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Leprechaun

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Posts 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. Originally posted by Heinrich505:

    Leprechaun,

    Keep em coming. I'm enjoying your narrative and the screenshots.

    Heinrich505

    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

    troubleiq6.jpg

    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

    rdeployxg9.jpg

    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

    grenadebundlems0.jpg

    [ March 02, 2008, 08:00 PM: Message edited by: Leprechaun ]

  3. Originally posted by David Chapuis:

    I just recently learned that for a leader's combat bonus to take affect the leader has to have LOS to the target. That is a "rule" that one has to learn.

    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:

    movingintopositionqg6.jpg

    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

    scout1vaporizedbm6.jpg

    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

    reinforcementsfirstwavesj0.jpg

    [ 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

    tigertitlescreenau4.png

    Axis Briefing

    briefingmz9.png

    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.

    ailevelis6.jpg

    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.

    initialplanin7.jpg

    [ March 24, 2008, 06:01 PM: Message edited by: Leprechaun ]

  6. Originally posted by dieseltaylor:

    Found it. Downloaded 2004. : )

    I have applied it to CMAk where I have been using the new gridded terrain with the diagonal cross but it does not appear so I think it may be some technical thing with overlays.

    It is a shame but knowing where rocky terrain is can be rather vital when planning.

    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.
  7. 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

  8. 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.

  9. Originally posted by jwatts:

    Hm this is great but for one thing. When you say "units hidden until x meters" is that when they are deployed normally but holding fire, or even when they are shooting? Probably a stupid question but I'd hate to miss out on the usefull aspects of this because I didn't understand it well

    Deployed normally and holding fire.
  10. Originally posted by Rankorian:

    Yes. Quite a helpful reminder. I often confuse Rocky and Rough--this reminds me how much better rough is.

    I have the same problem confusing rocky with rough. For some reason, when I'm playing, I think rocky is better.

    Also, I had forgotten how much less exposure heavy buildings give compared to light--I mostly had been thinking about the demolishing aspects.
    Yes, heavy buildings are a lot better as regards cover and are much more durable to boot.
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