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Everything posted by Leprechaun

  1. I have a fix that works on both my Windows 8.1 and 10 laptops. No more lag, fog works and graphics look they way they are supposed to. Download a ddraw.zip from this site: https://github.com/narzoul/DDrawCompat/releases/tag/experimental It needs to be the experimental one which is the most recent as the older one didn't show fog and the graphics looked low resolution. 1. Extract the dll file from the zip file and put in the CMBB directory. 2. Go to properties in the CMBB executable and select the comparability tab. 3. Select "Run as Administrator" and "Disable Display Scaling o
  2. Good AAR. I agree that getting rid of the AT guns should be the mortar's top priority. You are aware of the trick about knowing whether a unit that is unspotted is dead r not. If not check out this link http://www.theblitz.org/message_boards/showthread.php?tid=41649
  3. Seen as how you liked these try downloading Jason's Russian training scenarios as these are quite instructive/fun as well.
  4. You have to install a mod. Rocketman's high contrast gridded series will do the trick. The mod(s) can be found at cmmods. CMMODS [ May 01, 2008, 06:02 PM: Message edited by: Leprechaun ]
  5. I've used the SU-152 against the Tiger before and, while it can kill the beast, it is by no means an easy task. The SU's slow reload time, crew's inexperience coupled with the gun's inaccuracy make the Tiger a clear favorite in any encounter. The only way you loose the Tiger is by moving rashly and presenting an easy target or he gets lucky with a shoot and scoot. I'd say his tanks are moving to warmer climes.
  6. Great story and I am learning quite a bit from it also. Thanks.
  7. Thanks for the comments gents. The 88's did well knocking out 6 tanks but were matched by the Stugs who also destroyed, though not as spectacularly, 6. My infantry took out another 3 with close assaults and a Pz Jager took out a single tank. THe Ju-87 managed to immobilize the remaining tank but did little else except miss and strafe a couple of friendlies.
  8. Thanks for the comments. As far as inhibiting the Norwegian's thirst, he volunteered for the "recon" mission and the recovered cache and Captain have not been seen since.
  9. For the remaining 5-6 turns the front has stabilized with neither side able or willing to attempt a large attack. Von Leprechaun has 2 platoons in reserve but decides not to commit them in an attempt to recapture C. There are a lot of grumpy Soviet infantry entrenched there and they would be difficult if not impossible to dislodge. On turn 36 he does, however, order a Stug to move into a good recon position near the flag in C. Von Leprechaun has intelligence that a large Russian cache of vital supplies (vodka) is located near there and, knowing its strategic importance, has ordered its cap
  10. In C, my 2 platoons are fighting for their lives against Soviet infantry attacking from D. Things are bleak until the 3 Stugs, who are in the vicinity, move into a support position. Heavy casualties are taken but the woods are held and will remain so until the end of the game. On the right flank, a lone T-34 appears approaching my men at F. The tank moves into a position in front of my men and remains there for several turns. Hauptmann Ragnar anxiously wipes the sweat from his eyes and takes a gulp from his flask that sends its contents, a burning liquid, down his parched throat. He wo
  11. Don't feel too sorry for the Soviets. Their tankers may be meat but the infantry is giving me fits once it gets into the woods. Thanks. Yes they are a pain to deploy and utilize effectively.
  12. Moving on to turn 20 and I get my last reinforcements (3 platoons of mechanized infantry, 4 Panzer Jager 1's, 3 Stugs, 2 HMG's and 2 light mortars). Reinforcements Part 3: I'm going to send the Jagers along the road and use them to support my units in the middle of the map. The Stugs, I'll send to a staging area just below Wood E and, depending on what Ivan's armor is up to, deploy them as necessary. I will send one of my platoons to Wood H to secure my right flank. I know Ivan has at least 3 T-34's over there and, with the exception of engine noises, I have no idea where they a
  13. Things are hotting up as my men meet Ivan infantry in Woods B and C. This f'ers are armed with submachine guns and are causing alarm and casualties among my men. The only way to even the odds is by keeping my squads close enough (~10m) that they provide each other mutual support and give me at least a 2-1 advantage. In terrain that doesn't provide good cover/concealment, I usually keep my men ~25m apart. My boys in Wood F, their accompanying support teams and a couple of tracks are hammering Ivan infantry trying to cross the woods and fords in front of their positions. My 88's are in p
  14. Those are good. Here's a link to another classic. http://www3.telus.net/zonsa/AAR.htm Another classic: http://www.combatmission.com/articles/grafenwohr/grafenwohr.asp The best site for strategic and tactical tips: http://www.theblitz.org/message_boards/forumdisplay.php?fid=31 Jason C, an excellent resource, has a very good training series and lots of good posts on this forum that are worth reading. [ March 26, 2008, 08:01 PM: Message edited by: Leprechaun ]
  15. When I play as the Axis, I usually chuckle when I hear that sound as Molotovs are ineffective if not useless. As the Russians, I usually look for a unit that is not equipped with "fire water" when taking on armor but this can be futile considering Ivan's predilection for the hard stuff. [ April 06, 2008, 10:33 AM: Message edited by: Leprechaun ]
  16. Ivan infantry continues to pour into Wood A and this time they're armed with several PPShs (not good). One of my 2 platoons, both of which are low on ammo, suffers heavy casualties but eliminates the threat. Meanwhile, the Stugs intercept several Ivan infantry units strolling across the gap between A and D and one of the tanks get off a cannister round. Ouch, that's gotta hurt. Can you dig it:
  17. Ok, the Stugs boogied out of Ivan infantry range and set up to cover the gaps between A, B, and D. Meanwhile my reinforcements continue to ineptly move into position. It seems the German commander has a fondness for "cold beer" which can, among other things, impair one's ability to drive. Despite these setbacks, the objectives have been achieved. Wood A has been secured by 2 platoons both low on ammo while B, recently reinforced, is now held by 2 platoons. E and C are each held by 2 platoons. Wood F is controlled by one platoon which is supported by 2 HMG's and 3 light mortars. Hauptman
  18. Actually, I use Rocketman's standard grids. I do not, however, use the grids for all the terrain elements (marsh, winter tree bases, roads, soft ground, and a couple of others I can't remember right now). Rocketman's grids don't look the best but they really help reading the terrain and are probably the most useful mods out there.
  19. By turn 14 everything looks like it's going pretty good so I decide to F it up and get aggressive with the 3 remaining Stugs by moving them up between Woods A, B, and D. I, of course, get a little too aggressive and a Molotov lands on the lead tank causing a casualty (normally the Molotovs don't do anything). There must be a commissar around because suddenly Russian infantry, oblivious to tank and machine gun fire, erupts from the trees lobbing Molotovs and, far more ominously, grenades. Hopefully, I can get the Stugs back beyond 40 yards (limit of grenade range) without loosing a tank or t
  20. I've been busy lately and haven't had much time to play the game or write the AAR but here goes anyhow. The action in Wood A is still hot and heavy. My units, despite the fact they are out of ammo, are inflicting heavy casualties and another platoon has finally arrived to offer support. In Wood B, one of my units has finished the stranded T-34 by destroying the tank commander's vodka rations. There are, however, 3 other T-34's in the neighborhood so my men must remain vigilant. Luckily, the Stugs are nearby and they quickly move into a good ambush position and await the enemy tanks' ar
  21. A "cyclic redundancy" error is usually associated with a disc problem. That being the disc is scratched or dirty.
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