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noob

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  1. Morale is in the upper right corner. This corresponds to CM motivation.

    A/B morale = High motivation

    C/D morale = Normal motivation

    E morale = Low motivation

    F morale = Poor motivation

    This is wrong, in our operation, CM motivation is a hard factor, and therefore constant throughout the game. Therefore, the PzC morale ratings are irrelevant to the status of the CM units.

    I have just revised a section of the guide to reflect this, it reads as follows:

    "In a units PzC info box there is a morale rating shown as a letter. I was going to link this to CM motivation, however I am not, as I believe that motivation can only be affected over the long term, i.e. months, years. Therefore, because most PzC operations take place over days not months, I regard CM motivation as being a factor that is unaffected in the short term, and therefore, I regard it as a constant. Determining a units motivation requires some research into the historical situation. For example, the Canadian units that fought at Caen were volunteers, therefore they would be classed as having a High motivation, whereas the 12th SS PzDiv were made up of Hitler Youth, and therefore would have Fanatic motivation. These motivation levels would not change in the course of 24 hours of fighting. However, because PzC morale changes as the unit sustains combat effects, the morale level cannot be linked to CM motivation."

  2. Finally, I need to add some fortifications. The amount, and type of fortification is determined by the information in the hex info box below the unit info boxes.

    AlliedForce_zpsa8905331.jpg

    In PzC, the percentage modifier of a fortification shows the amount of casualties recovered when kills are calculated. This means that the % value shows the amount of protection a fortification offers to an occupying unit. For Improved, which in CM are foxholes, this number is 5% when the fortification is initially constructed, then, it increases in jumps of 5%, up to a maximum of 20% if the units carry on digging. Therefore, to apply this number to CM, I regard it as a multiplier, i.e. 5% = 1 x foxholes per 5 men, so a 20% Improved hex would contain 4 x foxholes per 5 men, with vehicles and guns being regarded as 5 men per vehicle / gun for purposes of fortification building.

    However, because the hex was improved before my units occupied it, I need to know how many men occupied the hex at the start of the game. There were 15 Greyhounds occupying the hex at the start of the game, therefore at 5 men per vehicle, that comes to 75. Because the fortification is classed as 20%, that means I can have two foxholes for every 5 men.

    75 / 5 = 15.

    15 x 2 = 30 foxholes.

    Foxholes_zps2109ae6a.jpg

    Now the fortifications have been added, and because my opponent has already added his forces (this is where trust comes into it) I can create the PBEM game. Once the passwords have been created, it will be my defensive set up. I intend to write an AAR for my set up phase.

  3. Because my opponent and I are using CMFI GL to play this Bulge operation, certain compromises had to be made. i.e. PzGD's instead of SS PzGD's, Glider Infantry instead of Parachute Infantry, and Panthers as individual units with no HQ structure.

    To determine the motivation for both sides, I have decided to regard motivation as a long term philosophical stance, being affected only by events happening over the long term, as opposed to a short term emotional response to environmental changes. Therefore, given the operation is only 16 hours real time, motivation will be a constant.

    To determine the Allied motivation, I considered the situation for the Allied forces in the operational area. Therefore, given that the Allies were confident regarding their ability to win the war, and the units in question were resting and recuperating, I have decided to give them Normal motivation. Whereas, the Axis forces were involved in one last throw of the dice, as regards forcing a decision in the West, and therefore I have decided to give them High motivation.

    Finally, to add an element of randomness to the OOB's, I have decided to use Typical settings for Experience and Leadership.

    Below shows how the PzC units translate to CM. Isolation only effects supply over subsequent turns, however Low Ammo effects the unit immediately, therefore, Low Ammo units have their supply changed to Limited. Units that have sustained headcount losses due to previous PzC ranged fire, have their CM headcount modified to reflect the percentage value in the units info box, with 1 - 4% being rounded down, and 5 - 9% being rounded up.

    CMGliderCoandBoforsOOB_zpse1c680c6.jpg

    CMM10TDOOB_zpsfe803847.jpg

    I have two batteries out of three that are available to add their support to the battle.

    PzCArtillery1_zps48a4c9b3.jpg

    PzCArtillery2_zpsbc9693b0.jpg

    CMArtilleryOOB_zpsf12992c4.jpg

  4. To finish setting up the map, I need to add exit zones for both sides.

    The Allied exit zone is a single tile wide strip, 1000m long, running parallel with the set up zone, along the north edge of the map. I have highlighted the extremities of the exit zone.

    AlliedExitZone_zps95c2cff7.jpg

    The Axis exit zones run along the rear of their set up zones, with a single tile wide buffer zone between set up and exit zones.

    AxisExitZone_zps0653ce8d.jpg

    Now the map is ready, I need to add the Allied units.

  5. To create a CM battle for the PzC assault on the hex at Baraque de Fraiture, this..........

    BdeFPzCHex_zpsfa129efa.jpg

    becomes this..........

    BdeFCMMap_zpsf5ec7401.jpg

    The excellent CM map above was created by Kohlenklau, my illustrious opponent. It measures 2000 x 2000m and represents the 1000 x1000m hex at B de F, located centrally, plus a 500m deep perimeter of no mans land.

    The directions of the two Axis assaults are shown below.

    VPLHexAssaultArrows_zpse3a66afd.jpg

    BdeFCMMapArrows_zpsac38d6e4.jpg

    The CM set up zones are placed in the following way.

    BaraqueCMmapsetupzones2_zpsd4504566.jpg

  6. I assume you mean the 325th Glider Infantry Regiment, not Battalion...

    First off, there is no 4th SS Panzer regiment. You undoubtedly mean the 4th SS Panzergrenadier regiment, which was a component of the 2nd SS division. (SS Panzer battalions took their numbers from their divisions; regiments were separately and sequentially numbered).

    Boy am I getting schooled today :)........sorry for the mistakes, nomenclature is not my speciality.

    Thanks for the information, I think I have enough to work with now.

  7. My bad for forgetting one group starts on map but it is not just three companies each company has an HQ plus there is a weapons company, plus the Battalion HQ and sometimes an engineering platoon.

    I would have the company HQ's come on with the companies, the weapons company that I forgot mention would come on last, and there would be no Battalion HQ, as they aren't represented in PzC. Therefore, it would be 20 minutes to get a battalion on the map not 15.

  8. You mention that units arrive one platoon or four vehicles at a time. Does that mean you expect that CM reinforcements will be used? If so that should probably be called out in the rules.

    It does mean reinforcements have to be used, and I will add that to the guide, thanks for pointing it out.

    I suggest that the depth of the setup zone for traveling be lengthened to 24 tiles

    I agree that the set up zone needs to be increased, however 24 tiles is too much. 16 tiles should suffice, and three tiles wide.

    allow three groups (either platoon of infantry or four vehicles) to arrive at one time. Thus the same battalion would take 30min to arrive.

    Three platoons is a company, and if there are three companies in a battalion, the battalion would take 10 mins to arrive, with one company on the map at the start, one arriving at 5 mins, and one at 10.

  9. If you want more realistic casualty levels, you need to play battles that are more realistic. This means having the battles with exit zones, that are also part of an operation. That way, you will have more than one chance to win a battle on a particular map, and you will be able to exit troops, or retreat your whole force to fight another day. Both these factors should create more realistic casualty levels.

  10. I like the idea, but perhaps 50% should be the number for defenders and 33% for attackers.

    It has to be 50% for both. This is to give the attacker a reasonable force to defend with, if there is a subsequent CM battle instigated against the hex, by the side that had previously vacated it.

    If both sides exceed their number, then the hex should go to the attacker ( or can you have a situation where the defender vacates and the attacker does not enter, the hex ? )

    If both sides exceed the 50% limit, the attacker cannot virtually occupy the vacated hex, and the defender will have to move off it during their subsequent PzC turn. However, the defender will be able to move fresh PzC units onto the vacated hex. Therefore, a defending side would have a vested interest in inflicting 51% casualties on the attacker, irrespective of the toll on the defender. This will create an interesting dynamic, with the attacker more concious of keeping casualties low, and the defender having the option to fight an aggressive defence to bump the attacker off the map, thus giving other friendly forces a chance to re occupy the hex during the subsequent PzC turn.

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