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Leprechaun

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Everything posted by Leprechaun

  1. 110 - You can move the whole platoon up to the fence line and the machine gun will not respond because it is facing the opposite direction. As soon as you move a unit past the fence line it reorients and fires but by then you will have an attacking squad placed in a crater near the trench and 2 supporting units providing suppressing fire. Then leapfrog your units closer to the trench using the craters. Once you get a unit within grenade range ~40 meters, you'll be able to panic the MG crew and win. [ March 18, 2008, 02:20 PM: Message edited by: Leprechaun ]
  2. Your wish is my command. The 2 T-34's have become 3 and my scout cars and tracks kick it into reverse and head for cover. Alas, one suffers gun damage and another is brewed. A traffic snafu, caused by attempting to move 3 tracks through scattered woods opposite the emerging T-34's, leads to the loss of another 2 tracks. Such are the whims of war. In wood A, a lone Ivan unit is ambushed by my awaiting platoon and the din of battle is punctuated by grenades and submachine gun fire. More Ivans pour in to support their stricken comrades and things get ugly fast. The Russians are Coming Meanwhile, my reinforcements move out according to my fiendish plan (hopefully the enemy and not my troops will find it so). I thought about splitting my Stugs and trying to get one group behind the t-34's but I decide against it. Instead, I set up an ambush for the lone approaching T-34 and plan on going 3-4 against 1 (me like those odds). As soon as that bastige is dealt with, I plan on sending the accompanying mounted infantry into wood A to support the platoon already engaged there. My 2 AT guns I am going to move into position in FB 1 and 2 and try to ambush any marauding Ivan tanks. My remaining infantry I plan on using to secure my right flank by occupying woods E and F. Deployment By turn 8 my Stugs are in position and quickly knock out a T-34 with several side turret penetrations. The tank commander then moves the his tanks closer to Wood A and the mounted infantry debark. Hopefully, the infantry will arrive on time as things are looking bleak in A. The platoon there has inflicted heavy casualties but hordes of Ivans continue to surge forward over the bodies of their comrades. The reek of cordite, warm blood and vodka fill the air as my men try to burrow themselves into the ground. Their ammo is low and the CO and 2 of his squads are pinned. In wood C, one of the T-34's has strayed too close and has been immobilized by grenades from 2 of my squads. One of my units bravely sneaks to within 30 meters and tosses a grenade bundle onto the back deck of the tank. It explodes but the tank remains intact. The soldiers are worried. Where are the Panzers? A Gift from the Fatherland [ March 02, 2008, 08:00 PM: Message edited by: Leprechaun ]
  3. I've never seen this discussed before. I thought that the leader only needed to be in range of his subordinate units for the combat bonus to apply. Nice to know, thanks
  4. Tracks all move out with little difficulties and approach drop off positions. I've used the roads mostly and am using 3 lanes. My trucks move to their drop off position and unload the heavy weapon support teams. Meanwhile, my lone scout on left flank engages some Ivan infantry who are attempting to cross into wood A. Initial Deployment: The infantry is dropped off and moves into ambush positions. I am using mostly short cover arcs 50-70 as I want to trap Ivan in the open spaces between woods' coverage. I send 3-4 tracks back to where reinforcements will be entering and the rest are moved into infantry support positions. The armored car on the left flank continues to shoot up Ivan infantry. Multiple tank sound contacts, however, are heard in the vicinity so it might be time to get moving. Too late, a T-34 brews up my scout near the end of turn 4. Crap, multiple tank contacts are heard approaching B and looks like my support tracks are in trouble. The AI appears to be more aggressive this time around. AC Brew Ok, there is definitely something to worry about as 2 t-34's appear between A and the woods above B. My tracks and remaining AC's fire a few pathetic shells from their puny 37mm's and then attempt to reverse for cover. At the end of this turn (5 I think), the reinforcements arrive; 3 infantry platoons with support from HMG's and mortars, 2 50mm AT guns and 4 Stug IIIE's. The Stugs and AT guns, unlike my current vehicles, can hurt the T-34's but I will have to move them quickly and carefully or the field will soon be littered by German scrap metal. Reinforcements [ March 02, 2008, 08:05 PM: Message edited by: Leprechaun ]
  5. I am currently playing this scenario against the Allied AI and thought it would be fun to attempt an AAR. This is my second try after I achieved a tactical victory my first time through. Not going to make any promises but I will try to update it daily. Intro Window Axis Briefing I chose a CEB +2 and 25% force bonus for the AI. The first time through I played with just the +2 CEB. I'm not sure how much of a difference this will make but I will soon find out. My initial plan is pretty simple, establish a good defensive positions and try to inflict heavy casualties on the enemy without the same happening to me. There are 3 flags worth 400 points so I will not attempt to capture the small town flag but rather concentrate on the center flag which is sure to draw large numbers of computer forces. The flag is of secondary concern but I will attempt to take/contest it if possible. I want my infantry to infiltrate and set up ambush positions in woods A, B, and C and I've sent a scout car to watch developments on my left flank. I am going to set up fire bases 1 and 2 in the center scattered trees and woods and will immediately move heavy machine gun and mortar crews there (accompanied by a company commander). These also provide excellent locations for my vulnerable AT guns that will be arriving later in the game. The Flak 88's, in particular, are a pain to use offensively but the chosen fire bases offer covered routes of approach and excellent fields of fire. [ March 24, 2008, 06:01 PM: Message edited by: Leprechaun ]
  6. You can still get the newer rig with fancy graphics card if you buy a second cheap DX9 graphics card ($49) that works in a PCI slot like this one: http://www.newegg.com/Product/Product.aspx?Item=N82E16814130289 Incidentally, I have this card and know that it works fine with CMx1 games.
  7. Just keep the older rig around to play CMBB and such and use the newer one for newer games. Alternatively, you could run a second video card in your newer machine, in say one of the PCI slots, but this could be tricky. You'd probably have to disable one of the cards in the system BIOS. I don't think both will work at the same time.
  8. The game highest setting is the 14XX resolution nothing higher is supported. You could, however, try different resolutions (lower than the max provided) as this can help. Just delete the Prefs file in your CMBB folder and restart the game then select your test resolution. [ February 09, 2008, 07:32 AM: Message edited by: Leprechaun ]
  9. Hmm.. It's almost as if they're not supporting their older products.
  10. Nice tip Coil. Definitely gamey but good to know nonetheless.
  11. Works for me with CMBB and CMAK. Did you make sure that terrain effects were turned on (shift n)? Also the rocky terrain doesn't show up on the top down views 6-9.
  12. Are you running the latest drivers with your video card? If not, this is often a problem. What operating system are you using? For most, the games run fine on XP. Definitely a worthwhile buy particularly if you can get your hands on CM anthology (all 3 games for ~$20).
  13. Sorry about that, I have changed my profile to include an email. Thanks.
  14. You'll probably have to edit the BMP #s manually to get it to work. Can you email a copy?
  15. This thread tickled something deep in the recesses of my diseased cranium and I just had to search (the fringe benefits of OCD). I found the place where I had first set mine eyes upon it but unfortunately the link to the actual file is broken. I've included the a link to the page discussing the file and, maybe this will help you track it down. Toms_Rocks: http://forums.mzocentral.net//index.php?showtopic=3151&st=0&p=64690entry64690
  16. Never realized there was a difference between craters and foxholes and didn't know about the movement in the trench either, thanks.
  17. Yeah, I think this is the best solution for most old and even current software applications until Vista matures. I, myself, wouldn't touch with it a 39 1/2 foot pole.
  18. Foxholes and craters (basically the same as regards cover and concealment) increase cover and concealment in woods' tiles so they are good choices for unit placement. Trenches, interestingly enough, offer the same cover and concealment and are spotted at 200m regardless of the type of terrain they are placed in. Because of this, and wanting to negate the possibility of a tree burst exacerbating damage, I don't like to place trenches in woods/pines.
  19. If you have a DVD writer, make a copy of the modded BMP file in the CMBB folder and then transfer it to the new computer. That was the easiest and fastest solution for me when I added CMBB to my laptop.
  20. The trench exposure stays the same and it's always spotted at 200m regardless of where you put it. Foxholes' exposure ratings, on the other hand, vary with the type of terrain they are placed in. Not sure of the specifics but you can check POS's posts on the subject at the blitz: http://www.theblitz.org/message_boards/forumdisplay.php?fid=31
  21. I have the same problem confusing rocky with rough. For some reason, when I'm playing, I think rocky is better. Yes, heavy buildings are a lot better as regards cover and are much more durable to boot.
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