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Der Alte Fritz

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Posts posted by Der Alte Fritz

  1. Hi

    This is a company sized attack so you have a company HQ which has a longer command range, usually better attributes, etc. So the main column has the company commander and the two flanking support columns have the spare platoon commanders. The artillery spotters for the 122mm stay put at the back of the map and fire on move 1 with planned fire delayed by the 'Q' button until the move you want it. The rest of the flanking columns MAY need to move forward so that they can get LOS on the enemy positions and engage. The rifle sections can be split to provide some scouts and can ensure that these valuable assets do not get pinned down by enemy fire before they are in position. They can also recon the enemy flank positions to confuse the enemy and to discover his strength. You need to use the platoon HQs with the flank columns so that the mortars remain in cover but can still fire. I think that this is a more important job than providing command radius for the scouts.

    PS this is the hardest of the 200 series so you may do better to start with 202 or 203 first.

  2. Hi

    Will email you later today (moving house today so pretty busy).

    Look at the maps relating to the 375th Rifles and the 52nd. These are neighbouring units from the 6th Guards Army and the detail goes down to battalion level and gives numbers of guns and ATRs. I would think that to take a battalion wide slice through the 5/375th would give you a map 1km by 6km with 1 battalion in first line with 8 76mm ZIS3 and 2 76mm short 8 45mm, then an ATG position No1 with 20 76mm ZIS3, half a battalion in second line in a further strong point in a village called No7 with 12 76mm and AT position No3 with 8 76mm. Lurking at the rear of the position is the 96th Tank Brigade with 63 T-34 (cut them down to a battlion of 21 or maybe 32). Factor in a steady stream of German reinforcements and I think you have a manageable sized game.

    cheers

  3. Buy it - you will never look back.

    It gives such a wealth of tactical problems up to battalion level that you will get hundreds of hours of fun out of it.

    Buy it today!

    Go to CMMods and download the Scenario Depot scenarios packs 1-7. That will give you about 1,000 scenarios of top quality. Download all MikeyD DavidI DEY Gautrek UncleTgt Pat armour, Andrew infantry, GAJ terrain (Rocketmans if you want it gridded) Vossie or Tarkus user interface and get the McMMM mod controller to swap things in and out easily - and away you go!

    Go to www.blowtorchscenarios.com and download the Russian training scenarios, play through them and that will get you started on the tactical side fairly easily. At the same site you can get some fanastic scanrios and campaigns.

    cheers

  4. Gelb version without re question marks on the roof of the Sound Contact Mystery Vehicle. Designed to be used in desert scenarios or with late war German vehicles as opponents, it is designed to blend in more. Uses MikeyD's running gear mod with an alternate folder for original T34 running gear. Can be used in both CMAK and CMBB as BMP numbers are the same.

    Available from CMMods of course.

    <a  href=%7Boption%7Dhttp://img510.imageshack.us/img510/3126/mysteryvehiclegelbtankqq3.jpg' alt='mysteryvehiclegelbtankqq3.jpg'>

  5. Brillianr Pat,

    Just what the doctor ordered.

    I am going to use your quite restrained muddy roads in my summer campaigns as it leaves the 'metalled' road intact. But I am going to use Uncle Tgt, muddy road for the real river of mud in the Spring and Autumn as his mod makes both kinds of road very muddy. This is great as it gives me seasonal changes.

    many thanks.

  6. I was playing a desert early war game yesterday and realised that I would like a mod for the dust clouds! There are two kinds, the basic compatible one that is ok but very very dense and the other which I would like modded which is the high quality one which is almost invisible. Could it be made thicker and at least visible. Or is this something to do with my ATI card which does not show fog?

    cheers

  7. Hi George

    sent AAR and some saves from after the Russian tanks appear so we can see their progress (or lack of it).

    Got a partial solution. The corduroy road works if it is made up to 3 tiles wide of open ground. To stop it becoming a shooting gallery from end to end I laid it out like an old trench system in a series of bays. But even so the tanks only cover 400m in 15 moves so they would have to come on earlier than move 31 to reach the middle.

    cheers

    [ May 29, 2007, 02:12 PM: Message edited by: Der Alte Fritz ]

  8. Hi

    Has anyone modded the generic grey tank or half track vehicle that you get when you get a sound contact? They stand out like a sore thumb amoung my beautiful collection of mods. I would really like a nice camoflaged looking tank but one that was obviously a sound contact because it is not a known type. Could do with ones for both CMBB and CMAK.

    ;)

    cheers

  9. With regard to the Falklands War, all the attacks organised by the Parachute Regiment were frontal attacks that got bogged down under enemy fire and were only brought forward to grenade range when other factors suppressed enemy fire, at Goose Green - mortars and HMG and Mount Longdon (the costliest battle of the war for the British)- tanks. The attacks by the Guards and the Marines all went around the back of the enemy position by night and attacked from the rear and were often into the enemy trenches before they knew what happened to them. Under these circumstances Argentine collapse was pretty rapid.

    This would probaby be difficult to recreate in CMBB except that flank attacks often are successful because you can concentrate many against one.

    cheers

  10. Hi

    Thanks for your interest and I look forward to any reviews that you might post.

    If playing the whole series be aware that they vary a lot in their style and require very different skills to play each one. RO1 is a tough infantry fight, RO2 is a defensive battle, RO3 a fast drive under cover across a big map and RO4 is about massed firepower. But I hope it gives some idea of the different units and the way in which they were used by the Red Army.

    cheers

  11. The Russian Offensive Scenarios 1 to 4

    Four scenarios designed to show the stages of a typical post-Kursk Russian Offensive. Based on the capturing of Kiev in December 1943.

    RO1: Breakthrough of German lines by a Rifle Corps and Tank Regt.

    RO2: Holding open the breach by a Mech Corps.

    RO3: Driving behind German lines with a Tank Corps

    RO4: Capturing the next strategic river line by a Tank Corps

    RO4-1944: Same scenario set a year later to show the large improvement in Russian armoured forces late war.

    Tankovy Dessant

    ukrainegeorgemc1jz1.jpg

  12. Hi Theike

    First I just want to say how much I like your maps and how often they get used to play games. They are excellent and I recently used one in my Russian Offensive series.

    I am designing a Russian reconnaissence mission so want a map with plenty of covered routes but able to hold 2000 points a side. Maybe 1.5 x 1.5.

    Do you have any suggestions?

    cheers

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