Jump to content

Kuderian

Members
  • Posts

    443
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Kuderian

  1.  

     

     Its easy, just be dumb enough to get your tank attacked by infantry to the rear. thus the perfect situation to see that MG fire.

    But seriously, it is cool. I forgot any late model Russian tanks had this, I knew many early war models did.

    So it is nice to see it functioning

     

     

    To set up this test, I ordered my tank to light or normal fire ahead while it advanced and put some targets to it's rear. The AI did the rest. If you use a target order the Turret will rotate to that direction.

    I wonder if there would be the same result with  American vehicles with rear facing AA HMG's?

  2. As far as I know Hydaspes, the more different sound files and the higher quality they are in CM, negatively affects CPU performance and RAM availability.

    Here is a good test for you to try yourself!

    Download free version of FRAPs. This will allow you to count the frame rate.

    Create or use a scenario where there are an incredible amount of firing eg. Two infantry Companies at close range shooting each other.

    See the FPS rate from FRAPS.

    Then download one of the various high quality  sound mods from this site and rerun the same scenario.

    I would bet my hat that you would see a significant drop in FPS with the sound mod installed even on the most modern PC/Mac...

    One reason I always stick to vanilla sounds.

  3. Thanks for great Sitrep Chappy.

    A small vignette from the San Leonardo battle.

    After watching his 4 PLDG Recce Squadron being decimated, the last of two surviving scouts gets his revenge on Jerry!

    povUcAZ.jpg

    He opens fire with his Bren gun - only 4 shells left.

    pNTNbwJ.jpg

    Jerry hits the dirt while his comrade flees  in terror.

    rTOmHbl.jpg

    Out of ammo, he pulls out his trusty Webley revolver..

    Rtbs3GP.jpg

    Singlehandedly he has breached Jerry's second line of defence.

    MFofpn7.jpg

     

     

     

  4. Thanks Sublime for this AAR!

    "Grab them by their belt buckles" , I think,  is a quote from General Hồ Chí Minh in relation to fighting the massive fire power advantage of the US army against the NVA in the Vietnam war. As you pointed out, by hugging the enemy it helps to nullify  their artillery and air assets firepower superiority.

    I think ultimately it failed though as the NVA suffered horrendous losses trying to fight the US conventionally.

    Great book by that name btw.

     

     

  5. The German infantry in front of A Coy are few and some are fleeing - ideal for the role of ACs to pursue and chase them down.  I think we have only two ACs left and unfortunately they are on the wrong side of the map. Are there any bren carriers close? Or for that matter, some hunting teams in universal carriers?  I would rather not see the Germans being able to flee into San Leonardo where they will become a larger issue in future

     

    Will do! Remaining 2 AC's heading W to give some love to A Coy.

     

    Stonecutter should have no problem with his Shermans and APC's on the E flank!

  6. Hey guys. I have had a good look at the approaches to San Leonardo. In order to prevent A and D Coys from encroaching on each other, I highly recommend the following:

     

    A Coy - it looks best if you approach San Leonardo on a 45 degree angle from where your leading troops are.  That way you can use the many vineyards to your advantage and eventually end up in that large wood directly in front of the town.

     

    D Coy - in the area of the two houses, directly right (north) of the town there are some copses of trees. There seems to be a good covered approach to get to that area. It is mostly dead ground where the houses are (viewing from the town) allowing a nice covered charge uphill into the town proper.

     

    If the companies get to these areas, we have a frontal and/or flanking of the outlying town row houses.

     

    Of course this is assuming that our tankers take care of business in the next 10 minutes! :)

     

    Thoughts Commanders?

    Just back from a week's R&R. Thanks to my fellow commanders for keeping my my men alive!

     

    A Coy  will advance through the vineyards NE as ordered. Point Pltn A Coy is under  some suppressing fire from a MG or two , I think,  near the now destroyed Flak 88(hooray!)

     

    4 PLTG's remaining AC's will continue to scout and guard flanks.

     

    When the rest of the Sherman Squadron arrives , we should be unstoppable :)

     

    Great news with the 6lber hitting the PzIV on it's first shot, well done gunners!

  7. On a battle note I would like to use the next available artillery to call in another barrage on the still standing Flak 88  West of the town.

     

    Kuderian (Fred):   you have authorisation to use some but not all the arty resources...it is a pinpoint target, so use lightly. I am not sure how the arty failed to take out the 88mm last time...any chance you were hiding your FOO? (if you were then he cannot correct the shells impact, just so you know)

     

    I am sure we will need the indirect fire support for later on, so judge accordingly

     

    Ok.

     

    The 88 was lucky as some shell bursts were very close. But it is in fox holes and with the campaign indirect artillery rules, I had to use a 88m area fire circle.

     

    Direct fire with a 81mm mortar would be a piece of cake but it looks like we have no on map mortars coming?

     

    Perhaps I should of just used one mortar tube with a 22m radius?

  8. ***IMPORTANT for all PBEM commanders

     

    When the Shermans arrive, all of them are under Stonecutter's command

     

    D Coy is commanded by Snake_Eye, so when they arrive we are going to have a....3 WAY battle!  So Kuderian will make his moves first, then Stonecutter, and finally Snake_eye when his forces arrive. So Snake_eye, being last in the order, will press the red button to end the plotting turn

     

    **Everyone please acknowledge this post so that I know you are on board

     

    I also encourage continued PM/email discussion of tactics and shared resources, etc, while you are plotting your moves

     

    The battle goes for 1 hr 40 mins, plus change, before the next operational phase, so make the best of it guys!

     

    Orders acknowledged.

     

    I will continue to post the first save turn in the save turn folder and send a confirmation email to Stonecutter et al. (need emails for other commanders?)

     

    I will add an 'a' to the end of my save turn name to indicate this is the first save turn(alphabetical) . Stonecutter I assume, will use a 'b'  etc. etc.

     

    Everyone make sure that your h2hh is not connected or is set to not delete dropbox old turns.

     

    On a battle note I would like to use the next available artillery to call in another barrage on the still standing Flak 88  West of the town.

  9. My view as A Coy & Recce squadron commander.

     

    Good news with one PzIV down by Fraser's bridge.

     

    Unfortunately the barrage my FO called, failed to knock out the Flak 88 which is zoned in on the small buildings where one of my Platoon is fighting. I will have to wait until more artillery becomes available to try again.

     

    As well as the 88, I also have PzIV's in front and on my flanks so anything but a probe with one of my platoons at the moment would be suicide for my men imho.

     

    But I think our enemy has committed a big mistake splitting up their armour. When our Shermans do arrive, their concentration should do the job against their scattered PzIV's.

×
×
  • Create New...