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Leprechaun

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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 on High DPI Settings" (Win 8.1). The scaling options are a little different in Win 10. Go to the overide high DPI scaling behavior and select Application (this works the same as the above option in Win 8.1).
  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 capture. Final Score: [ April 06, 2008, 03:18 PM: Message edited by: Leprechaun ]
  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 wonders what that crazy Ivan bastard is up to. Ragnar's reinforcements have just reached H and one of the squads reports tank noise emanating from the gap between H and the map edge. Von Leprechaun knows he should have listened to his instincts and not to Hauptmann Ragnar. Well that Norwegian bastard better be as good with a grenade as he is with a bottle of schnapps. The Stugs moving through the scattered trees in E are rotated to an ambush position and await the arrival of the new threat. The infantry in H take up ambush positions and ready their potato mashers. Their platoon commander's sweaty palms caress the luger at his side as he makes a last desperate call for air support. The Stukas have saved his ass on more than one occasion and he hopes that this time will not be the exception. He sees a T-34 emerge from the mirk and it is, thankfully, accompanied by the loud scream of a Stuka diving on its prey. The watching infantry hiss in frustration as both of the Ju-87s bombs miss and the tank lumbers on towards their positions. Two of the squads are within grenade range and let lose with little effect, and one of the Stugs, with LOS, fires several shells that bounce from the steel beast like tennis balls. The Ivan TC coolly destroys a rapidly repeating track and truck but his charmed tank is finally immobilized and then destroyed by infantry grenades. The men let out a ragged cheer that is quickly silenced by the report of another sound contact. Another f*in tank is confirmed by the deflated men. As the T-34 comes into view, the Stuka, like a prehistoric beast, dives from the sky and releases three bombs that scream towards their target. The bombs' concussion knocks the watching infantry to the ground and the sudden change in temperature and pressure sucks the air from their lungs. Moments later, the dazed men get shakily to their feet only to find the tank is unharmed. The job, as always, is theirs. Two men, their belts stuffed with grenades, make a mad dash for the tank. One is gunned down as he reaches the left side of the tank but his aim is true and the tanks thread is destroyed. The other man makes an inhuman leap and lands on the beast's back. He deposits his cargo inside, jumps down and runs quickly back to the woods. Muffled screams and wisps of grey green smoke announce the tank's agonizing death. The crew attempt to escape the smoldering wreck but are eagerly dispatched by the awaiting Wermarcht infantry. Meanwhile, the stationary tank near F has announced its intentions by moving forward and blasting a track and its crew into oblivion. It moves forward too quickly for the drunk and infuriated Ragnar to deal with. The marauding unit, however, meets its demise. It is ambushed by the Stugs on the hill E and after several pens is abandoned. After this action, Hauptmann Ragnar reports his sector secure and inquires about "supplies." Hauptmann's Phantom Tank: Goring's Fireworks: [ April 07, 2008, 07:22 PM: Message edited by: Leprechaun ]
  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 are. One of my other platoons, I'll use to reinforce Wood E and the final platoon I'll load in vehicles and keep in reserve. Deployment: The gap between C and B continues to be a popular area and, now that I have two 88's and one of my 50's zeroed in, a deadly one. The roar of the 88's fill the air and and four more tanks visit the scrap heap. In C, the woods are swarming with angry Ivan infantry bent on avenging their fallen comrades. My 2 platoons, despite their heroics, are simply overrun by hordes of PPsh wielding killers. One squad, shattered by the onslaught, breaks and makes it to C with 7 men left. These are the only survivors. Von Leprechaun orders a 105mm barrage to add to the 81mm one already falling on his former positions. Two more T-34's come trundling down the road through Wood C and surprise some of the tracks. A truck and two more tracks are lost but the tanks are destroyed by an 88 and the timely arrival of the Jagers. Nasty Surprise: You Shall Not Pass: Meanwhile, the German position in E comes under a simultaneous assault from G and C. The Russians, eager to maintain their momentum, charge forward with blood curdling cries and are met by a wall of steel. The German infantry in E, supported by tracks, Panzers, HMG's and guns, shreds wave after wave. Von Leprechaun shakes his head in disbelief as reports of the action start to trickle in. [ April 23, 2008, 11:00 AM: Message edited by: Leprechaun ]
  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 position and rotating to the short arc I've set in front of them. The 50mm AT gunners are ready and anxiously awaiting their first action. By turn 18, two of the 88's are ready and T-34's are spotted moving apprehensively through the gap between C and D. The 50 gunners bounce a couple of shells of the lead tank before a loud boom announces the presence of the 88's to the enemy. The unfortunate T-34 attempts to reverse out of trouble but the crew of the nearby 88 is faster. The T-34 is ripped apart by a high velocity shell and is quickly engulfed in flames. The surviving crew members try to desperately reach the nearby woods but are gunned down mercilessly by the German infantry. First Blood [ April 03, 2008, 09:54 AM: Message edited by: Leprechaun ]
  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 Ragnar (Norwegian volunteer), their commander, reported engine noises approaching his sector. The German commander, Von Leprechaun, summarily dismissed the captain's report and used the written message to light a cigarette. Will he regret his lack of caution or access to matches/lighter? Current Situation: [ March 25, 2008, 06:29 PM: Message edited by: Leprechaun ]
  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 three. Two of the Flak guns are in place and setting up and the third will be on the following turn. Everything looks great, I just have to retrieve my Stugs. From Russia with Love [ March 22, 2008, 10:13 PM: Message edited by: Leprechaun ]
  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' arrival. My tracks and recon cars act as bait and move so as to attract the tankers' attention. It works and the T-34's edge around the corner and into the trap. 2 T-34's are destroyed at the expense of 1 Stug and a damaged track and recon vehicle. The Woods Tank Killers Ambush On turn 10 more reinforcements arrive. Among them are 3 88 Flak guns. These are very good tank killers but are hard to place and draw a lot of enemy fire. I am going to try and place them as previously discussed. I have infantry moving into Wood F and E to secure the areas and allow the Flaks' gun tractors to make it to their destinations intact. The fighting is continuing in Woods A and B but the Russians appear to be loosing their desire for this real estate. They've taken approx 100 casualties to my 15 but both of my platoons in the area are out of ammo. Another T-34 attempts to round the corner and is quickly brewed by the lead Stug. That's the last of the visible tanks but I know he has got more. Reinforcements Round 2 Nice Brew [ March 22, 2008, 10:34 PM: Message edited by: Leprechaun ]
  21. A "cyclic redundancy" error is usually associated with a disc problem. That being the disc is scratched or dirty.
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