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Broadsword56

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Everything posted by Broadsword56

  1. LLF, I'm sure an eventual fix to the tac AI behavior in fortifications would also make possible your awesome Dien Bien Phu mod -- which I was sorely disappointed to see shelved. But you were right to shelve it if the game's limitations make a realistic battle of that type impossible.
  2. I've since heard through the grapevine that BFC are actively working on a fix -- it's just not clear when we might see it. In the meantime, I'm thinking there might be a way I could still enjoy CMx2 while waiting if I play something involving more meeting engagements and mobile forces -- I'm following the efforts of the players making content for an Arracourt pack, for example.
  3. Thanks for the update, Rinaldi -- but I wasn't asking for the scenario, just the geographic coordinates of the area or areas you've mapped so far. I wanted those so that I don't end up mapping any of the same areas and duplicating your work. If you don't know or can't share that, then please just draw your map boundaries on the jpeg I attached on my earlier post, and that would still help immensely.
  4. (Bump) What's the latest on the Arracourt project? I'm interested in it particularly because there's a new board wargame (Patton's Vanguard, by Revolution Games) that look like it would make a good operational layer for managing a campaign and generating battles. There's a VASSAL module for Patton's Vanguard out already, and downloadable PDF rules are expected to be available in August. I've attached a screenshot of the boardgame map to show the area it covers. Mad Mike: If you have them, can you specify the Google Earth coordinates of the 4 corners of the master map you've made (or are still making)? I'd like to overlay it on my Google Earth to see the boundaries of it, and then I might make one or more additional master maps that could adjoin it or accompany your content farther down the road. (Obviously it would take some 25 master maps to encompass the entire play area of the boardgame -- so what I usually do is wait and see where battles are going to happen, then make maps for them as I go)
  5. One particularly good thing about the Saint-Lo campaign and hedgerow fighting: The compartmentalized nature of the combat in that terrain makes it particularly well-suited to CMBN, since it lends itself easily to smaller maps and smaller-unit actions. When I made my map for the British sector at Fontenoy-Le-Pesnel, visibility extended all across a brigade front. So it would have been unrealistic to restrict the map and battle scale to some smaller sub-unit in such an open area.
  6. Hope you do, LLF! Even so, my master map and yours cover a good deal of the Saint-Lo campaign area already. I've shelved CMx2 until BFC gets around to fixing the tac AI that I feel they broke when they released version 4.0 (infantry fleeing unrealistically from perfectly good fortification objects like foxholes, trenches, etc.) I pop in here occasionally to see if there's any sign of a fix, but haven't seen anything to give me hope. :-(
  7. @John Kettler You're the only person who's ever commented on my Larry Storch-as-Cpl. Agarn avatar -- and quite likely the only one who's ever noticed it and recognized it was an "F Troop" reference! Few under 55 would be likely to get it, so we're dating ourselves here...
  8. Well, since we're dreaming... Combat Mission: American Civil War Rationale: The Scourge of War franchise is a decade old and showing its age, and getting mixed reviews for its foray into Napoleonics with SoW: Waterloo. It uses sprites, and it has none of the map-creation tools that CM has. And yet Scourge of War is still the only ACW computer sim that even attempts to be a realistic tactical wargame the way CM does for WWII and modern conflicts.
  9. How do you register with CMMODS to be able to DL the file? They seem to have changed and don't recognize my old login anymore. The only link says "request to become an author."
  10. Also jazzing it up at this time, in Paris, was Django Reinhardt, playing his signature hot gypsy jazz guitar. He somehow survived the German occupation and played the clubs all during that time, even as much jazz was officially outlawed and Gypsies were being rounded up (some think he must have had a secret German protector somewhere who made sure he could keep working).
  11. Got this cheaply on Amazon -- it's fascinating counterpropaganda that Miller recorded in German, in Nov-Dec 1944, and was broadcast by the Allies to the German troops just around the time of the Bulge and just before Miller's own disappearance over the English Channel. I wouldn't care to listen to it during combat, but it makes atmospheric listening while modding, mapping, setting up forces, etc. I also looked to see whether anybody turned Axis Sally's broadcasts from Germany. Apparently only a few odd clips survived. https://www.amazon.com/Wehrmacht-Hour-MILLER-GLENN-AMERICAN/dp/B0013XZ3NM/ref=sr_1_sc_1?s=music&ie=UTF8&qid=1472147092&sr=1-1-spell&keywords=the+wehrmach+hour
  12. The situation: 18 Dec 1944, 1400 hrs The US 32nd Cavalry Reconnaissance Squadron has retreated from its starting positions on Dec 16, and has taken up a screening position with the rest of 14th Cavalry Group to prevent KG Peiper from reaching Malmedy. Peiper's lead element, the "spitze" battalion, probes along Rollbahn "C" and encounters the 32nd CRS screen in rolling terrain just N of Waimes. Peiper reacts by diverting his main element north to Sourbrodt and Rollbahn "B" to proceed unhindered. But Peiper has ordered the spitze to make a hasty probing attack on the 32nd CRS, and: A: Engage and destroy as many high-value AFVs they can find (in this case, Stuart tanks, M8 HMC assault guns, and armored cars). B. Keep the cavalry in contact and preoccupied with threats from the east, allowing Peiper's main body to continue its drive to the Meuse while cutting off Malmedy from the N and NW. I'm setting up this battle as a HTH scenario (no AI) between these two mechanized, roughly battalion-equivalent forces. My challenge is crafting objectives in a way that represent this cavalry screening mission on one side, and the anti-armor probe on the other. The cavalry is the only mobile mechanized force in the area. They're not expected to stand and fight to hold ground at all costs, but they need to hold on as long as they can to buy time. The German side has no need to assault and take territory -- they just need to seek and destroy the enemy's principal assets. I'm thinking that one way to do it is: 1. To make all the German VPs "destroy" objectives for the specific high-value unit types. That would force the Germans to search and destroy, although they could score by picking off enemies at standoff range if/when they see them.. 2. Split the American VPs 50-50 between terrain objectives and "preserve" parameters for their high-value units. This forces the dilemma between holding and fleeing. Maybe the highest-value terrain VPs would be for the most risky locations, those most exposed and closest to the neutral zone in the middle of the map. The lower-value locations could be those in the US rear, where all they would have to do is camp out. Any thoughts or suggestions? I've read the various scenario design tips on the forum, as well as Jon's top-quality :Sheriff of Oosterbbek" design guide, but I'm still not sure what the best way is to approach this.
  13. Did BFC explain, or has anyone figured out, what the approximate daylight visibility ranges are for the weather settings in FB (various levels of haze, mist, light rain, etc.)? For example, I want to create a scenario in the early afternoon of 18 December 1944 that would represent: Ground condition: Normal (not mud or freeze) Atmosphere: Poor (as opposed to fair or good) Visibility: 1,000 meters (when theoretical maximum would be 6,000 meters) What settings in the editor should I use to achieve this on the CMFB battlefield?
  14. FOW is another of the reasons I prefer using good board wargames (with VASSAL so it's on the computer and no need to use a tabletop) to solo CMBN operational-tactical campaigns. In the best board wargames (The Grand Tactical Series or the Battalion Combat Series, both by Multi Man Publishing; or the old Saint-Lo by West End Games) it doesn't matter that you can see all the counters on the map. FOW is already "baked into" the game by the activation and command-control mechanisms, SNAFU rolls, logistical limitations -- randomized systems that combine to limit which regiments get to activate or react at a given time. So, even when you see the enemy has an open flank, you might not necessarily be able to act on that when you want to, with all the forces you want to, or at the ideal moment. You, the player, might know the true situation on the board -- but your knowing doesn't matter because you don't have absolute control.
  15. This video shows the Theater of Ops project is on track and heading in exactly the direction I've always hoped. Can't wait for the chance to back it, try it, and see it open a whole new chapter in CM op-tac gaming!
  16. LLF, what great news that you've resumed tinkering with your DBP mod. By now have you already been on your trip to the actual place? (let's see some travel pics!) There's a terrific new board/VASSAL wargame now -- Dien Bien Phu: The Final Gamble -- that would make an excellent op layer to run a campaign using your mod. It has some ingenious mechanics for supply and for reinforcements, too: http://grognard.com/originals/dbpfg_rv1.html Just wanted to add my words of encouragement.
  17. And even within Stalingrad, there were parts of the city/suburbs that featured the diverse terrain that tends to be more playable in CM2 -- for example, the interesting fight for the Orlovka pocket. (Even just within that pocket, the area is SO huge that I figured it would need to divide into these 7 master maps all by itself!)
  18. Please get please get well soon, Phil, and come back to play (it's very therapeutic)!
  19. Matt, some outreach suggestions: Consimworld Forum has a "submit news" form that you can use to try and get them to post a story about it on the CSW home page. If you want to find the board wargame grognards, that's where many of them they hang out. Also try posting in threads for specific tactical WWII games that you think players want to would use CO with. Also, try setting up a game page on Boardgamegeek for CO. That gives people a place to find it and congregate. Create a developer diary on BGG and make posts to it frequently. You may need to explain in your setup submission that while CO is a computer playing aid, it supports tactical boardgames by giving them an operational level to link their battles and create larger campaigns. The Miniatures Page is a very important site that you need to be on. There are ways to make constructive contributions to discussion threads and mention CO and link to it, without crossing the line into advertising or shilling. Don't overlook the regional and national wargame conventions like Historicon, Consimworld Expo, etc. You could get a table, take a laptop and stage some demo games using CO, talk to participants about your project, and solicit backers. There are also some very strong regional wargaming clubs (Metropolitan NYC, the 1st Minnesota in the Twin Cities, etc.) that can become early supporters and enthusiasts. And get in touch with the guys who do the leading wargaming Podcasts. Those include "Advance After Combat," "I've Been Diced," and "Guns, Dice & Butter."
  20. The little dismounted panzerfaust platoon you're referring to was wiped out in that afternoon attack. The little green "B" force is a platoon (-) rearguard and Pak75 unit in fortifications, and it's been mostly a quiet island in a sea of red for the past day. Those landsers are smoking their last cigarettes, writing their last letters home, sharing a few hoarded sausages, and pretty much resigning themselves to a parade of shame through Red Square sometime in the next few weeks. But there is one little dismounted panzerfaust platoon -- a sister unit of the one you were so fond of -- it's under that "2CH" marker between A and B. Here is its battle log: --------- 1/1/Antitank Battalion 195 Sturm Regiment 78 Sturm Division XXVII Corps Battle record: Broke out from cut off position with 2 Company (point "B" on the map) on afternoon of 23 June, ending in Hex 4708. Suppressed in firefight in evening of 23 June, but rallied from suppression on Night Turn 10 and was still holding the flank in 4709 with 1 Cohesion Hit. Then another firefight with a company of the 40th Gd Inf Regt reduced it to two 2 Cohesion Hits. --------- We're probably talking about barely a full squad of men now. They're actually in a screening position that's very annoying to the Soviet advance, and which hampers their freedom of movement as they try to flow around the German flank. Unfortunately, the night passed without the AT guys being able to make it all the way back to the railway perimeter. Their only hope would be if the rain continues into morning (which gives big negative penalties to direct fire and makes artillery spotting harder, too), Otherwise, one more good push by the adjacent Guards would likely finish them off.
  21. Sitrep on my Bagration op-tac campaign: Day 1 (23 June) has ended. Here are the positions at the end of the night turn (Turn 10). The full view (this hexmap represents all the Soviet campaign master maps, arrayed in their actual locations): The Soviet campaign objective is, within 3 1/2 days, to: 1. Cut the Orsha Highway (the light gray N-S line, at the far left of the map). 2. Pocket as many German troops as possible (killing them is secondary - the goal is to race west and stop for nothing). The Soviets have turned the German right flank at the second main defensive belt, and threaten to penetrate it in two other locations. Current weather condition is rain. Let's take a closer look at the active sector: B: A German AT battery and infantry rearguard have been cut off an bypassed since 1500 hrs. They will be capitulate if they're still cut off after 24 hours. C: A very thin German screening line in this marsh area continues to be under heavy attack, but it continues to hold due to its fortified positions. A: A second German pocket is forming between the embankments of the single-track rail line. It's covered by a 37mm flak battery (F), A fortified 75mm PaK with supporting infantry company on the N side, and an infantry-armor force newly arrived in a village at the S of the perimeter (a Nashorn company and Sturmgrenadier company, indicated by the unit symbols). The Soviet flanking spearhead is led by the 167th Guards Motorized Rifle Regiment. Under the cover of darkness and rain, it has methodically advanced to the S and SW to bypass the German railway position. On Day 2, It could continue along the mapedge to attack the 78th Sturm Division's line of communication (the road leading S from Asintorf), or it could hook NW behind the railway position to cut it off. The advancing Guards would have to contend with a German 88mm flak position (E), which has survived air attack and continues to defend the German E-W axis of movement in that area. The 195th Sturm Regiment's artillery (D) has been mounting up during the night to retreat to safer positions in the rear. Should the weather clear by morning, the Soviets are expected to resume heavy division- and corps-level artillery barrages on all the German positions, as well as air-to-ground attacks. But the Soviets have very little armor left at the front -- a depleted SU-152 company, just N of the railway position, is the only formation left. The rest got chewed up in the Day 1 breakthrough attacks. The biggest asset the Germans have now -- besides the rain -- is the swampy and wooded terrain in this part of the front. The ground that the Soviet flanking force is advancing over is impassable to vehicles. In fact, the only real firm, dry ground for Soviet armor to advance on lies along the railway line (A to E), and then through the key road junction of Asintorf. The Soviets have 24 hours left to open this crucial corridor. That's because the 2nd Guards Tank Corps -- a huge and powerful force -- arrives as a reinforcement on the night of June 24. If the Soviets are still bottled up in the marches by then, the tank corps will have nowhere to go. The Germans have to hold another 24 hours before they are reinforced, too. The 14th Infantry Division is Army Group Centre's only remaining reserve, and it will be arriving about the same time as the Soviet 2nd Guards Tank Corps. It's essential for the Soviets that they have the tanks through the Asintorf line, and well on their way toward the Orsha highway by then.
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