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noob

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Everything posted by noob

  1. You have seven batteries, but they cannot be used independently. So, for example, the battery of 12 can only be used as 1 x 12 gun battery firing against one PzC hex, or 3 x 4 gun batteries allocated to one CM battle. Sorry, I overlooked that, I will add the calibre's to another screenshot of the OOB, and post it here.
  2. These are your orders created as data strings, could you confirm their accuracy. All units are classed as in combat formation unless they have a (T) next to the unit name. (T) stands for Travel Mode, (DOA) stands for Deploy On Arrival. 16th Cdn Fld Co: F4 / E5 / D6 12th Cdn Fld Reg: Indirect fire on D12 SDGH Bat, Rece Trp, Mortars, ATG (T)(DOA): E5 / D6 / C7 / C9 NNSH A & B Co's: G4 / F6 / E7 NNSH C Co, Mortars, ATG (T)(DOA): G4 / F6 Recce 27CdnA: F6 / E5 / D6 / C7 / C9 A Sq 27CdnA: F6 / E5 / D6 / B Sq 27 CdnA: F6 / E7 C Sq 27 CdnA: F6 / F8 17th Fld Co: H2 / H4 / H6 KOSB A, B Co's, Recce Trp: H4 / G5/ F6 / F8 KOSB C, D Co's, ATG (T)(DOA): H4 / G5 / G7 RUR A, B Co's, Recce Trp: I2 / H4/ H6 RUR C, D Co's: I2 / I4
  3. Sasso performing the best ever Tony Soprano impression:
  4. You have first refusal on the first CM battle, so if you don't want to play it, that's ok, just confirm your position, and I will offer the first battle to Ian.
  5. Actually, anyone fighting any CM battles that are generated in this operation must post full AAR 's in this thread.
  6. Artillery use is a game within a game. If you disrupt a PzC unit, you prevent it from assaulting that turn, thus denying its participation in a CM battle. So, a concentrated strike at a stack could render it unable to assault that turn. However, as i have stated before, any artillery used in a PzC turn is not permitted to be used in any CM battle that operational turn. I will re create the OOB in such a way as to enlarge the unit info boxes as soon as possible.
  7. Good work with the orders, that's exactly what i wanted. I will wait a day or two to see if anyone else has a plan, and then if no alternative plans are forthcoming i will process your orders.
  8. You can fire on hexes you suspect to be occupied by enemy units, however, the combat effectiveness of the fire is a quarter of its full strength. However, If you use your artillery during the PzC turn, you cannot use it again for the entire duration of turn 1. Which means, if you instigate a CM battle after your PzC moves, you will have no artillery support for the battle, and also, if you are assaulted by the Axis during their PzC turn, resulting in a CM battle, you will also have no artillery support for the battle.
  9. I need anyone who wants to play this as the Allies to issue orders for the Allied PzC turn, any takers ? Feel free to ask any questions about the PzC scenario, and the visible and reachable hexes.
  10. Thanks for the compliment Gerry. The Tiller series is perfect for CM operational play. Because the Tiller OOB can be edited without corrupting a save game file, you just need a method for transferring data from PzC to CM. My system is my take on it, but anyone can apply their own preferences, and it all can be played H2H without an umpire. The hard part is learning the PzC game, and the CM scenario editor. I know. With the release of CMGL, Crete is viable, and PzC Salerno 43 has a full campaign scenario of it.
  11. The irony was that you ended up foxing yourself :- ) I was actually relieved when your Panthers took on my Sherman attack on your right. They were going to be a big problem where they were originally. Also, it cost you time to move them, and it left the PzIV's on your left exposed. In fact, I only wish I had deliberately instigated the Sherman attack specifically to attract your Panthers ;- )
  12. Once the Allies have completed their PzC turn, you will get a screenshot showing any enemy units that are now visible. You will also receive information regarding enemy units that move in, and then out of your forces LOS.
  13. Yes, it's a meeting engagement really, with a token defensive force occupying the VL's. All the SS troops will be "Green" for experience, with "Fanatic" motivation throughout the operation. The Heer will be "Regular" for experience, with "Low" motivation throughout the operation. The only variables will be headcount, fatigue, leadership if disrupted, and supply, if the supply line is obstructed.
  14. I think "bitter" and "end" are apt :- ) True, now we just need to determine who is going to go "ding", and who is going to go "dong" :- )
  15. Correct. There are two 50 point VL's on the hex map. Not that the points matter though, just own both at the end for a win, or one for a draw.
  16. If you want to discuss the guide, post to this thread please. http://www.battlefront.com/community/showthread.php?t=110540
  17. Thanks, there should be a CM battle this turn, so as you were the first player for the Axis side to express a desire to play a CM battle, you will be playing it when it is generated. As the defender, i will send you the CM map for the area, then you are to place any fortifications I add, and create gaps in walls and hedges you might find useful. Once this is done, that map becomes the official map for that hex.
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