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noob

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  1. Now that i have made available a demo version of PzC Normandy '44 and the scenario you are playing, I want to dispense with me being the umpire. Therefore, i want you all to familiarise yourselves with PzC by playing the Caen scenario as a one player game versus the AI. Once you are familiar with the game, I would like one of you to process the Axis turn, after the team has agreed on a plan of action , and post it to a dropbox folder i will create. This dropbox folder will be shared with the Allied team for the purposes of sending PzC and CM turns. As the Allies have already performed their PzC phase for turn 1, i will post the save file for the scenario in the dropbox for the Axis team to process their PzC phase. I would like an AAR made of each operational turn, along with AAR's of the CM battles.
  2. You can download a demo of the PzC game plus this scenario at the link below, the folder contains PzC tutorials.
  3. I have added a link to my signature that will allow anyone to download a reduced version of PzC Normandy '44 complete with the Caen scenario. This can be used in conjunction with the CMPzC guide to allow players to pla H2H operations using CM to resolve any .close combat.
  4. Could everyone that wants to be involved in the operation post a "hello" in the HQ thread of their choice.
  5. Which translates into "You forgot about me"....which i did .....apologies, you are third in the list.
  6. One point i will make in defence of using an umpire to play CMPzC, is that it will allos what i regard as a more realistic level of intel. PzC allows players too much information regarding visible enemy units IMO. This is negated when playing with an umpire, as he can restrict what a player knows about the visible enemy. In a previous CMPzC system test using the Carentan scenario from PzC Normandy '44, I, as the umpire, in the case of non moving contacts, I only told players that there was an enemy presence, but not what weapon types were present, or how many. However if the contact was moving, players would be told what sound contacts they were receiving i.e. the volume level, and whether the vehicle sounds were wheeled or tracked. In future turns of my AAR, i will introduce this method to demonstrate its effect on gameplay.
  7. I agree, this AAR looks great, and reads well. I agree, my system was designed specifically to be played without an umpire. However, to present it being used in that way, you need players proficient in PzC and CM. Unfortunately for me, the players that i intended to use for my presentation decided to start their own CMPzC operation (this one ) after rightly getting frustrated with me re starting a forum CMPzC operation for the second time. This turned out to be a good thing, as it helped me immensely, as watching, and communicating with the two teams as they played CMPzC as a H2H operation, allowed me to come up with rules for all the various situations operations like this can create. So, ironically, it was a good thing they got pissed with me I will be adding a link to my signature that will contain a demo version of PzC Normandy '44, complete with the Caen scenario i am using in my AAR. This will allow CM players the opportunity to create their own H2H CMPzC operational ARR's, and hopefully they will be as good as Fizou's.
  8. Thanks for showing an interest. Anyone can participate in coming up with operational orders. However, to play any of the CM battles that are generated, you must have CMBN CW v2.01, and be able to process at least one PBEM turn a day. Eligibility is also based on a first come first served basis. Which means you will be third on the list, after Strachwitz (1) and ian Leslie (2). Therefore, you can only play a CM battle if there are either three battles, players higher up the list cannot play at the time of the battle, or someone drops out of a battle because of real life issues.
  9. Below are screenshots of the units that can perform direct fire, with the white arrows showing the eligible targets. Firing uses movement points. The 88's can only target the tanks at hex F8. I will create a table showing the hex ranges of each unit type.
  10. Below are screenshots showing the indirect fire weapons that are eligible to fire at the start of your PzC phase. The mortars may be used now, and in any CM battles that occur later. However, the artillery can only be used once per PzC turn. Either during the PzC phase, or the CM battle phase. The firing units hex location and its location in the stack are highlighted in red.
  11. I want you to write your fire orders in the following way: Firing units name / Hex coordinate of target hex / target units location in the stack list, with 1 being the top unit. Therefore, if A Company wants to fire at an enemy foot company occupying hex B7, the orders would be written: A Co / B7 / 3 I want you to write your move orders in the following way: Moving units name: Formation / Hex coordinate of objective / Formation. Therefore, if A Company wants to move in travel formation (T) to hex G5, then deploy to combat formation ©, the order would be written: A Co: T / G5 / C I will move the unit to the desired hex the following the safest and most economical path. Before you move your main forces, you may move scouting forces to spot enemy units.
  12. I have decided to use a different method for unit identification. So, below, you will see a battleships style operational map. The map shows the Axis starting deployment, and all visible enemy units that have moved into view this turn. The OOB pictures show the hex coordinates of each visible stack. The question mark represents a sound contact for artillery fire. The PzC options being used allow counter battery fire against hexes containing sound contacts, but with the damage factor of the indirect fire reduced by a quarter.
  13. I have performed all the direct and indirect firing. The results were the following: The foot unit shown below was disrupted, had it's fatigue increased, and lost two men. The enemy stack at I11 lost one gun by direct fire from your 6 pdrs at H8. I will now inform the Axis side that it is their PzC movement phase.
  14. I was going to impose my own intel restrictions on the game. However, as this operation is to demonstrate a system that can be played H2H without an umpire, I will give you the same info about visible enemy units you would get in a typical PzC PBEM game.
  15. According to the PzC artillery dialog, the mortars of NNSH can fire at E9. Mortars are permitted to fire in the PzC phase, and also support a CM battle during an operational turn. So i will add the mortars to the firing line. There are restrictions for artillery. Artillery can only be fired once per operational turn. You can use a battery in the PzC phase, or a CM battle, but not both. Do you wish to use the artillery now, or do you wish to save it for a CM battle ?
  16. If you do not to wish to move any more units, your movement phase will be over. I forgot to mention that you can perform direct and indirect fire at any point in the turn. I will inform you of which units can fire at enemy units. Once this firing is completed, the Allied PzC turn will end, and the Axis will get the opportunity to move. You cannot assault this turn, this is because the only eligible stacks (E7 / F8) have insufficient MP's.
  17. Here are the new troop dispositions. Some units did not have enough move points (MP's) to complete their full move. There were more SP issues, but i took the liberty of moving those units a different route to get to the correct hex. Each moved unit is marked with the hex coordinate of the hex they are now occupying. You were fired at with small arms, and some AT guns of an unknown calibre, from the hex occupied by the visible enemy units. You will notice some units have suffered losses, and an increase in fatigue. Units with green move points can move or assault. Units with yellow move points can move, but not assault. Units with orange move points cannot move any further.
  18. That would block the move for the NNHS recce troop, as the stack on F6 has an SP of 680, and you have ordered the NNHS unit to move to F6.
  19. I have finished the section on setting up a CM battle: https://sites.google.com/site/cmpzcoperations/Combat-Mission/Battle-Set-Up
  20. For more information on stacking limits read this: https://sites.google.com/site/cmpzcoperations/Panzer-Campaigns/stacking-limit
  21. Ok Ken, thanks. One thing though, the 27Cdn Recce Troop cannot move onto hex E5 because of stacking limit restrictions. You will need to create a new movement path for it that avoids moving through other stacks.
  22. Kensai, I would like you to do your orders again. This time use the recce units your Battlions have to scout, as you would do in a typical game of PzC, before you commit to moving major formations. I will show you screenshots of any visible enemy units your recce units encounter. Also, rather than draw arrows on the map, I would like you to use hex data strings. So you should write down the PzC units movement path using the hex coordinates map, by firstly starting with the names of the units to be moved, their starting formations, their starting hexes coordinates, and then the coordinates of each hex moved onto. Then, if the units moved in travel mode, you must say which units are deploying to combat mode after their movement. It must be noted that changing from travel formation to combat formation uses movement points. If anyone else has a plan, feel free to post it here.
  23. I cannot find an Aris weathering mod for the VA Panther (mid) in the repository, does it exist ?
  24. There are no on map 120mm mortars available in CM so they are to be regarded as artillery, with a hex radius range of 5 hexes. There PzC heavy mortar units represent 2 tubes. Only if there is a unit from the parent battalion with a LOS to the contested hex. I will be adding a link to my signature soon, that will allow members to download a reduced version of PzC N44, containing this scenario, then you can see how the artillery dialog works. Basically, the artillery dialog will highlight any enemy unit that can be targeted, and with which battery. This is used to determine CM battle eligibility.
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