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Der Alte Fritz

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Posts posted by Der Alte Fritz

  1. Have been looking at RKA site and their excellent maps. There are several detailed ones of divisional positions in the main Kursk defensive zone and I am trying to transfer these to a CMBB map to see what they look like. On several of the maps are AT gun strongpoints with up to 20 guns in them. What did they look like in reality?

    cheers

  2. Thank you for the good advice!

    I imagine the role of the foot infantry is to follow up and provide the base for the next leap forward and replacements for the tank riders killed. The heavy MG and mortars set up and lay down fire from a flank base into the assault corridor.

    So this is leading me towards a plan where the ISU and heavy weapons are based in the woods not far from where they start to pour fire into the village. The armour all goes round the flank to kill the right flank troops and come into the village from that way. Probably two bounds, right wood first, then village.

    I am going to enjoy this!

    Many thanks

  3. I have not played this one yet but for a change, I wanted to check my basic appreciation of the scenario before launching into it. Also although I have played Mech forces before I have not done any late war scenarios and have not used the T-34/85 before. Most of the battles have been steppe ones and I am not used to Mech fighting in this close country. So please correct the tactical theory but do not include any spoilers!

    German forces: I guess they are the same as before but I expect the tanks have been upgraded to 2 Panthers or maybe 1 Tiger. So my tests indicate the T-34/85 needs to get within 350m to hurt these? so chances are it will play out as per 402 and they Germans can stand off and shoot my tanks to pieces, so concentrate my tanks on killing his infantry. Probably going to be more AT guns and heavier 75mm or above so again keep my tanks in cover but move fast inbetween. Infantry will have panzerschrect so keep 50m+ away from woods.

    Russian forces 6 T-34/85, 2 ISU 152 3 SMG pl 1 Pioneer pl some heavy weapons in HT, mortars and rockets as artillery.

    The Plan: Speed and aggression but it is a bit wooded so my tanks are vulnerable. Fire the rockets on the village. ISU in overwatch, tanks roll up to 100m short of line of woods with wire, drop a couple of SMG squads to spot AT teams then roll forward over wire into edge of woods, drop rest of SMG teams who clear woods and start moving through village. Tanks follow behind and fire on defenders as they open up. Heavy weapons cross wire in HT deploy in woods and cover assault of village. ISU do the same.

    Right flank: Send second tank unit right around flank, drop off SMG teams to work through wood while tanks hunt along behind them. Clear AT guns MGs and Pill box and then tanks shoot up rear of village from flank. Lurk in woods to avoid getting killed by German tanks.

    So how does that sound?

  4. Complied a list of the Russian vs AI scenarios on TPG and SD2 and Boots and Tracks which gave me about 20 on the first two and 10 on the last one. Also found a good selection on Andreas Biermans website which gave about another 10.

    Just started to play through them starting with "HSK Kalinin Road" - which was excellent and great fun - much better than the version on the game CD.

    Quite fancy "Tankovyi Desant" from Blowtorch scenarios but it can only be played as the Germans but may be quite illustrating.

    cheers

  5. Yes the armour war went pretty much as you explained it. Basing my ideas on 400, I thought a couple of PzIIIJ might show up but that there would be a couple of AT guns in the village. So I set one T-34 to overwatch the road, one to follow the troops up the centre and the other to go over on the right flank to kill the pillbox but kept them well back behind the infantry. German armour arrived and killed the overwatch T-34 immediately and had the centre on targeted, so the flank one popped out and KO a StuG with a track hit at 550m. He then knocked out the pillbox, flank MGs and started to chew up the interior of the village while sitting on the road in the wood. The centre one crept around the clumps of pines and knocked out a couple of infantry positions in buildings but could not get a shot at the MG in the flag house due to smoke. So he drove forward amoung the houses. It was during this that we had a second skirmish with the remaining StuG on the back of the map and the flank T-34 got killed. The centre T-34 finally killed the MG in the house but was hit on the last turn.

    I agree that I should have worked the T-34 harder so that the infantry were further forward earlier and so the final assault could go in straight after the 122mm barrage on move 25 on the flag house.

    cheers

  6. Having played quite a bit more of CMBB I thought I would have a go with this one.

    Result was a minor defeat

    axis allied

    men 118 295

    casulaties 114 143

    KIA 35 41

    mortars 2

    guns 1

    pillbox 1

    vehicles 1 5

    Flags 0 0

    Enemy cas 998 715

    prisoners 9

    score 58% 42%

    I was quite pleased with this result!

    Main thrust of the infantry advance was straight through the woods in the middle and into the village. Got hammered by artillery and lost best part of two platoons but by the last move had about 2 platoons in rubble outside the flag building with two sections in the building trying to kill the last lone German in there. MG had surrendered. Put a reinforced platoon on the flank with a tank and an MG and a mortar and they were quite successful as they knocked out the MG in the trench, killed the AT gun and kept most of the rest pinned down for most of the game. Lost one T-34 as the German armour came onto the map but got a side shot at 550m on one StuG and immobilised it. Managed to keep the 2 remaining T-34 alive until the last moves of the game and they fired in support of the infantry. Got one well forward and he destroyed the pillbox. But the remaining StuG got them in the end as I tried to kill him with one tank in the centre and one in the woods on the right flank but range was too great to kill the StuG. Final tank died on the last move trying to help the infantry storm the flag building. Artillery was centred on the flag building with 120mm mortars on the left and right flank woods.

    Really wish I could win one of these scenarios one day!

    cheers

    [ August 15, 2006, 08:26 AM: Message edited by: Der Alte Fritz ]

  7. TOW looks good and I will certainly be buying it as well as CM2. But I must say that my own interest is in the other direction for scale.

    I want to be able to command a division and not just a battalion and that would mean having a CMBB/AK style battle but where the computer had an AI good enough to handle the micromanagement of the individuals in a platoon of tanks and infantry. That would leave me the time to handle the 100 odd platoon sized units in a division and not worrying about whether tank A can creep forward into a LOS without being spotted first.

    I know that the new CMBB will go some way to meeting this but really with modern graphics it should be possible to see the whole division laid out on a terrain as a scaled up CMBB.

    cheers

  8. Using mortars is straightforward. You have the mortar in dead ground or cover out of LOS. The HQ must have LOS and must have a red command line to the mortar. You then select and fire the mortar as normal but when it goes on target you get a yellow line which shows that it will be accurate directed fire and not inaccurate map fire.

    A lot of these details are in the manual or the strategy guide and it is worth reading it again after you have plyed the game a while to pick up these extra game tips.

    cheers

  9. Your spelling of knowledgeable was right first time as was the use of spelt. But these things vary from country to country so what is acceptable here in the UK, may not be so in the US or Oz.

    Usefulness in descending order:

    On map mortars in dead ground with HQ spotter.

    On map guns or SU.

    Off map spotter for guns or mortars - longer response rate, inaccurate map fire after first move.

    Off map rockets - usually land all over the map and rarely hit anyone.

    Aircraft - will destroy enemy units but will probably kill as many of your own units due to misidentification.

    cheers

  10. There are some items to add to it, namely using IS-2 heavy tanks, using artillery (got your post over at CMAK to include), relationship between historical units and what you see on the map in CMBB.

    In one of the articles there are two examples of 1500 point forces, a infantry one and a mech one. I feel that these could be added to with the addition of a combined arms force list and the same agains for a smaller points size. It would help people in designing their own battles to be given the correct force balance.

    I would be quite happy to edit it to remove a lot of the duplicated material and to tidy up the formatting and then to send it to you to check for accuracy, add further pieces, etc.

    Hopefully by then my email will be working.

    cheers

  11. What is the story about the air attack on the 2nd Guards Tank Corps on the 8th at Kursk? I have that the 2GTC started with 198 tanks, was engaged on the 6th, was attacked by up to 68 HS129 on the 8th while attacking Totenkopf, was withdrawn from combat on the 10th and committed to the tank battle on the 12th at which point it had around 120 tanks. That gives losses of 78 tanks for the period with 50 claimed by the Luftwaffe on the attack on the 8th. Sources Zetterling and Glantz.

    cheers

  12. I had a go with scenario 100 - I lost!

    My jumping off point was the woods to the left at move 6. I move everyone forward using E and H 30m in sequence with 20 seconds delay between each one. Rotate from the rear so front unit has plenty of support. I do not move directly at the trench but off to the left. HQ stays unhid as he has the binoculars. Move 10 118m from trench no fire but I can see it now and stop hiding at end of move. Move 13 90m from trench, start to turn towards trench. Left flank section almost has defilade. Move 16 come under fire at about 60m from trench, some units cannot see trench as they are in shadow of the hump the trench sits on. So one squad gets full force of MG fire loses 6 men and routes. Move 17 Those in dead ground move forward slightly so they can fire. Others return fire for one move without moving.

    Move 18 HQ hit and routes, everyone else moves forward in short runs one at a time. Move 19 another section breaks, one section reaches grenade range but is pinned, another still firing and WE HAVE PINNED THE MG! Move 20 the firefight is won, single section at under 50m is keeping MG pinned but my pinned unit is still down and does not recover in time to throw his grenades and kill MG. He is at one end of trench and MG at other end. End of game but I reckon next move I would have had him.

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