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noob

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  1. My PC is being repaired at the moment, so the CMPzC Caen operation is on hold until I get it back.
  2. I have made a major change to the way the CM battles are generated in the PzC Normandy demo scenario being played as the CMPzC Caen Operation. Here is a link to the relevant page in the "how to " guide: https://sites.google.com/site/cmpzch2hoperations/6-pzc-assault-to-cm-battle
  3. Bad news I'm afraid. As you will know by now CMPzC is constantly evolving, and I have had to make a change that affects your dispositions for the next battle. I have been trying to come up with a one size fits all solution to how the CM maps relate to the PzC VL hex areas, and I have decided this is impossible, especially in the case of this operation, where two VL's are within spitting distance of each other. Therefore, I have decided to crop the Caen Map to 3500 x 3500m. This allows both VL's to occupy the same map, plus it reduces the potential for artillery to dominate the battle, and it also allows the PzIV to operate at maximum ranges, where it is superior to the Sherman. Terrain is another consideration when creating CM maps i.e. open terrain operations need big maps, closed terrain would only need small maps. The picture below shows the hex area containing the VL's. All the attacker has to do to trigger a CM battle is to move to a hex adjacent to the hex area (the half hexes), not the occupied hex, and declare his intention to move further, this will trigger the CM battle. Unfortunately, because your armour is on a half hex, it cannot enter the battle until the next PzC turn, so all you will have to fight this forthcoming battle will be the SDGH battaluion, and the Stuarts, plus the 24 gun artillery battery. I will write up the new system in the guide later on.
  4. I made a mistake in my instructions to you regarding post CM battle PzC moves. You have to move the units that participated in the CM battle, onto the contested hex. If the hex stacking limit stops you moving all of your units on the hex, you must decide which units you want to move onto it, but there must be a mix of unit types. Once that compulsory move has been performed, the units that have moved onto teh contested hex are free to move again if desired. you can carry on with your PzC moves, however, in this case it's pointless as the operation is now over because I have insufficient forces to take back the VP hex.
  5. My opponent sends me Allied Turn 05. It shows my remaining PzC units edited from the previous CM battle. Now I have to move off the VPL hex, because in the last CM battle, my total forces headcount dropped below 33%. The AA gun unit that was eliminated in the CM battle, has been removed from the PzC map by enemy fire. However, In future, if there is a defending unit that was eliminated in a CM battle, rather than ask the attacker to shoot at it, which wastes a fire round for the attackers firing unit, I will just reduce the eliminated units headcount to 1 in the PzC oob editor when it is my turn, and then assault an enemy unit with it before I do my moves, which will destroy it completely. My units move off the VP hex, but because they are moving from one enemy zone of control to another, they must use their entire movement point allowance to move one hex. Which means they are in assault range of a large enemy force and will probably be eliminated during the Axis turn. I receive reinforcements this turn, in the shape of 9 Shermans, however they are useless without infantry support. All that remains now, is to process the turn, and send it back to my opponent as Axis Turn 05. This will allow him the pleasure of moving onto the captured VP hex, and officially ending the operation.
  6. I do the same with the M10 company. Because the AA guns were destroyed, I need to remove the AA gun PzC counter, however, because, you cannot remove units from a PBEM game unless through combat, the headcount of the AA unit is reduced to 1 (0 will crash the game). Now all the relevant PzC units have been edited, I overwrite the PzC oob file, then add the word "Edited" to the file name (Bulge '44_Alt7_McNamara Edited.oob) then send it to my opponent. Now, because the AA guns headcount is 1, the Axis player only has to shoot at the AA guns to eliminate them, thus removing them from the PzC map. The Axis player will then edit his units, and generate the Allied Turn 04 PBEM file. I will then load the file up, and perform my PzC turn, with the first move being to vacate the VPL hex. For the rest of the turn, I must regard the VPL hex as now being occupied by the Axis units that participated in the previous CM battle. Then, once it is Axis Turn 05, the Axis players first move must be to move those units onto the VPL hex. If the hex stacking limit is breached, the player must decide which units to occupy the VPL hex, and which to leave in their original positions. Once this has been done , the Axis side can then perform their PzC turn.
  7. Although the operation is effectively over, I will demonstrate how the casualties sustained in the CM battle are applied to the equivalent PzC units. this is done in the following way. I access the Review Map screen, via the CM battle AAR screen. I then click on the company commander to highlight the company sub units. I then count the men in each sub unit. In this case there are 53 men left. There are also five dismounted tank crew, so they will be added to the company headcount, to make a total headcount of 58 men. This number is then added to the relevant PzC company in the following way.
  8. Thanks for your interest. The artillery was impressive, and boy did I need it :- )
  9. Thanks for showing an interest. If you think that arty will be bad in the Bulge, just wait for Bagration. I've played some PzC Minsk 44 scenarios as the Russians, and I can say now, that if I were to run a CMPzC Bagration operation, I would ban artillery from the CM battles, and only allow it to be used in the PzC phase. However, if the CM maps were 4 x 4 km, it could be allowed in. If you have forces occupying an unsupported hex, i.e. a hex were there are no friendly occupied hexes adjacent to it, then the forces in that hex can be potentially surrounded, and cut off from access to their exit zones in a CM battle. This is fine, as PzC units being positioned in such a way should be punished. This potential for being cut off, should encourage players to secure their lines, by occupying adjacent hexes with friendly units. I have yet to write up how CM battle maps will be affected by two defending units adjacent to each other being attacked, but one can be certain that both units will have at least one flank secure, i.e. a map edge. I will have something written up soon regarding supported hexes. Immobilisation by combat would be classed as a loss if the PzC scenario is a short one, and if a long one, some sort of dice roll would be needed for the repair time, and return time. PzC vehicle recovery is only relevant to vehicles lost in PzC due to terrain. When a group of vehicles moves, sometimes one will be removed from the headcount, I initially thought this was a bug, but when I read the PzC manual, it turned out that it's a breakdown. In a contested CM battle, any immobilised vehicle would remain immobilised if it was a combat immobilisation, the side would have to win the hex to recover it. Thanks. It's slowly coming together thanks to the operations I am running, as each new operational situation allows more refinement. I hope to have some of the fundamental rules for CM battle set ups in relation to adjacent multiple defenders and attackers ready for the release of CMMG. Then I plan on playing the PzC MG Grand Campaign, and farming out the CM battles as I am doing in the Caen operation. However, I will have to edit the foot unit headcounts for the entire PzC MG oob before that can happen, and I will need CMMG for that.
  10. The PIAT can be fired from a prone position, and is less conspicuous when firing than a Bazooka, so consequently, you will be able to get off more rounds than a Bazooka before you are spotted. So I would start shooting now, and hope that your first shot goes unnoticed, then the second should hit home. If a kill is not on the cards, I would shoot the Panther, to try and get gun damage, a crew casualty, or at least damage to optics.
  11. The battle for Baraque de Fraiture is over. Baraque de Fraiture turn 108, which is the final movie turn, and then the AAR screen, is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne The Axis inflicted over 67% casualties on my total forces, so I am forced to move off the hex during the upcoming Allied PzC Turn 04. I am pleased to see that I inflicted nearly 50% casualties against a force that had a 2:1 advantage in foot units, and a 3:1 advantage in armour. My one advantage was my abundant artillery, which served me well, and I ended the game with all my batteries empty, which is a good. Because it my PzC turn next, my opponent will modify the PzC OOB to reflect the casualties his forces sustained, then he will save it, and send it to me to do likewise. Once that is done, I can proceed with my PzC turn. Unfortunately, because of the way the scenario was designed, I get no more infantry, as all the units I have are fixed for the duration of the operation. I do have nine Sherman's that will arrive at the north map edge this turn, however they are two turns away from the VPL hex, and I have only 60 foot units, 5 Greyhounds, and one tank to support them. Therefore, once the application of casualties has been demonstrated, I will play out my PzC turn, then the operation will be regarded as finished. I am annoyed that I didn't make sure that I had adequate reinforcements in the event of losing the VPL. However, it has taught me to only play PzC scenarios where the defender gets at least one chance at counter attacking a lost VPL. Fortunately, the CMPzC Caen operation is still running, and has plenty of forces capable of multiple counter attacks, one of which is on the horizon, once the current CM battle is resolved.
  12. Baraque de Fraiture movie turn 096 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne I had to post this latest turn, very amusing, exactly the sort of weird situation operational play throws up. My fleeing troops run past an immobilised Stug, it's just sat there with my men barely 40m away on its rear. I could try and take it out with grenades or a satchel charge, but I want to save as many of my men as possible at this juncture, and there are Axis infantry in the vicinity.
  13. I'm going to stop posting turns now, this is because there is nothing interesting to see, as all I am doing now is retreating. Once I have my remaining men in the exit zone, I will call a ceasefire, then post the result screen here.
  14. Baraque de Fraiture movie turn 084 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne Once I get the forces nearest to the map edge into the virtual exit zone, I am going to call a ceasefire. This means abandoning the units I have in the centre, but I don't think it's worth the time trying to extricate them, given that my opponent knows about the new exit zone, and will no doubt place a screen to stop them.
  15. Baraque de Fraiture movie turn 082 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne One half of my remaining forces have nearly made it to the exit zone, the other half are on their way, under cover of the artillery.
  16. Baraque de Fraiture movie turn 080 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne I'm bugging out from the foxhole position. The position is untenable, so I am bailing out my immobile tank crews, and pulling what's left of my infantry out of the area. I am going to try and link up with the forces I have at the back of the map. This battle has exposed a flaw in the system regarding exit zones for defending forces. I was only allowing one for the defender, however when one considers that if the Allied forces can exit to the empty hex at B, then they should be able to exit to the empty hex at A. Therefore, I am going to allow defending units to have exit zones for "all" empty hexes adjacent to the defenders hex. So, for the purposes of this game, I will pretend there is an exit zone to hex A, as shown below. I will now move all my forces to the area where I should of had an exit zone, then call a ceasefire.
  17. Baraque de Fraiture movie turn 078 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne The end is nigh. I have just done a quick casualty count, and I have 82 men left out of 242, which means I am five casualties from sustaining 68% casualties, which drops me below the 33% rule. When the headcount in a CM battle for a participating sides total forces drops below 33%, the forces must evacuate the hex during their next PzC turn. So, I will call a ceasefire as soon as I hit 77 men remaining.
  18. Baraque de Fraiture movie turn 076 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne The PzIV still does not move, so I think it is immobile. I lose some AA crew, and a 30 cal that were pinned in some craters. There is some smoke blocking a possible LOS from an M10 to the Stug, but it will take a turn or two to clear. Axis infantry start appearing, I have a few men that may be able to hold them off, but I doubt it. My only hope lies in another 155mm strike I have coming down in that area in two turns.
  19. Baraque de Fraiture movie turn 074 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne I lose another M10, but I bag another Stug. Looking at the situation at the foxhioles, there is one Stug advancing toward my remaining M10's. which is good. The PzIV remains in its position, so I'm hoping for combat immobilisation, which means a kill as far as the operation is concerned. The other PzIV that has been lurking around at the back of the map makes an appearance. So I have a Stug and PzIV versus one shaken M10, and one immobilised M10. I do have two operational AA guns, so one will engage the Stug, while the other tries to knock out the possibly immobile PzIV directly in front of it.
  20. Baraque de Fraiture movie turn 072 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne This is it folks, the big push. He sends his tanks in without infantry support. I have either forced my opponent to make a risky move, or he sucks at CM :- ) Unfortunately he has moved his armour out of the area fire circle of my 155's, so lets hope they are inaccurate. My FO buys it, but the strikes are still pending, so that's ok. His other armour force continues to chase my other units. Thankfully, he did not decide to add these units to the attack on my foxhole positions, thus creating a battle on two fronts, so now I am free to concentrate on the enemy armour to my front. If I can kill the three tanks he has at the foxholes, I should be able to hold my position against the infantry he has in the village.
  21. Baraque de Fraiture movie turn 070 is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing Password: rawsthorne A bazooka, a bazooka, my kingdom for a bazooka !!!
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