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Kuderian

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Everything posted by Kuderian

  1. Casualties after Hex 15,6 NE Ribera Good result, all my PaK 40's have withdrawn and now are available as reinforcements for the adjacent battle at Hex 14,6 200 VPL. My casualties are just over 20% so these formations will take a global -1 morale hit before the next PzC phase. My opponent will take the same morale hit and more importantly is 2 more Stuarts down for his ultimate assault on Ribera Central. Some more pics from Poesel71's battle for NE Ribera. 40+/100 minutes
  2. Thanks for doing this AAR Bil, much anticipated! Unlucky losing your BMP on first turn to unseen enemy :-(
  3. 36/90 minutes. Hope these brave men never watched 'Zulu Dawn'....
  4. Hex 10,8 continued. 1st Platoon spot incoming artillery barrage too late and try to scatter.
  5. Over at Hex 10,8 things are going from worse to snafu! Fizou has played his trump cards - Shermans x 3. They are bearing down on my 'Town' objective (I must hold 2/3 objectives to claim possession of this hex and it's 300 Victory Points). Hex 10,8 Front lines 'Town'. 35/90 minutes Camouflage is sooo pretty.. From above. Shermans advancing towards 'Town' Must get out of Sherman's Line of Sight!
  6. Some pics from the Hex 15,6 Northeast Ribera assault. The Stuart opens fire with canister shot, range <100m. The shot ricochets off the stone wall, splitting left and right. The Italians take casualties and their already tenuous morale drops a further notch! US armour and infantry have broken into the East of the Town. Two Stuarts are already burning after some very effective PaK 40 'shoot & scooting'! The Bersaglieri are doing a fighting retreat West into Hex 14,6 the main part of Ribera town. Meanwhile the German PaK 40's are planning to exit as well after the 30 minute mark is up. They will reinforce the main defence of Ribera in the next battle.
  7. There are some photogenic battles in this round 10, I think. So I am going to try and get this thread going again! Here is the current strategic situation with the three Allied assaults this round marked. The assault at Hex 14,6 for 200 Victory points is on hold until the adjacent assault at Hex 15,6 (Poesel71 vs Kohlenklau) is finished. This is determine which Axis forces can arrive as reinforcements in hex 14,6. I am up against Fizou my opposite number in Hex 10,8 for 300 Victory points. We are between 15-30 minutes into our respective battles. Some quick snap shots to get the overall picture then I will add more detail later! Hex 10,8 300 Point Victory Location Allied perspective Hex 10,8 300 Point Victory Location Axis perspective Hex 15,6 Allied perspective Hex 15,6 Axis perspective More coming soon....
  8. Good points Weta. If friendly reinforcements could arrive only if a terrain or order trigger was activated rather than currently always arrive at a certain time in a certain place it would give designers more tactical flexibility. I am not sure how easy to code or resource intensive, this would be though. One thing to make AI testing much easier would be to have the order number and trigger tag name displayed next to the unit UI in 'scenario test mode'. Currently we just have the group number displayed.
  9. Thank you Kari Salo! I just in the middle of a pbem with this scenario as the Soviets. I have not tried the single player but it's highly recommended for h2h!
  10. Pissed off LG customer ' Next time I am buying Sony TV!' Pissed off BFC customer ' Next time I am buying a ......Oh shiiieett, there is nothing else!'
  11. Great photos and text! Looking forward to our next round of battles
  12. A really great vid! Crazy music for a crazy film. Thanks Jorge and KK! Now can someone please explain to me the ending of the original 'Cross of Iron' film?
  13. I have tested and infantry and tanks in in close proximity to each other will share C2 even if they are in different formations. This is a great way to help tanks spot infantry threats nearbye. Something I haven't tested though but am 99% sure of, is putting the parent fomations' HQ's next to each other to facilitate inter-formation C2 sharing. With the British, in particular, with their usually separate infantry and armour arms, I found these techniques very useful.
  14. The exit before/exit after timer is absolute not relative. Allows easier coordination between different UI groups.
  15. Using his remaining 2 Stuarts the enemy wipes out my last pockets of resistance. Hex 18,7 Battle finished. My casualties - ~75% of my men and 100% of my 8 x 47mm AT Guns. Enemy casualties - ~50% of enemy infantry and 4/6 Stuarts. Both me and my opponent apply these casualties and the two other battles in Hex 13,12 & Hex 10,8 to our respective Order of Battles (Both Italian artillery batteries were eliminated using the PzC assault function). As well, the survivors take a large morale hit after suffering such high casualties. Terminator! Final enemy dispositions. My intention this battle was to slow down and degrade my opponents armoured thrust across the river torwards Ribera. The survivors of 5th Construction Engineer Battalion & 74th/10th Bersaglieri Battalion retreat back into Ribera. Meanwhile the 4th Construction Engineer Battalion & 35th/10th Bersaglieri Battalion defending the 100 Point river crossing hex at 15,11 also retreat back into Ribera. They were up against a large Sherman and infantry force. I think they have more of a fighting chance in the narrow terraced Sicilian town of Ribera than standing at the river. Over to the NW the 9th Battalion, 104th Panzer Grenadier Division accompanied by 5 Grilles travel along the road East to recapture the 300 Point Hex 10,8. They will have to assault over the bridge therefore they are in travel formation. Overall after Axis movement
  16. Welcome Rossmeister! Had a RAF interview when at school, aged 14. Told the officer I wasn't prepared to drop nukes on civilian targets and I was partially colour blind. Didn't get the job ;-)
  17. Thanks for the responses, chaps/chapesses! On a slightly different note here is a question about the forthcoming AI triggers; Let's say you have U1 providing frontal suppressive fire on objective A and U2 manoeuvrings around the flank to close assault objective A. One has set the exit before/exit after so ,in theory, 5 minutes after U1 starts its' suppression, U2 starts it close assault. But for some reason U1 doesn't suppress the objective and currently U2 will continue its' assault regardless with probably a disastrous outcome. My question is ; will the AI triggers help in this sort of situation?
  18. I would like to try making a small scenario for the first time. I thought converting a Tabletop wargaming scenario to a CM one might be good way to start. This gives me a map and Order of Battle straight 'off the shelf'. For instance, the below pic is my template with a grid scale of 100m x 100m per square. template editor 3d preview My questions are ; Has anyone tried this and how did the conversion go?
  19. Excellent AAR and great video editing, thanks Odin. Have to take you on for a pbem in the forthcoming CM:RT soon!
  20. 40-66 minutes continued. Crew bail out and are met by a hail of fire. Bravado is no match for cold steel. 'Qui audet adipiscitur'... Stuart looks over panicked trenches overall - 66 minutes
  21. 40-66 minutes Another Stuart destroyed, this time with infantry assaulting with grenades :-) The two remaining Stuarts, enraged at their compatriots fate, have been buzzing around the battlefield like angry hornets spewing canister shot with great abandon! So now all my AT Guns are gone, and my defence is largely compromised therefore I am going to try and exit any survivors off the map. Carnage as Italian Bersaglieri get caught by a deadly canister shot. The ricochet saves some Italian lives but claims others. Close up look at death! Cross the tracks at your peril!
  22. Thanks Frankster65. Nice to be appreciated. More Canister shot carnage coming soon...
  23. 32-36 minutes continued. Business end of the Stuart. Italian defenders turned into human Salami. Possible collateral damage?
  24. 32-36 minutes continued. A small squad of the enemy storm my Observation Post. Stuart tries a different approach.
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