turn 3

    Objectives

    1st and 2nd battalions are starting to get tired after advancing. I’ll let the boys catch a breather for about a min. Battalion 3 is still pretty fresh, and is only about 50m from their fist objectives (the northern instrument workshops) so I’ll just have them consolidate.

    3rd Battalion’s planned advance

    Results

    Just as planned. 3rd bat made it, no problem.

    Analysis

    Frontline

    A pretty unremarkable turn. I had very limited objectives and I met them.

  2. To the Volga!

    Game 1, Turn 2

    Objectives

    Continue to jumping off points, as last turn. Also after the unfortunate experience of Company W, any reserves that do not have a roof over their heads will quickly remedy that.

    Results

    Main Attack Force

    Once again, things appear to be going great. Battalion 2 is a little rattled, but other than that, they reached the first jump off point just fine. Battalion 3 with Comp R seems to have all but taken the northern 3 instrument workshops.

    Battalion 3 reaching objectives

    Battery 1

    I targeted the MG bunkers with my heavy flak. They went down pretty quick.

    Wooden bunkers taking hits

    Batteries 2 and 3

    Sparring with their respective opponents at long range. Little or no damage either way.

    Company W

    The shells are still falling. I assume that since it is a preliminary bombardment they will continue to do so until out of ammo. I guess they wanted the recon company dead, dead, dead. Better them than the attack force.

    Analysis

    Front line with pockets of Soviet resistance at end of turn 2

    My initial reaction was to rush my tanks in to engage the T-34s at long range. Since the best I have is a Panzer IVF, I had second thoughts. I must admit I am surprised at how well things have been going. Not to be cliché, but I feel as if things are perhaps too quiet. I set my infantry on “advance” as I really expected them to receive heavy fire almost immediately. Now here they are in cover. I feel as if I’m walking into a trap.

    Stay Tuned for turn 3

    Same bat-time!

    Same bat-channel!

    [ September 14, 2005, 10:50 AM: Message edited by: Dillweed ]

  3. Unfortunetly the best tanks I have is a PZIV. A very iffy proposition at longish (700m) range agaist t-34s and KVs. I'm keeping them back so I can whack em at close range if they come after my infantry. And yeah, that artillery really was wasted. I mean, it sucks for the recon company but if I had to lose anybody I would have picked them. Whats that Patton said? "Drive down that road till you blow up"?

  4. To The Volga!

    Turn 1, Game 1

    Objectives

    Pretty simple at this point. The assault force is simply advancing to the jump off points for their first objectives.

    Results

    Main attack force

    Things went pretty smooth. My nightmare of entreched Ivans mowing them down as soon as they were in the open proved to be groundless. 1st bat caught a little static from some wooden mg bunkers before the flak guns started to engage. But other than that everyone is at worst a little shaken, but half way to the jump off point.

    Battery 1

    Mainly just engaged the aforementioned MG bunkers. For some reason only the 20mm were opening up even so, the bunkers have suffered several MG hits and penetrations, I expect them to be gone by next turn.

    Battery 1 hitting MG bunkers

    Battery 2

    Had harder luck. One of the 150s brewed up a distant t-34. But a lucky shot managed to take out 2 of the 75s near the end of the turn.

    Lucky Shot

    Battery 3

    Engaged some distant infantry with its guns and MGs. As they were about 600m out one would assume they did not do too much damage, but kept some heads down.

    Battery 3

    Company W/Recon Group

    Now this was something I wasn’t expecting. Apperently they were within sight of several artillery spotters. They really got walloped by that opening barrage. Most of the guys just ran off the map. In the end 2 squads “survived” (but are broken) 1 armored car is still FMC and another is immobilized. The others are knocked out.

    Before

    16 seconds in

    After

    Company M

    Same thing, but not as bad. Some light shelling. They are scattering and panicky, but casualties are not too bad.

    Company M scattering

    Analysis

    An inauspicious start, no doubt. But, this being the tractor factory, well, things certainly could have been worse. I think the attack force will be able to get to their jumping off points without too much trouble. We shall see

    Stay tuned for turn 2

    Same bat time!

    Same bat channel!

  5. To The Volga. I really couldn’t resist. For those of you who don’t know it is a massive scenario depicting the final assault on the Stalingrad tractor factory. Looking around the forums it seems to be a bit notorious. The common ideas seem to be “Wow, it looks cool but it will take too long, I hope to play it some day,” and “Wow, long but great.” If you are in the former group think of this as a good taste of what to expect. Imagine it as an AAR in progress. I’ll keep you up to date with what’s going on, more or less as I do it.

    If you do want to tackle this beast be prepared for a lot of number crunching. I have an Athlon 2200+, a radeon 9800 and 1 GB of ram. Still, the first turn took about 15 mins for the AI to plot its moves and for the computer to calculate the turn. Anyway lets get this show on the road

    General Plan

    As I don’t really know what to expect, I’m just going to start off advancing most of my assault force more or less in a line to the first objectives. They will generally have heavy support behind them. I know I will not be getting reinforcements so I plan to keep a sizable reserve. Included in this is all of my armor. I really have no idea what Ivan has in the way of anti-tank assets. I want to hold them back until they are needed at strong points (Of course this is Stalingrad, so I expect that to be, well, everywhere.)

    Forces: (note the organization/designation it for my reference, not necessarily what the game says)

    Main Attack force

    Battalion 1

    Company D (Rifle 41)

    Company E (Rifle 41)

    Company G (Rifle 41)

    Battalion 2

    Company H (Rifle 41)

    Company K (Rifle 41)

    Company L (Rifle 41)

    Battalion 3

    Company P (Panzer Rifle)

    Company Q (Panzer Rifle)

    Company S (Panzergrenadier)

    Company R (Panzergrenadier)

    Support Forces (each battery supports its corresponding battalion)

    Battery 1

    4 50mm AT

    2 88mm flak

    2 75mm inf guns

    1 150mm inf gun

    3 20mm flak

    Battery 2

    4 75mm inf guns

    2 150mm inf gun

    Battery 3

    3 50mm AT

    2 75mm inf guns

    1 150mm inf gun

    And of course lots of MG34s and some 105 spotters

    Reserve

    Company A (Pioneer)

    Company B (Recon 41)

    Company C (Rifle 41)

    Company I (Rifle 41)

    Company M (Rifle 41)

    Company O (Panzergrenadier in half-tracks)

    Company T (Panzergrenadier)

    Company U (Panzerpioneer)

    Company V (Pioneer)

    Company W (Recon 41)

    Platoon 1 (Panzer IVF2)

    Platoon 2 (Panzer IVF2)

    Platoon 3 (Panzer IVF)

    Platoon 4 (Panzer IVF)

    Platoon 5 (Panzer IIIJ)

    Platoon 6 (Panzer IIIJ)

    Platoon 7 (Panzer IIIH)

    Platoon 8 (Panzer IIIH)

    Platoon 9 (Panzerjager I)

    Platoon 10 (PSW 232 8-rad)

    Platoon 11 (PSW 222)

    Platoon 12 (sIG IB)

    Various trucks

    Objectives

    Batallion 1

    The southern admin office. Battery 1 will support.

    Bat. 1

    Batallion 2

    The southern instrument workshop. Battery 2 will support.

    Bat. 2

    -----

    [ September 13, 2005, 05:03 PM: Message edited by: Dillweed ]

  6. "The closer the armored target, the more options available to destory it... All infantry squads and HQs have hand grenades, which can be used which can be used for close assault against a tank. Hand grenades work best against open-toped vehicles, but can also be used effectivly against buttoned up tanks. This simulates the occational hero climbing on, or right up to, an enamy tank and placeing the grenade in a vulnerable spot."

    CMBO manual, page 82

    This passage suggests that while possible, its not bloody likely. I certainly don't use it if at all possible.

  7. Hi everyone, stumbled CMBO the other day and have been playing the demo. I love it, only one problem. I kinda suck. I'm used to playing much smaller squad based tactical games. The battalion level stuff with all the mortars and different machine guns (not to mention the fact that the squad is the lowest level you can play at is a bit hard) Anyway, my question: Any good starting strategy material I can check out? Help me on my way so I don't get beaten too bad. It would be great, thanks.

    -D

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