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hm_stanley

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Everything posted by hm_stanley

  1. Battle of Debrecen 6th Army crushes three Soviet Tank corps. October '44.
  2. I'm assuming that we can use AA to shoot down those iron IL-2 tubs.. but what does it look like when one of those commie planes are obliterated by the crack uber 37mm AA fire? is there a big commie crater? a boom? something? I could not find anything in the forums.. hence the question.
  3. Or something of your choosing that is a BIG Map.. would prefer to play Wehrmacht, since know the TO&E better than Soviets.. "The Passage" is a fun map and would very much like to play it H2H. Thanks.. You can respond on here.. and if it works out, setup a drop-box/email dealio and go from there..
  4. I am developing a large Soviet assault vs Nazi defense (in depth) scenario from the Sudenka (sp?) large map. I've constructed an extensive defensive works around top middle to right (looking at the map in scenario editor) hand portions of the map. I've modified it so that the Germans control the high ground and it's a hairy defensive set of works, from mine fields, barbed wire, elaborate trench line, bunkers, etc. I'm wondering a few things as I construct the force ratios. Certainly the Soviets will need a rather large sapper battalion, along with plenty of artillery, that said, I think I can construct an AI that will advance and assault the works, with considerable casualties, like what happened in the real fight, but try none the less. The Soviet player or AI will need to advance along a set of causeways into the main line, which will most certainly will be affected by direct fire from the German 88 Pak front. I think, in the real battles, this is what certainly faced Soviet forces as they attacked German prepared defenses on the Panther–Wotan line. I know they would go around many of them, but in many cases, they needed to assault them head-on, and there are plenty of examples of these kinds of battles. My question is that I haven't seen any scenarios developed where the Germans possessed this extensive defense in depth, with the Soviet player assaulting prepared works on high ground. I looked and looked, but could not find examples. I've seen some smaller battles, but they were not very well thought out (my opinion, just not very good player vs. AI), and the defenses were not "in depth". I wonder if the engine and the AI supports this kind of scenario? Is the game not necessarily designed around these types of engagements? Is it too hard to construct one of these scenarios for single player gameplay (I think this will be quite hard to do, but not impossible with AI triggers and the like). I was curious what others think about these types of scenarios and are they better played H2H instead of player vs. AI? and I'm curious with all the defensive works and units will gameplay be "SLOW!" since there are a ton of elements on then screen? It seems to be ok deploying, but gameplay is a different story. Since we have flamethrowers and other assaulting formations now in the game, I've always wanted to construct a scenario like this, where the Soviet player advances into a proverbial meat grinder, with the Nazi's plugging holes, and trying to maintain force cohesion under pounding direct and indirect fire.. kinda what I think happened on the Eastern Front in '44. Some of these Nazi formations held out for quite a long time.. I used this webpage to help me plan the works: http://www.allworldwars.com/German%20Field%20Fortifications%20on%20the%20Eastern%20Front.html Any help here greatly appreciated... and/or considerations. I will put up some screenshots of my defensive works if others would like to see what I'm coming up with..
  5. Play my scenario "The Monk's Wine.." You'll like it. I'm actually from K-PAX. So there is no translator yet. However, I'm writing one for all my fellow K-PAXian refugees. The <no translation> is down and we haven't been able to get home for a while now, and a while for us is well <no translation>.
  6. Ok, I'll bite. This happens to be my favorite CMBN battle. However, I'm not up on the parallel thread regarding the OP. First, I made a spin off of this very battle, called "The Monk's Wine..." Which was a lot of fun to create. You can download it from the repository on battlefront.com. But the length of the board is what makes this scenario fun. Thin width wise and long length wise, very difficult movement options and decisions. But I made it a little tougher with more units as a German probe and I think it turned out ok. Second, and more importantly, I'm convinced that YU55 was intercepted by some Frankenstein Russian/American Nuclear MRBM, the only additional fact being, it wasn't a typical asteroid it was a boulder weapon launched from the planet Klendathu, launched by our arch nemesis, the Arachnids and I've decided it's high time to join the Mobile Infantry. Wish me luck.
  7. Sure man. Post here, haven't played the game much lately, kinda burned out on it. But pm me the details.
  8. Sergei, better go see Justin beber's "never say never..."
  9. Hi all, Here is rev B of The Monk's Wine... I have lengthened the scenario to make it a little easier to setup artillery assets, as some have complained. I have also made some subtle changes to the elevation and the approach vectors (making it a little more obvious on how one might attack the bluff). No force adjustments and the AI is still using the same plans, albeit slightly tweaked with the added length. If you want to download it before it's up on the repository. Please click HERE Here is the intro: THE MONK'S WINE.... This is a fictional scenario The scenario is a German Armored Recon assault against a depleted American Airborne company shortly after D-Day. The German on the attack has an ever increasing set of assets come on-line over the course of the 55 minute battle. This includes a host of assault guns and infantry cannon to support the drive to taking back the Monastery perched on bluff overlooking a broad swath of the Normandy plain. The Americans have a depleted airborne company that has recently taken over the position and is awaiting reinforcement. A small armored cavalry support column is expected to show up to reinforce the Americans, but time is ticking. If the German player can neutralize the American Ant-armor threat, and bring their assault guns up to drive the advance, they can win handily. However, if they choose to rush and try to overwhelm the Americans quickly, they are in for a surprise. The American and Germans both have AI plans and it's probably best played as the German, but equally as fun as the American. The German player wins by taking the Monastery. The Americans win by holding the Monastery, which is perched on a high overlooking the battlefield. The Americans on the other hand need to closely monitor their assault alleys and manage resources. If they can remain focused on their objectives, they should hold the Monastery. There is not a lot of room for maneuver, so the German is forced to move up, hopefully neutralizing the kill boxes before the casualties force retreat. Hopefully the map is as close to reality as possible, with sunken roads and foliage that closes resembles real life and not "green acres".. This is a minor tweak of the original scenario that was a little shorter and some complained that the cannon did not have enough room to fire on positions, so the scenario has been lengthened it to accommodate those artillery assets.
  10. I often wonder why more books have not been written about this. The diplomatic consequences of this action. Talk about a game changer. I have yet to read a good book describing the "Turkey" problem for Axis Germany. I have often pondered what would have happened if German units were allowed to transit Turkey and move up from the south into the Caucuses. There is a really a dearth of information on this subject. I can only imagine how strategic Turkey was to Germany's aims, I mean to your right is Persia/Iraq, north, Mother Russia, and south the holy lands. Think about it for a second.. it would have been an entirely different conflict, I believe, with a pro-axis state entrenched in Turkey. I've also pondered why Hitler didn't see that himself and consider an invasion of Turkey proper, with the intent of bringing back those ol' austrian hungarian types to prop up a puppet government. To think what a pro-axis Turkey would have meant to the Nazi's is stuff that makes me shiver..
  11. what I was suggesting, along your logic was a Germany invaded by Russia, with Germany retaliating against that invasion, combined with the involvement of other european powers, essentially "occupying" western Germany to stave off the Russian threat after a protracted engagement by Germany.. something along those lines. I call this the passive German scenario. Meaning, it looks like the Korean Peninsula. Germany still exists as a power, but has a rather large step-brother in their bedroom. Does that make sense? This is, without a Hitler. I guess I am supporting the premise that War was inevitable in Europe, not so much against themselves, but with Russia.. how and what happens after this premise is the stuff we are all debating here.
  12. Every time I sit down and ponder this fantasy of German victory in WWII, I come away with the war would have lasted longer with the inevitable outcome of Germany losing, regardless of leadership. I believe "the capt" defined the problem well, war in Europe was inevitable, but if one takes the belief that it would have been a war of aggression by Germany, then I think it ends the same way, albeit in 1948, and it would have ended with an occupied Germany. If one takes the side that Germany would have fought as a proto NATO organization, I still think you have an occupied, divided Germany with a boundary similar to that of north and south Korea manned by the proto NATO nations. Maybe it might have lead to a more global conflagration with western nations fighting communism, but again, I just don't see it. With that said, I have studied this topic at such length and frankly I never tire of it. It's a rich "alternate" historical narrative with such interesting implications, however you slice or dice it.
  13. I will be releasing a rev 1.1 of this this weekend and it will be longer, hopefully alievating the cannon problem, but you never know. I'm curious to those who've are the force make ups good? Do the Germans require more firepower or less? Can the Americans hold the hill as the AI or as a human player? The litmus test for me was to leave the Americans to fight alone against the German AI and the German AI could take the hill with no American movement (ie no tanks attacking or ac's attacking. I'm curious if others have had a hard time against the German AI or have played the Germans and have won handily or had a hard time?
  14. Yea, that was going to be my next suggestion. That he has a blocked Los on the guns
  15. I have made changes to the scenario to make it longer. I wonder of that will fix the problem. One addition thing I can do is add the FO to the cannon platoon. Btw, there is nothing better than watching ig guns pummel that hill. I know if you don't put them back far enough, the rounds will hit the trees. But I've never had an instance where I couldn't use the guns. Sooo I'm a little perplexed.
  16. Very odd. I have been able to use them. Hummm. BFC care to comment??
  17. are you saying the IG's don't have LOS with the FO to the target? So, when you go to target the trench line or whatever on the hill, you can't get a target marker? Very weird, I guess I've never directly targets icon's, just area and linear targets.. I think what you are saying is that you select the icon and it won't target that selected unit? not sure tbh
  18. Well.. not sure exactly what you are doing with that FO. But I place him in a place with a direct LOS to the target and position the guns in back next to the entrance of the map, that is the only place that the guns will have cover but yet not hit trees.. there is reason why I put trees where I did, to make it a little harder to fire indirect artillery. Anyway, once those guns are unlimbered and setup, the FO will talk with CO of the artillery platoon (there are two commanders and there should be three guns shown in the artillery tab). Those commanders are responsible for the call-in from the FO, who has eyes on the target. Depending on your difficulty setting, it should take about 3-5 minutes for those guns to come on station and that's it. Are you using the CO's for the guns are FO's? If so, then there are no CO's to manage the artillery requests for the guns.. so I'm a little confused how you intend to use the guns..
  19. I suggest we all get out of our mom's basement and walk the dog.
  20. I wanted to lengthen it even more.. around 2km, but that didn't seem to improve things. The hilly section of the map is designed to hide an alternative route to the Monastery, and you're right.. that open ground was designed to be deceiving, that is, don't go there.. but if you do, thing might shoot at you. cool.. considering this is my first scenario I've uploaded.. it's nice to get feedback, but I'm just a humble guy trying to make something that is fun..
  21. Why paranoia?? That's an odd comment, interesting. But something I wasn't expecting? Oh, and the FO is used for those guns and they work fine in an indirect mode from various places on the map, used them many times. I've not however used them in a direct mode.
  22. Hey Thanks Mike.. nice to see a recommendation.. I've made some modifications to the map and AI since then.. glad you liked it..
  23. I submitted a new scenario today, called "The Monk's Wine..". It's a fictional scenario and I hope it will be up soon. I had submitted it about two weeks ago, but it never made it up, so I'm submitting it again. The scenario is a simple German Armored assault against a depleted American Airborne company. The American and Germans both have AI plans and it's probably best played as the German, but equally as fun as the American. The German player wins by taking the Monastery. The Americans win by holding the Monastery, which is perched on a high overlooking the battlefield. The German has ever increasing assets come on-line over the course of the 55 minute battle. The Americans have a small armored cavalry support column show up to help throw the Germans back. If the German player can neutralize the American Ant-armor threat, and bring their assault guns up to drive the advance, they can win handily. However, if they choose to rush and try to overwhelm the Americans quickly, they are in for a surprise. The Americans on the other hand need to closely monitor their assault alleys and manage resources. If they can remain focused on their objectives, they should hold the Monastery. I've spent a great deal of time making the map, which is slender and long. There is not a lot of room for maneuver, so the German is forced to move up, hopefully neutralizing the kill boxes before the casualties force retreat. I've tried to make the map as close to reality as possible, with sunken roads and foliage that closes resembles real life and not "green acres".. Good luck and hope you like it. If you want to get the file before it's posted on the respository, please click HERE BFC, not sure why you didn't put up my last version, but please let me know if I did something wrong by uploading. My account here in community is the same email as the email that I used to upload the scenario.
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