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Everything posted by ThePhantom
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http://www.files.com/shared/56fde13ed7cb6/Rokossovkys_Impasse.zip Rokossovkys Impasse is a campaign for Red Thunder. You play as the Soviet 65th army that needs to punch through the German defenses. You can do it! It's a short campaign with four scenarios (One is a decision scenario).
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Vechicle Pack and Monties Burchers
ThePhantom replied to db_zero's topic in Combat Mission Battle for Normandy
I am currently remaking Montes Butchers...... It is taking me awhile. Yes, I will include mine clearing Sherman tanks. -
Fury Movie Discussion.
ThePhantom replied to weapon2010's topic in Combat Mission Battle for Normandy
Great tanks and special effects. Awful acting, weak plot and strange things happening. The ruined dinner part in the apartment was just confusing. The infantry acted like they were not sure the war was going on around them. Made the US military look like evil thugs. I give it a generous 3 out of 10. -
Waiting Snake_Eye!
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To the Author of "Monty's Butchers":
ThePhantom replied to Cyrano's topic in Combat Mission Battle for Normandy
I have a redone version of Monty's Butchers. But, I thought I would wait until Normandy gets patched to Red Thunder standards. I never got much feedback, good or bad, about it. I did see it was rated high on PBEM battles though (TheBlitz). The only feedback I received was questioning my use of 75mm artillery for the British. I really didn't know the British didn't use those. -
To the Author of "Monty's Butchers":
ThePhantom replied to Cyrano's topic in Combat Mission Battle for Normandy
I made Monty's Butchers! Thanks for enjoying that one! It's best played allied vs AI. However, it was played several times in PBEM and I would have to say the German player has a slightly better chance of winning. -
I see your point Jaeger. However, one thing with the German counter attack, the British player must feel overwhelmed on the north side of the bridge. (A slight spoiler) German mg positions setup on the sunken road are (and were during the actual battle) the deal breakers with open fields of fire. The British command knew their forces had to withdraw or be destroyed. In the scenario, I gave the German player the advantage on the north side. The counter attack had to start in the afternoon.
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Nope, the map is my creation. I had a blast making this scenario. There are so many ways to fight this one. As the British player, you can stand your ground and attempt to hold off the German attack..... or, do what General Lathbury did and withdraw. I hope you guys enjoy this one. Remember, the real fun comes playing head to head with this scenario. It gets wild.
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Everybody knows that's the Luftwaffe recognition signal. However, after 1944, they didn’t do it very much.
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Simulating hedgerow fighting
ThePhantom replied to kensal's topic in Combat Mission Battle for Normandy
I’m very interested in this subject. I’m making a tactical decision scenario based on this. The US force will be challenged to take two different approaches to reach the objective. Of course, it’s going to be difficult. However, one aspect we often over look is the German side. Their communication must have been extremely difficult. Units had to be in the right spot at the right time, all the time. When I was designing the hedgerows, with the German defenders, I realized a problem they must have experienced. Flanks can easily be exposed if a supporting unit routes to the right or left of a strong defensive position. The main reason is the bocage fields make it impossible to establish a solid defensive line. Yes the bocage favors the defender. However, this advantage only favors the defender in an ambush condition. Once the German position was located and fixed, I believe the advantage changed over to the Americans. -
It felt more like a German counter attack, during one of the British operations, north of Caen. I received a minor defeat in real time. It is a challenge and very enjoyable. The British seem to be everywhere and you quickly learn to respect those AT guns. I’m going to try it turn base to see if I can do better.
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Great to hear, Chainsaw! I’m glad you liked it. I agree with your ending critique, a lot of the AI plans are designed to apply as much pressure to the advancing force as possible. However, this does exhaust the German forces towards the end. A solution would be to add more static forces because all AI plans had been used. But, this could end up being a little gamey if the British forces have pushed past the town. So realistically, the only answer is to wait for the upgrade where 16 plans will be available. I thought about waiting for the upgrade before uploading the final version of Monty’s Butchers. Then I thought the scenario is realistic. The Germans desperately trying to, “Throw everything into the fire” to hold their position long enough to bring the remainder of the 279th across the Orne River. In your case, your forces had overwhelmed the defender. Their position simply became untenable. I don’t think it was a standard game surrender but more of the enemy being routed. Great job!
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Good to hear Verulam! I wanted to wait until CMBN was upgraded with the 16 AI plan scheme, but I couldn't wait any longer to post it. I like the recce hint. You have got to identify what is in front of your main force or you can run into trouble real quick. Post your final opinion when you complete the scenario.
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Glad you like that one Jon. I added the supply area as a new objective for both sides. I figured everyone would enjoy shooting up a few supply trucks. Yes, the immobilized truck is unfortunately useless. It’s really the unit that represents the forward ammo staging area (knocked out it’s worth points). The other truck is mobile. Each side has one immobilized and one working truck. Both sides can use their working vehicle for supply and escape to save points for the enemy victory condition. One supply truck is limited..... The immobilized truck needs to be used. Blocking terrain with multiple deployment zone player choices is a great idea. I’ve added it to my new campaign 314th to Fort Du Roule. Thanks Jon, Chris
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I'll play them! I still enjoy Shock Force and have all of the modules.
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How about this one GAJ, something I've been toying with. The US player is on the attack and trying to reach (touch) an objective line. However, the German player can get victory points for reaching (touching) a counter attack line. The US player has no idea where this line is and vice versa for that matter. What you’re saying is each player should know their objectives as well as their opponents. I’ve got both objectives marked as known only to the specific player. In my opinion, it would simply be unwarlike to let both players know each other’s objectives.
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RAMADI (Iraq): Mother of All MOUT Maps
ThePhantom replied to LongLeftFlank's topic in CMSF Scenario and Mod Design Forum
I have not played WEGO on this scenario. Perhaps it would make a difference. In real time I have more control in the micro management scale (In this scenario it is pause, go, pause, go). However, I think it is time to try it in WEGO. -
RAMADI (Iraq): Mother of All MOUT Maps
ThePhantom replied to LongLeftFlank's topic in CMSF Scenario and Mod Design Forum
Erwin, have you played this scenario. The SMAW teams are seriously effective. You can hit snipers with eye shots (just kidding). I've just found them useful in this one. I just have them work along with a fire team. When contacts made - Wham! The enemy's position is silent and the element can advance another few steps down the street.