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z-warfare

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Posts posted by z-warfare

  1. Having a close look at Strachwitz at Kursk right now, boy is it big. I think there are many good ideas there, especially with how the AI can use ATGs.

    I'm too lazy to test run my own operation myself, but what happens when you add fortifications as reinforcements? I assume you can just place them wherever you like at the setup of the battle you get them? I want some mobile obstacle detachments, see...

    Maybe this should be in scenario talk.

  2. I have some ambitions to make an operation with Panthers and maybe a battalion-sized area for them to try and fight their way through. The rarity of Panthers means i think i want to create something semi-historical rather than straight out of Grossdeutschland division history. (Incidentally if people have Kursk scenario recommendations, i'd love to hear them...)

    I've been poring over the 1986 Glantz paper that's online and am about to check out some of his books from my school library, but i have a few questions people here might be able to answer quickly:

    -Were PTRS AT rifles more common to Guards units, being a more sophisticated, 'better' weapon than the PTRD, or was there no pattern to their distribution?

    -What would the minimum number of Panthers on the attack at any time plausibly be? A depleted company? And did they ever operate in direct cooperation with other types such as IIIN's, only other heavies like the IVG, or never with anything but other Panthers?

    -What were the 'typical' artillery calibres and bombardments for Germans attacking?

    I guess what i'd like to know is the German side of JasonC's very thorough posts on this forum about Soviet company-size AT strongpoints at Kursk some time back, i think that was in response to that flawed 'Wittman in the East' scenario.

  3. I second the 'spend an hour tweaking units' - it's fun to have one particularly good commander, where the units you place under his command can then make more of a difference than they otherwise would.

    (As a habit I tend to automatically stick whoever has the longest command range and nothing else with some mortars or mortar halftracks, whether they're company, platoon, or section HQ.)

  4. More than 5 or 6000 points and i don't have the patience to play it. Other than that, all other characteristics depend on the scenario itself... I suppose there could be something really good with pretty much any permutation...

    -Terrain conditions, anything goes...

    -25-60 turns, it's all good...

    -Any year, they each have their own flavor...

    -Semi historical scenarios have tended to be the most fun, but anything good goes.

    -I haven't played many operations.

  5. Well... we can't go basing reality on a game, can we?

    Over the course of this thread i've been fooling around with US TD's in quick battles and it does strike me that they are entirely effective when used (extremely carefully) in CM. Sortof like brittle troops. But the temptation to set them on 'Hunt' and misuse them as (basically) MBTs is very, very strong. Although on that note it seems rare that they're ever KO'd by anything that couldn't have KO'd a Sherman, IMO. I try to treat them like ATGs that can either run to new positions or run away.

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