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Uberpickle

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Everything posted by Uberpickle

  1. Well guys, right during the beginning of the new year, my HD crashed and I had to format. I recovered a lot of stuff like photos and stuff (some of them had empty hex data) and I just got around to recovering my saved games from CM. I hope to god all of my data is there. By the way, would any of you guys know of a good forensic hex seeking software? Because the files I recover are like the accurate size of the file before I formatted but there seems to be no hex data. It also comes back with the right name. any ideas?
  2. I'd have to see the OOB for both sides so I could even begin to judge. Though I think that Sickie may have a chance. By the way, I call next.
  3. Even then, play Armed Assualt and see how different that is from stalker or fear. Huge difference.
  4. I know this is necromancy BUT, I have achieved my long standing goal of a: 100% victory over German forces! Enjoy: Aussi Domination: An AAR regarding a meeting engagement taking place during the Crete campaign, May, 1941. Situation: Time of day: Dusk Month: May Year: 1941 Theatre: Crete Axis forces: deployed Mountain Infantry platoon w/ specialized weapons support Allied (Australian): Deployed Infantry platoon w/ light vehicle and specialized weapons support. Weather: Clear with warm temperatures During the setup phase of the battle, which was on a small map with plenty of foliage and favorable terrain for both sides, with the Axis having more shrubbery to utilize during an offensive, I began to organize my platoon. I set a wide shell of squads across in a half circle around the platoon leader. I had machine guns on the outer fringes of the shell. A medium caliber Italian machine gun was in the center mass along with a anti-tank rifle. There was a large hill that hampered my ability to deploy troops however, it did prove useful. I posted two Bren Anti Aircraft configured machine guns on the two hills with 400 and 600-meter fire arcs respectively. Also in my possession were two Bren carriers. I loaded an engineer’s squad onto one of them and placed them a considerable distance ahead of the pack. The other one was in the back of the formation with the platoon leader-riding shotgun inside. My first priority was reconnaissance. I sent the Bren Carrier forward about a minute and a half of the rest of the troops. My machine gunners on the hill also over watched the flag. The flag was in an awkward position. It was far to my left on top of a hill that watched by the Axis on the other side of the green bowl that the flag was near. The Axis started out on the same elevation as I, minus the large hill. The Axis however, started with a great advantage: right near the flag, they were given a good amount of bush to hide in. They also had a small sunken valley to conceal their movements with. On level ground, a small shack watched over the bowl and the flag. Another detail I failed to cover: the flag was surrounded by rocky terrain that would make moving a tracked vehicle over a great risk. My Bren carrier moved forward and made it to the flag. It reversed as it saw a good number of Axis enemies make their way into the bowl. My Bren machineguns on the hill were too far away to engage the men, which worked towards my advantage. The Axis seemed to do as I expected. I saw a squad move into the building watching the flag and the rest of the troops ran into the bowl. Some time passed and low and behold, my troops finally make it to the flag. They deployed as follows: half engineer squad to sneak around to the far left side of the flag, other half squad as rear guard, full squad far right, full squad near median, anti tank rifle dead median, light machine gun extreme right, Bren carrier rear median, another Bren carrier sitting on the flag and a Bren anti aircraft gun bottom left in case I would need it. The men began to receive fire from troops edging out of the bowl. My Bren carrier began lighting up multiple contacts. My infantry squads were also engaging the troops in the center of their formation. The medium caliber machinegun was also working in tandem with the Bren carrier. On the top of the large hill, the two anti aircraft began pouring death onto the troops attempting to fight up the bowl. I began to lump fire assignments on different Axis units. The guns on the top of the large hill would hose down anything in the brush, though I gave them the same target many times. Two units would have one target. It worked wonders to suppress and damage the morale of the enemy. The machineguns on the hill heavily targeted many mortars and other support units. The troops on the ground did a great job of inflicting causalities on the Axis infantry unit that attempted to gain ground. An engineering full squad on the right was swung into the brush near the bowl. They began to engage the infantry on the way as they moved, liberally tossing grenades at them and forcing them to hide. On the left, I sent the half squad that was already at the flag into the bush. They began to receive heavy fire and began to sneak around to the rear of their formation. Eventually, they broke. They began to cut and run as I began edging up my troops to stay on them to prevent any regrouping. Many of their units were dying. A flamethrower here and there, a mortar. They were getting smashed. Meanwhile the half squad on the left finally gets into position and begins to intercept the retreating Axis forces with extreme prejudice. In the process they take out a mortar and suppress retreating axis troops. The troops on the right side of the bowl began to move in limitedly. I moved up the half squad in the rear of my formation just in case I should need them. The axis began to run in full. I began moving my troops into the bowl when they surrendered fully. It all stopped in 15 turns. 15 turns to a flawless victory. Casualty and victory information: Men OK: Axis: 7 Allied: 78 Total Casualties: Axis: 76 Allied: 0 Men Killed in Action: Axis: 15 Allied: 0 Men Captured: Axis: 9 Allied: 0 Mortars Destroyed: Axis: 2 Allied: 0 Guns Destroyed: N/A Pillboxes Destroyed: N/A Vehicles Destroyed: N/A Aircraft Destroyed: N/A Points: Flags held: Axis: 0 Allied: 300 Enemy causalities: Axis 0 Allied: 394 Prisoners Taken: Axis: 0 Allied: 67 Exited troops: N/A Scenario Bonus: N/A Final Score: Axis 0%, Allies 100%
  5. However, I really would like it and it could possibly be implented with some work. It could be added as a feature in CMC as a special technique to boost morale! If I had all the options I would really have on a battlefield, I think it would be way more fun! More options + Realism = FUN! Of course the game cannot be completely realistic and of course I and many others here accept that fact but, BUT being damn close to realistic helps. At least then it's not an insult to the commanders and soldiers who fought in WW2 by saying: "you coulda' rammed your Sherman into a StuG!" Historical inaccuracy is bad anywhere. From the holocaust revisionists to any other kook that tries to re-write history it's an insult to those who were there.
  6. Well, we DO have ToW coming out pretty soon but none the less, that particular example in CoH is pretty bad. I mean, it was completely absurd! But I have played CoH and I will admit it is a fun little point and click game but, BUT at the same time it makes me want to throw up. Hitpoints?! There is no real strategy in playing that game, it's just like every other RTS i've played. It makes me feel like crap whenever I remember all the times I've been nailed to a wall by a damned StuG in CM. :mad: Sherman Commander(dead): Wow, we got blown off the map by that StuG. It slapped us straight off the field! CoH player: DooD! Joo R NUB! JOO COULD HAVE WUSHED HIM AND CIRCLED lolz Sherman Commander(dead): Wow, I wish I had of thought of that! Too bad the Sherman had a little problem of becoming a pressure cooker when hit! CoH player: CUZ joo arent l337 enoughz! Gawd, don't joo have hitpoints?! Sherman Commander(dead): What the hell are hitpoints? And by the way, photorealistic eye-candy gets boring after awhile. I think that most of us here play CMAK+CMBB for the content.
  7. How many units can we field in this game? Can a company be simulated, a battalion? Or is it just down to the platoon level?
  8. I really like the T-26: when I'm on the side that gets to trash it! But the T-26 Arty and Flamethrower versions are nothing to be shrugged at. Though they are quite vunerable and have weak offensive power with the machinegun inside, with infantry support and perhaps a mid ranged tank they can excel if they are one of the specialized versions. Only if they don't hit them first. I prefer to use them on the defensive more than the offense because the smoke from say, a mortar can protect the poor thing while I pull it back or reposition it in a more oppourtune position. For ambushing the flamethrower can't be beat. In a light mechanized situation, the OT-26? can't be beat! (by a dummy anyways) But, BUT I don't know about it being completely useless. It can be used to waste up German AT ammo and as excellent distractions for the AI infantry while your guys are making moves. Even though it is slow, crappy and all around just a bad tank for serious situations it proves itself in smaller scraps, I suppose. Wow, I really wanna use this thing again now! Now who wouldn't? [ September 14, 2006, 09:54 AM: Message edited by: Uberpickle ]
  9. When does it start? I'm all for it. I can do an AP paper and a toruney at the same time! I have to stock up on Cracker-Jack, OJ and batteries for my radio if it starts soon. Can't miss my whitesox baseball. Sorry, but I'm just a youngin'! [ September 13, 2006, 11:35 PM: Message edited by: Uberpickle ]
  10. Besides a bum taking a crap in an alley. Watch this video: Whoever designed that game needs to be SLAPPED.
  11. Whoa, I should have caught that typo! The BA-64 is not even a low-tech dune buggy. All the best, John. </font>
  12. Of getting a good friend into the game Combat Mission. I setup CMBB on his computer and I made a map especially for me to teach him on. We play via Hot seat and well, it was a riveting experience! Things I taught him: *Move infantry where there is cover *Always assume a building is occupied *Never move into a building, ASSUALT *When you see a Panzer IV down a road, do your best to avoid it to get it on it's sides *Never send a Russian tank after veteran Soviet infantry in a factory, ever. *Always be aggressive and smart about your movements *Do not lump your units together, especially in a building *Never drive tanks down streets without infantry accompaning them *Dont rely on machine guns to carry the day *Probe your enemy! Know your enemies strength and plan accordingly *The Germans are not a joke to be scawffed at *The BA-64 is not a high-tech dune buggy *Armored units are not invincible *Units get scared, especially away from their commanders *Do not wait around on a meeting engagement *Use formations! Incorporate the Platoon HQ or any other HQ into your unit formations. Never ever however, use the platoon in the front. If you have a machine gun, dont send him in alone. Put him in a formation. Needless to say before my curfew was up, we played 15 turns and I ripped him nine ways from sunday. I'm going to post a picture of the map. The conditions were snowy and overcast so maybe that taught him how to use weather to his advantage (which he got quickly!) Regards, Uberpickle.
  13. NO MIKEY!!!!! SOX LOSE, SOX LOSE! Damn it Ozzie! Well, I think you can get some good, cheap macs from the e-bay or hell, craig's list for that matter. I need your skins man.
  14. Well actually, in the battle, there were no panzerfurust in the first one. I didn't see any of them around after the battle. But the last battle I think I did. To explain my tactics in moving in the third one, I believe it would be overzealousness with a hint of thoughtlessness. I forgot these 3 important facts: *Cover every area *Cover halftracks and light AFV's with ground troops *Know when to hold them, Know when to fold them
  15. Third AAR: Another Combat Mission story. I know, kill me. Ok, so I am playing this match in December 1944 Italy in a large town at night. The snow is falling with strong winds to the NE I believe and the tempatures are around freezing. It's a winter wonderland. I am playing as a Canadian Mechanized Company and I am fighting a Nazi Mechanized Ski force worth 1000 points in a meeting engagement map. First off, the first 6 turns were event-less. I manuvered troops through the towns to snag flags. I concentrated more troop power on my left flank which is in a decidely more important position than the two on the right. I used my two jeeps to ferry mortars and flamethrowers up to important positions. I use some of my Bren Carrying Universal Carriers to watch for enemy movement on the right with the couple platoons deployed on the small flags to the right. That area has a lot of wide open space. I set them up to both go to a building and split ways, try to use their speed to make things easier. I setup troops in the building for overwatch. The biggest vehicle I have, a staghound II was used for recon throughout the streets. Turn 7, the staghound made up for it's costs. It detected a couple of halftracks coming down the road. It backed up and a halftrack that was in the street from the trees picked up the other halftrack. The Nazi one backed my Canadian Halftrack against the wall and rushed it. I'm sending my staghound to hit it from the rear and put infantry where the staghound was. Contact. Turn 8: My plan works! My halftrack idles long enough for my little Staghound to come behind the Nazi halftrack and not even give it the decency of a reach-a-round. Plink! Straight through the back of it from 40 meters with a HE shell. He Gon'! Turns 9 and 10 were uneventful, just some manuvering into better positions and waiting for the enemy. I got some jeeps to ferry some troops up. I gotta cut out the fast movements though, my jeeps might get bogged. And the beat go's on.... Turn's 10 and 11 are confusing, turn 12 action packed. Apparently even the best laid defense can fail (or lack there of). I screwed up big time. I never stopped the gap in the middle of the town. Consequently, when a jeep was moving up it encountered a halftrack with a Gun mounted on it (thankfully it only used it's machineguns). Then, I sent a halftrack and the Staghound to deal with thething and guess what happens: I encounter a damn infantry unit in a building and now infantry units are revealed in the building that the jeep was going. It was horrible! They are dealing a firm blow to my defensive solar plexus. I plan to swing over halftracks and use bren carriers with one rifle platoon to sweep the city clear. I still havent seen any ski troops and im grateful for that. In turn 13: I am so confused. Another halftrack came up, some guys came out from the trees up north (armed with nazi assualt rifles, not cool) and one of my units in a building wiped out a group of charging nazis, all nine of them dead (whole squad) that was outnumbed and outgunned. Man these Canadians are crazy! My other halftrack opposite of the halftrack that engaged the first nazi halftrack saw another half track charging through the snow at it. It was forced to back up and shoot the machine guns. I keep seeing nazis posting up in buildings and it's scaring me. I know im outnumber now and it's not really cool. But im keeping the pressure on. Only 50 more turns to go really. Turn 14: My Halftracks are knocked out by daring throws of Panzerwurfmines. My staghound backed down the enemy halftrack to the church in the north and wound up finding another cluster of guys. My PIAT launcher missed that very same halftrack and ran out of panic. My Platoon HQ near the burned out halftrack close to the church saw a bunch of nazis in a small cluster of trees, I guess it's time for mortar fire. Turns 15 and 16: Things are getting bleak quickly. I saw another halftrack, my staghound got blown to bits by a, you guessed it, a panzerwurfmine, my Platoon HQ is dead and I'm going to have to collaspe the right flank into the center in order to win. ********************************************* I stopped there because I stopped playing at turn 17, seeing as things were hopeless and I had some playtesting to do on some other stuff. So guys, what do you think?
  16. Second AAR: Tonight I'm playing another random map. It's a Northern Africa map in December, 1940. I am the British defending against an Italian assualt. The map is very hilly with moderately steep slopes that are smooth. There is a main road to the far left corner of the map. On a junction close to me, there are a lot of palm trees. I am tasked with stopping the Italians from taking all of my flags. I am at the top of a hill. I am also facing a huge hill with a building at the top of it. On the decline of the hill leading to the junction there is a large amount of brush and bush. I set it up so that my vickers machine guns are in the middle of the defense sandwich I created. Mortars, sharpshooters and my anti tank teams are at the top of the hill, the vickers on the incline and infantry with one flamethrower at the bottom. The troops are dug in. For the first three turns, things are quiet. No action at all. During those three turns I break off a piece of a squad and send them up to the junction to watch for enemy movement. Surely enough, my Vickers engage at turn four. It seems as if a whole bunch of Italians are on the move. I also saw dust kick up, which was not a good sign. Turn five the tanks showed up. I don't really consider the Italian tanks to be real tanks really, more like armored cars. They are weak and fast and can deliever knockout blows if used properly. I knew I should have picked the anti tank guns. Anyways, during that time the flamethrower ambush I tried to setup at the junction failed seeing as the flamethrower got gunned down. Then from turns 5-12 my anti tank rifle squads let loose on three Italian tanks. There were two tankettes (M13/30's) and one light tank (M11/39) on the push. They were trying to cover the infantry advance which I slowed with a smoke screen setup by my center most mortar man. I saw all of my rounds bounce off of their armor. I went through a total of 45 rounds from all of the guns on the different tanks to finally take out the tanks. one was immbolized, one was spooked. I caused so many in tank causalites it wasn't even funny. Now im at turn 13 with the Italians held back at the junction. My small five rifle recon unit is still inflicting damage without a single man lost. I hope I can hold them off. UPDATE! I'm at turn 16 of 30 and I am still holding them off. The Italians in the brush at still pinned down in the brush by a vickers machinegun and the last stubborn tankette crew that refused to flee got knocked out. The sole survivor of the crew crawled out and the tank was labelled "Abandoned". Very beautiful stuff. My Mortars also worked to great effect against the Italian infantry that are in the brush. They are going to stay pinned down the whole map. I plan to move another vickers in postion to keep the pressure on. Update: Turn 19, things are looking hopeless for the Italian forces. My vickers jammed and they are still pinned down. Im moving my other vickers below the jammed one to fill in while they are fixing their machine gun. My infantry at the bottom of the hill still arent seeing any action. Hopefully they wont. Update: Turns 19-30 were eventless. The Italians stayed pinned down like useless wimps. I could have charged them and still won the day. It was a Beautiful end result. I got a Total Victory Declared. Stats: Men ok: Axis: 77 Allied: 146 Causalities: Axis: 60 Allied: 3 Killed in action: Axis: 13 Allied: 1 Zero men captured by either side Vehicles Destroyed: Axis: 3 Allied: 0 (yes!) The final score: The British with 98 victory percentage points versus the 2 Italian victory percentage points. What a win!
  17. Well in order to spread the news about combat-mission (I was very enthused when I got my bundle pack copies, frothing with glee playing the companion book missions and what not) I wrote some AAR's for my buddies at GolemLabs concerning some quick battles I had played. Enjoy Im playing combat mission Afrika Korps. I'm playing this random map right? It's a meeting engagement between two small German and British forces. German mountain troopers and British mechanized in Crete in May, 1941 on an afternoon. The tempatures are high and it is raining(which will help the explaination in a bit). The map is small map, in which you fight in a large town. The flag to be captured and held is at the top of the hill, right in the lower left corner of a cluster of apartments. I play as the british and get a Matlida II, a MMG Carrier, three flamethrower troopers, a couple of platoons, two mortar men and some solo Bren gunners. I move my attack up the hill slowly: my flamethrower on the matlida, infantry 10 paces behind to cover on the left flank (which is taking the flag) and the MMG and the brunt of the bren gunners on the right with two infantry platoons. We move up and take the flag when we start to get sound contacts. They must be awful close since it's raining and that drastically screw's up sound detection. A furball begins. My flamethrower dismounts as i send in a platoon to rush the flag. They get there very quickly. To the far left is a lone light two story apartment building that a squad takes with ease. The Matilda waits with baited breath on the pavement, looking down the hill. There is no cover for the axis assualt. I send my right flank to watch German movement toward the quad-plexe that held the flag. A platoon posted up on the third floor of a building. My flamethrower on standby. The brens were moved up. Then the shooting started. For the 14 turns i had the right flank semi-static, they pinned down the German soldiers and or kept them moving, forcing them into the quad-plex of death. The soldiers on the left were putting up a fanatical fight. two nazi platoons entered the building to the right of the flag. I sent in flamethrower for the sacrifice bunt (there was a squad of Brits in the building as well) and I set the building on fire. Germans and British troops Alike ran like bats out of hell outta that toaster! A platoon on the outside of the building was waiting for the Germans, who got side swiped and destroyed. The other unit was broken. Then the Right flank started to see major action. I sent a platoon to deal with some Germans in a building that had a great view of the German advance and they took care of those punks real good. Bren's are nothing to mess with ya know. Then came the shocker. A German platoon threw a god damned Panzerwurfmine(for reference: http://www.lonesentry.com/articles/panzerwurfmine/) at the front of the Matlida II and it broke the sprits of my rookie crew in the tank. They ran for the hills, only for me to move them back up to the action. I took back control of the left side and the nazis went right. I tried to move into the upper right building but then diaster struck: A German flamethrower team hit the building. Six times. It was a weak, light building as well. I felt so angry that I lost a squad in there, I felt lost. I moved up some reserves into the action. So it's coming to the closer, at turn 17 out of 30 (60 second turns). Things are looking ok for me now if I keep my cool and watch out for surprises. Wish me luck. (btw, the enfield is an epic rifle) Part 2 of first AAR: So I am now at turn 23 out of 30 stuck at 67 to 37 Percent victory points in my favor. I hold a death grip on the flag. It was a little quiet for a while until i swung my MMG around to the left side. In the upper left building, there were a good four squads of Germans. Some of the squads were thinned out. None the less, one of them managed to, in the 22nd turn, throw a Panzerwurfmine successfully at my MMG! AGRAHT!!!!!!!!!!!!!!!!!!!!! I am currently swinging around a formerly routed squad of four enfields and one Bren to the left side to keep that building pinned. I have a squad on the right side with the burning buildings, watching out for any counter attacks by the Germans I pushed back in turns 11-17. I hope they dont attempt a charge, because it would succeed. Damn it! I miss my MMG carrier So my strategy for now is suppression and containment. I am sure to win this battle. Update: at turn 24, I see something that is shattering my heart. Even though I cleared out the entire block, my troops spotted someone on the side of the town across the open field that separated the quadplex on the hill and the routed Germans: an Artillery spotter. This guy is going to be pinned down as long as I can keep him down! Update: I won! 64 to 36 the final score. The game declared a tactical victory for me. In total, the numbers for the battle: Men ok: Axis: 34 Allied: 43 Total Causalities: Axis: 73 Allied: 22 Men Captured: Axis: 0 Allied: 0 Men Killed In Action: Axis: 18 Allied: 6 Mortars Destroyed: Axis: 1 Allied: 0 Vehicles Destroyed: Axis: 0 Allied: 2 I got 310 enemy causality points while they got 220. I got a flag bonus of 100 points as well. A very good battle indeed.
  18. Tears of sorrow when I face the thing assualting a dug in position, tears of joy when I am defending with the little bugger, I tend to use them exclusively in some battles where medium-light armor is coming barreling at me. I love the sound "WHAP" when it knocks out a brit or two I put this weapon in one of my scenarios limitedly at the last flag, just to stick it to you when you thought it was over
  19. Gah! I cant believe I missed it!!!!!!!!!!!!!
  20. Bedm Fomm was one of my favorites. Other than that, i've had some interesting desert quick battles. As I said the in Puppchen thread: The puppchen makes me cry. God I hate that thing so much!!!
  21. ^ This is the best promo i've seen for any rts period!
  22. Wow, it's really encouraging to see the younger ages here. I don't feel as weird, at least I know i'll have fellow wargamers to play with in the future!
  23. *UPDATE* I have finished a couple more Axis attack scenarios. The levels Trainyard, Hostile Hikers and Rambler's Raid are Axis attack levels. Im creating some levels with the french that are defend and meeting engagement levels as well. I should be done pretty soon.
  24. Im almost done with the music, but I modded the front screen adding a new picture and some different music to reflect the historical aspect of this game. Where should I upload it?
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