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Eddie

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Posts posted by Eddie

  1. Hi Vin,

    Thanks for posting this very extensive AAR. It is to bad the mission ended in a Tactical Defeat. Despite this result I think you enjoyed the mission since you played it to the very end, even when you knew you would not win. The Americans had overwhelming numbers in men and material, and they used some good tactics as well.:) I know there was a failed artillery strike on WN 411c earlier in the mission. Had this strike been succesfull the battle could have ended in another way. I think you did not do bad at all. I'm going to watch your videos now. Thanks a lot for making these, and for describing the events at the different objectives!

  2. To Fredrock1957: I checked my file and the HQ's in the NW were clocked on 3:00 hours playing time. So I don't understand what happened. I'm beginning to have doubts if I send Vin the completed file. Anyway, I have got to stop saving the same missions under different names. But I wont make any changes to the file. I'm glad you enjoyed the fight and thanks for the compliments.:)

    To Sakai007: Thanks for posting your AAR, and I'm not laughing at you because of the difficulty level you were playing the mission. Your explanation for playing on that level makes perfect sence to me.;) You had 45 more points then the computerplayer, and Fredrock1957 had 30 points more. So you have scored 15 points more, this would make the difference between a Tactical Victory and a Major Victory. I see you have used your recon units in the right way by letting them pinn down the Muja's while calling arty on them at the same time. The opening bombardment should give random result, at least it did during testing. Sometimes a few casualties would occur, the other times there were no casualties at all. So I guess you had some bad luck with this. I understand the Muja's did their best to capture that Eagles Nest, but your defending skills made this impossible. You have made the opposing force pay dearly for trying to capture that hilltop. Congratulations on your victory.:D

  3. Thanks for the feedback on this mission. Fredrock1957: good work! Only four men killed and two wounded, you got a better result then I did myself. Thanks for posting your AAR. You say the HQ's appeared as reinforcements? How can this be?:confused: This was not supposed to happen, I will take a look and see if I made a mistake somehow. No need to thank me for creating this mission, you are welcome. By the way, Vin suggested the idea for this mission so he deserves credits as well.

    Erwin, I agree with you. Fredrock1957 scored more then twice the points then the computerplayer, so this tactical victory should be a minor victory at least.

  4. Well the Rifle Squads in this fight have 100% headcount and ammo (On the AK-74S)... I made the Headcounts 50% and the ammo load stayed the same...
    It could be you only selected the description "1st Platoon Air Assault, 2nd Platoon Air Assault or 3rd Platoon Air Assault" of the 9th Company in the list of Activated Troops. In this case one can read that these units have a "Full" headcount. If one opens one of the platoons and selects any of the squads, Rifle teams or HQ's it will turn out the units have a headcount of 50%, well, this should be so anyway. So all units on the map already have a 50% headcount at the beginning of the mission.

    This leads me to believe that Ammo Loadouts for MG Teams are handled differently then for a Rifle Squad...
    I agree with you on this one.:)
  5. If the headcount for a unit is set to 50% it seems to me the ammo load out is about one third of the original, in this case anyway. The Soviets had only 38 men left when this attack started so I had to cut the size of the purchased units in half to get to that number. Maybe I could have tried to do this in another way since I did not take into account this much loss of ammuntion for the HMG's. But you were wise to set small cover arcs as you will need your ammo. And thanks for the compliments on the map!:D

  6. Your scenario has a start time of 17:00 on July?:confused: I checked my file and it says 7 Januari, so I don't know what happened here.:) Anyway, I have used some other information for this battle then wikipedia. According to this information there was one attack at 15:30, one at 16:10, one at 17:35 and the main attack took place at 19:10. I used the last time at first since this is the attack that I attempted to simulate. But the Soviets (player forces) could not see anything coming because of darkness. The same goes for the computerplayer forces. So I had to change the time. Since there has already been some fighting before this mission there should be less ammo for some units. So Fredrock1957 is right on the 50% headcount and thus low ammo.

  7. my only concern is that the large areas of forest, are only "light" and hence passable to armor. Was this the intention ?
    Yes, this was the intention, the mission is meant to be an infantrybattle mainly, with support of tanks and artillery. If you come to the conclusion some things in the mission should, or could be improved just let me know and we can disuss the matter if you wish.
  8. :cool: Hi Phantom Captain,

    That is a nice collection of automatic rifles you have there. I would like to have these too. Do you think it is possible one could order them via the Internet and have them shipped over by special delivery (or something) to Europe?:D

    But seriously, you have got some beautifull rifles in your collection. And you just may have inspired me to make another CMA mission in the near future. It probably will involve more units then one company though, which I know you prefer. But you could always give it a try.;)

  9. I wasn't able to neutralize all the BDF Tanks in the first version of Battlegroup Ivanov, just that first wave that came up.
    I my reply of yesterday I did not mean to say you managed to neutralize all BDF tanks in the first minute but indeed just that first wave. I did not look close enough to see this sentence could also be interpreted as if I meant to say you managed to destroy every BDF tank on the map in one minute.:rolleyes:

    I wasn't sure if the difficulty level could really influence the calculations of the end result earlier, so I checked the CMA manual just now and couldn't find anything indicating it would influence the end result, though it would be easier for the player to achieve a better score just because on lower difficulty levels you have certain advantages (such as reduced fog of war).
    I agree with you on this. Maybe it should be more like taking an educational test, the more difficult it is the harder it should be judged and vice versa which affects the endresults in a certain way.

    As for the battle seeming like a campaign, that is good. I have said before that I disliked campaigns, but that stems more from the disappointment of putting in months of time and then losing in the end rather than the idea of a campaign itself. Playing this in sections made it seem like a campaign and also there were multiple fronts in the mission and each had unique circumstances to fight under - three separate battles happening simultaneously on the same map made it seem epic.
    I totally get your position on the campaigns. And I think you are right to say there are actually three battles taking place in one mission and this could give you the idea that you are not just playing one mission but some sort of campaign.

    Using that second Z folder is really useful if you don't feel like dealing with unpacking and repacking mods and it will allow you to override mods in the first Z folder if you have trouble with only using a single Z folder.
    Very usefull and timesparing information, thank you!
  10. The sniper in the video actually takes out three BDF soldiers in a row. I was unsuccessful in getting the camera to move smoothly to different window angles, so I had to settle for that limited view.
    I must have been distracted while watching that video because I really thought the sniper hit two targets, but I'm sure you are right it were three. And don't worry about the limited view, it was real fun to watch the clip.

    On the Right Flank and in Ikashim it appeared that both these objectives were clear of BDF units. I thought I had these objectives captured and really wish I had sent some scouts to confirm it. There were still some spots at both objectives that would have left those scouts open to fire from enemy tanks and infantry so I hesitated.
    I understand your hesitation, you had already suffered enough casualties while capturing the Right flank. I think I would have done the same thing.

    It was good you had the BDF Tanks stop and take up defensive positions in this 1.1 version. I remember when I played the first version, they moved right into the sights of a platoon of Soviet tanks I had moved across the bridge, that first group of BDF Tanks was destroyed within about a minute - I was playing real-time too.
    If you managed to neutralize all the BDF tanks in the first version even when plaing real-time, this confirms their orders were no good. So I'm glad you also think their orders have improved in the second version.

    I wanted to show more of the background in the videos with the armor, there were many more tanks in the area than could be seen in the videos. From the beginning of the battle, I wanted the Tanks and APCs to work together in a large group, the videos show some of the few times they got to do this. Thanks for the compliments.
    :D You are welcome!

    So the infantry advance by the BDF was triggered in the battle, I wasn't sure if it was scripted or the Tactical AI just decided to make a move to capture objectives close to the end. It seemed like an "exodus" lol, they all just came out of the fog of war at once, it was kind of unnerving, but I already had my infantry in position to deal with it.
    So I did not surprise you with this script in such a way that it caused you any serious problems? D..n, then I failed miserably in my plans...:mad:

    It's good you did some research about Nagorno-Karabakh, modeling the defensive positions in the game after real ones worked out well. It made a Blitzkrieg-type action totally impossible and it was a truly intimidating network of defenses, when Soviet Tanks advanced it was like shooting fish in a barrel for the BDF. After the start of the battle when I saw how many RPG and Sniper teams came out of the fog of war in the trenches, I knew I was in for real trouble.
    Ha, you have had your share of trouble in this mission allright...

    Thanks for your comments on the AAR and I'm glad you enjoyed it and the videos. I wonder if I had played Veteran level it would had made a difference in how the mission was scored, whether it would have been more lenient and given a minor victory, but probably not. Thanks for the congratulations too and the time you put into refining this mission.
    You are most welcome, and I did not know that playing on a certain difficultylevel could influence the calculations of the endresult. Anyway I really think you did a good job playing the mission the way you did.

    For the amount of time I spent on the battle, it was practically like playing a campaign.
    Is this a good or a bad ?:)

    And thanks for sharing the information how to make combinations with mods. Placing an extra Z folder in the Z folder to use sound mods is something I never heard off and I'm going to try this too.

  11. I will take a closer look at the AAR's which are presented at the end of the mission to see the exact results.
    I just took a closer look and saw that you managed to secure objective Center, destroyed unit objectives 1,3, 4 and 6 completely, unit objective 5 apperently was partly destroyed and you failed to destroy unit objective 2. You also managed to achieve the parameters for enemy casualties and for friendly condition. You had a total of 73 points and the BDF had a total of 70 points, who by the way failed on all objectives: ground, targets and parameters. Since you scored three points more then the computerplayer (73 vs 70) I think you have won this mission by a very narrow margine, despite the software calculating a draw. I think you did a great job on this tough mission, congratulations!
  12. Battlegroup Ivanov 1.1 AAR Part 3 - the Last 30 minutes plus 8 minutes overtime

    Mostly during the last part of this mission the majority of the Soviet soldiers had a condition of exhausted or fatigued. There was no way to use APCs to carry them to their objectives without them getting destroyed by BDF Tanks and so they had to move on foot to capture their objectives. There were a couple chances I took with my APCs in the beginning of this 38 minute section that wound up turning bad that are mentioned below, after that I didn't move any APCs or Tanks out of cover. I didn't want my score to be affected by losing too much armor and there were a couple instances where the BDF Tanks entered the Soviet kill zone, in which the Soviet Tank crews (and me) were only too happy to pulverize them.
    Because of the size of the map and the impossibility to use the APC's to transport your units I can understand why the soldiers were exhausted or fatigued at a certain point in the mission. I think you made a good decision to keep your tanks and APC's where they were because if you had lost more of them you would have certainly lost the battle as there are unit-objectives. And as I understand the BDF tanks moved into a death trap you setup for them, very clever.

    A Company fought its way to the inner trenches of the Left Flank, there were a number of skirmishes in the trenches, mostly at close range. My goal was to navigate through the inner trenches to the command center. That goal was never realized because of the heavy enemy presence in this area. There was no armor to support the assault this deep in the trenches, so the infantry had to bear the brunt of the job. There is a trench branching from the Left Flank, bordering Minefield YZ19 and leading to the command center, the seven A Company Squads I sent got up to the beginning of that trench but could not go past it. This is one of the skirmishes that took place in the effort to reach that position.
    I advanced to about the same point you did in the trenches. My units came under fire from the enemy's mortars and I had to withdraw them for a while but could easily move back into the position I occupied before. From there I did the same thing you did and just let the infantry stay where they were to defend the ground captured. I watched your video and if I counted correctly your units took out three of the defending forces in the trenches without taking any casualties. And I really liked the crackling of machinegunfire and explosions in the background.

    B Company Infantry - Hill 232

    The BDF heavy machine gunner in the trenches on the highest part of Hill 232 was firing steadily at the B Company soldiers attempting to cross into the woods on the lower part where the three buildings are located (one is a two-story building). I observed that at some angles the heavy machine gunner was firing into the dirt, but when he changed position to fire close to the woods, the fire was more accurate - two casualties were taken. Artillery strikes were called on that position twice and failed to eliminate the HMG team. The rest of B Company escaped through the cover of the woods to assault the two-story building at the edge of the woods. There was a brief firefight on the way in with a BDF soldier on the roof of the connected one story building, then this two-story building and the one attached became a stronghold for B Company. B Company was able to use this position to attack the BDF soldiers in the trenches outside of the buildings.
    I'm glad to read the HMG gunner was doing the best he could to keep your forces from advancing toward the three buildings. When you posted your AAR of the first hour some weeks ago I thought that I left a huge gap in the defensive lines of the BDF which would allow the player to easily move toward Hill 232 without being engaged. Your decision to let B-Company cross the river and to try and attack the BDF from the back turned out to be a good one. You managed to get B-Company in a safe position and engage the BDF from there, well done! I liked the video with the sniper taking out his two targets, but the video with the soldier throwing a handgrenade toward the trench I liked even more, this was some excellent combatfootage!

    Several Soviet soldiers were killed trying to take the trench across from the other single floor building on that section of Hill 232. After that I didn't try to move any members of B Company out of the building. Most were exhausted and I didn't want the Company to sustain more casualties, they had fulfilled their "commando" role somewhat by launching an assault from the back of Hill 232. Even though I had called artillery strikes on the bunkers and trenches at the highest point on Hill 232 I didn't want to risk taking that position with an HMG team still alive up there. I had no more artillery available at that time and the Gunships were grounded with no ammo left.
    I think you were right to give B-Company a break as they served you well. Their mission was to cover the road toward Ikashim with their ATGM's but you gave them the extra task of capturing the buildings near the road on Hill 232 and attack the BDF trenhces from the back. So I think the survivors of that company deserved to just hold out in the buildings until the battle ended.

    A Company Infantry/All Armor Platoons - Ikashim/Right Flank/Center

    I took a chance and sent a BTR to the Center Trench, though it pulled up behind a trench bunker as cover from the Tanks - it was quickly disabled and then destroyed by BDF soldiers in the trenches. A BMP was also sent from the Right Flank to the Left Flank using cover and traveling down the left edge of the map, I thought it's speed would help it evade the Tanks and eventually reach and capture the Command Center farthest from the trenches. I knew I was taking a huge chance with this move as it would have to cross Minefield YZ19 and stay clear of the BDF Tanks. The BMP reached the edge of the map on the Left Flank and crossed over some rough ground which slowed it down, a BDF Tank took it out with one shot and all hope of capturing this objective quickly went with it, although later I tried to get some A Company squads to capture this objective by moving through the Left Flank trenches.
    So even after one hour had expired the BDF units still had the spirit to engage your BTR and managed to disable and destroy it. And you certainly did take a huge chance with the BMP. I think it was a brave move but, just as you thought yourself, without to much chance of succes. If the rough ground would not have been there the BMP could even have made it to the command center but unfortunatly it did not. So you took two chances and unfortunatly both failed, this makes perfectly clear that the BDF was really well prepared for an invasion from the USSR in this valley.

    Securing Ikashim was relatively difficult. There was a Tank at the edge of village limits in a courtyard. It proved to be unapproachable in two separate instances where I lost RPG soldiers that were trying to maneuver into position to take a shot at it. The Tank also caused Soviet casualties in a building that the Soviets occupied close to it. I gave up on that approach and had a Soviet platoon leader in that building send in an artillery strike which eventually destroyed the Tank. Ikashim was occupied by the Soviets but still not secured, there was still a BDF Tank crew member in the Objective zone and that is what kept me from securing it. It was the same on the Right Flank, only one man left in the trenches there prevented me from securing. I wanted to see why I had lost these positions and checked after the game had ended.
    Yes, the tank is positioned in such a way that it is rather difficult to get a shot at it with your tanks as it will most probably hit and destroy your armor first. This indeed leaves the player with the possibilty to send in RPG soldiers which you did, but in the end this turned out to be an impossible task for them. To bombard the tank with your artillery is the same thing I did but I ordered the artillerystrike before entering Ikashim with commanding units of A-Company when they detected the tank on their approach of Objective Center. There are so many places for the BDF units to hide in Ikashim and the Right flank so it is very difficult to detect them all and secure the objectives. But you did manage to take out all defenders on the Right flank except for the one you mentioned which prevented you from securing that objective. Ha, if that's not frustrating I don't know what is. The same goes ofcourse for the lone BDF tankcrew member who was hiding in some remote corner.:D

    On the Right Flank there were many skirmishes with the BDF armor that tried to advance. Also two Squads of Soviet soldiers (one of them had a sniper) were sent to that position to clear out the trenches. The sniper was able to get several KIA and as the squads moved through the trenches more BDF soldiers were exposed from the fog of war. They were killed by the Soviet armor and snipers. With 17 minutes left (before going into overtime) BDF Tanks decided to cross over into the Soviet Tank kill zone. Unfortunately a bunch of vengeful Soviet Tank crews were waiting for a chance to get some payback.
    It is nice to read the BDF armor did its best to execute their orders which resulted in some interesting combatsituations. In the first version of the mission I found it to easy to destroy the BDF armor in the early stages of the mission. And again your sniper turned out to be a valuable unit to detect BDF units in the trenches and take them out, well together with armor and other snipers. I think the BDF High Command decided some 17 minutes before the battle ended to try and finish off any Soviet armored units that were occupying their land and send their tanks forward. But this time things had turned around and they became targets. The video showing the advance of the BDF armor which then was destroyed by Soviet armor was the best video I have seen from this battle. Really nice!

    It was good to see the BDF Tanks moving to attack the Soviet side for a change, rather than waiting for the Soviets to move into their kill zone. I wanted the Soviet armor to stay put so that they wouldn't be easy targets and to deal with any potential BDF advances like this. There were plenty of Tanks and BMPs around to quickly dispatch any armor crossing over to this area.
    In the first version of this mission the BDF tanks were also moving toward this side of the map but they just moved on without waiting and defending for such a long time. In this version they stay put to prevent the player from advancing untill they counterattack which gives the player the chance to take out BDF armor. But if the player has no armor left in this area or has positioned them in such a way so they don't cover that part of the map who knows what could happen. I know this situation would not be very likely to occur but one can never know...

    This BDF Tank crew decided to take some ground when the game went into overtime. They got a rude awakening from the Soviet Tanks that were waiting for them.
    I liked this video even better then the other one which showed a BDF tank being destroyed by Soviet armor!:cool:

    A detachment of six squads from A Company was sent to the Center on foot. The Center had been pounded hard by a previous artillery strike and only had a few BDF soldiers left. The exhausted Soviet squads had little opposition left once they reached the Center trenches. The Center was quickly overwhelmed by the flanking detachment from A Company. It had become an easy mark because of its relatively isolated position from other BDF strong points.
    The Center is indeed relatively easy to capture if it is prepared with artillerystrikes. And you are right, the Center is somewhat isolated from other BDF strongpoints which is why there were not to much BDF units hiding in the trenches.

    During the last five minutes before I hit overtime I witnessed a mass exodus of BDF soldiers from their trenches, they were running toward the Soviet locations on both sides of the map. The Soviets had established good defensive positions in the Center, Flanks, Ikashim and Hill 232, so the BDF were not able to take more ground.
    An exodus you say?:) I figured the player might have some units isolated on the field of battle which could become targets for BDF units if they were coming from all sides. It made little sence for the BDF units to stay where they were since the trenches from which they are counterattacking are no objectives for either side. One can never know what happens in case of an unexpected counterattack even if it is conducted without any armor and is executed by infantry only.

    The Infantry became the primary objective takers for me in this mission as opposed to your previous ones. At a certain point using armor became a liability (even though there was an abundance of it) and it was only to play a very limited role in the rest of game, being used to counter the BDF armor and not spearhead the main attack as I had hoped it would. This resulted in a much greater challenge and forced a different, tougher style of playing. At times it reminded me of a WWI battle with all the trench fighting when the advance of the armor was ground to a halt. The fight between the armor on both sides resulted in a stalemate where eventually neither side could move far from its safety zone without being destroyed, practically negating the typical tactics that would be used by a Soviet Motorized Infantry Company supported by armor.
    Originally I did not intend to create this mission to let the infantry take the objectives. I wanted to create a mission in which infantry and armor would advance together and support each other. But during playtesting I noticed the armor had very little room to manouvre and this was kind of interesting also, so I left everything as it was without the intention to make things tougher or more challenging. It was just the way things turned out once the defenders were positioned. But I prepared their positions with great care, especially the BDF armor. And it is funny you say the mission reminded you of a WWI battle with trenchfighting. A few years ago I watched some documentary about the situation in Nagorno karabach in Azerbaidjzan (I don't if I spelled this correctly but I think you know what I mean). The documentary showed the way trenches were build and how far they stretched. The ground the trenches covered was largely a wide and open space which was covered with ATGM-teams, infantry, artillery and tanks that where placed in prepared positions. Any advance by armored units would be extremely dangerous and I used this as a basis for the defensive positions I made in this mission.

    After playing 98 minutes, the overall casualty count:

    Soviets - 170 OK, 72 KIA, 49 WIA, 4 MIA, 5 Tanks Lost, 2 Disabled, 4 Armor Lost

    BDF - 178 OK, 128 KIA, 93 WIA, 20 MIA, 12 Tanks Lost

    I think this is a good score taking into account the deathtrap waiting for the Soviets. I will take a closer look at the AAR's which are presented at the end of the mission to see the exact results. Thanks for your extensive and very detailed AAR, and ofcourse all the videos you made available on Youtube. It was really funny and interesting to read your battlefieldreports and to see your combatfootage!;)
  13. Just wanted to let you know I finished Battlegroup Ivanov on Sunday. The mission was Draw, seems like that's the best I can do at Iron Level so far. I pulled myself out of a Minor Defeat, so I'll take what I can get. It's most likely going to take me until the end of the week (though hopefully not that long) to get the full AAR with videos out. The last 38 minutes (yes, it went into overtime) were brutal. Thanks again, this is my first CMA mission against conventional forces and it was quite a challenge against an enemy with similar force composition and weapons.
    Playing on iron level I think you really did a good job and this is the second time you managed to prevent defeat at the last moment. I'm looking forward to your final AAR with the videos. There's no need to thank me for this CMA mission and I'm glad you experienced the mission as quit a challenge.
  14. Hi jeep,

    Great scenario!
    Thanks!

    I came away with German minor victory on my first play. I was able to recapture 411C, but I will say the defenders were tenacious. I finally took it by sending up a two prong attack. The first platoon came up the left side of the map, but didn't have enough men left to dislodge all the defenders (who fought effectively to the last man) and the two tanks.
    Congratulations on your victory, well done! So you managed to recapture 411c despite the US defenders, including two tanks, being all around the objective. Good work!

    I sent a second platoon up the road and hit them from behind, finally taking the objective. The tanks in the center had already been taken out (2) or displaced (1) by the Paks and Marders. I found they were very effective. I only lost the marders when I tried to drive through a low bocage (hoping it was brush). He turned around and exposed himself to MG fire The other one took a sherman shell. Only complaint on the anti armor is the pak on 411c was dead meat from the beginning. Both the other Paks survived. I like how you scripted the shermans, very effective. Usually the AI just drives right into my sights and burns. These ones were tough to crack.
    I see you made good use of the wide space on the map when you staged the attack from the road. I tried to put US defenders so that they would cover most routes toward the objectives, but in the end the AI decides how may units go to a certain area so there will always be a less defended area which the player can exploit. I think the antitank capabilities for the player would be sufficient to beat the US armor if used properly and I can tell from what you have written you did. But the Marders are vulnerable to the Sherman's and even machinegun fire as you have experienced. You are correct the paK-38 at 411c has no chance of survival. But I thought this fitted good in the scenario to picture the situation the Germans were in that day. And I know what you mean when the AI sends in tanks right into enemyfire so I figured I will help the AI a bit by giving them the orders I did. Glad you liked this.;)

    I tried a brief counter attack up the road on the right side of the map, but it took fire from both sides plus arty so that ended quickly. After seeing the enemy forces in the bocage afterwards it never would have worked anyway.
    I think you were right to try and counterattack on the right side of the map, just to bad you did not succeed. I like the way the AI uses artillery as it can really be a threat to the playerforce and influence things that are happening on the map.

    One complaint is the lack of openings in the bocage. It really limited the german retreat and counterattack. The center field is the worst, since there is no way to enter/exit on the left at all. I was going to send it some troops to retake the center bocage after 411c but there was no practical way to do it. The germans need to think about their lines of retreat when setting up the defense.
    I made as much openings in the bocage as I thought were needed to give the player the possibility to retreat but this has to be done in time. The same goes for recapturing lost terrain/objectives but I had to make some restrictions to give the AI the chance to stop the player's counterattack. But I'm sure that in real life the Germans would have made better lines of retreat.:)

    Not sure if the americans could have realistically taken the WN objectives. Were the tanks scripted to ever move forward to support the attack? Seems like they had a lot of troops left over on the right side bocage that didn't support further attacks.
    The attack on the WN 411a (the center) will never take place. I have tried to let US infantry attack this position but they could not make it as I sprayed them with lead from the MG's in the trenches. If I would have given the tanks orders to get closer to this defensive position without infantrysupport they could become easy targets for panzerschrecks. The US infantry constantly routed and retereated when they were fired upon by my MG's. This would mean the tanks would advance on their own, and this seemed somewhat incredible to me. Besides, the length of the scenario had to be much longer too and I figured 01:50 hours was long enough. As for the forces on the right side bocage that came as reinforcements, they were there for defensive purpose only to keep control of objectives the US captured there. This way I tried to make sure the player could not succesfully conduct a counterattack everywhere.

    Thanks for your feedback Jeep, and its nice to read you managed a minor victory on your first try, great work!:D

  15. Yeah as soon as I saw the spotting rounds I tried to redeploy the Pak-40 but they were still packing up when the barrage hit. I think next time I'll try to redeploy it earlier as no US tanks came within it's line of sight where it was originally.
    To bad you could not withdraw the PaK-40 in time. But if you ever play the mission again I have a tip for you. Spoilers Spoilers Spoilers

    If you let the PaK-40 face the paved road where the Sherman's are coming around the corner when they are moving toward that farm the crew will fire on them automatically. No need to set a fire arc. And maybe you can try to make a German human wave to defeat the defenders of certain objectives they captured earlier. Anyway, thank you for your feedback and the time you spend on my mission.:)

  16. I plan on playing Fredrock's campaign, though it may not be for awhile as I still plan on playing your CMBN missions first. Sure, you can provide me with your future mission .btt files. You could send me a PM about this since you don't want to discuss it on the forum, then maybe discuss further through email if PM is not sufficient.
    Sorry Vin, I overlooked your reply, these eyes of mine and/or my brain sometimes let me down lately.:D I will send a PM to you right away.
  17. Finished with a tactical defeat.
    Taking into account the overwhelming numbers in infantry and tanks for the US side not such a bad result in my opinion. Well done!

    I held the WN11a and WN11b objectives and fought hard to try and regain WN11c but it was too heavily defended.
    Then you did at least manage to fend of the US attack on WN 411b and you are correct, the AI does position a lot of forces in front of 411c in order to defend the objective.

    Looking at the scores at the end even if I regained WN11c I still would have lost, I think their were some destroy unit objectives but I don't know what they were.
    It could indeed be you stil lost even if you had regained WN 411c as the loss in units is, as you probably know, also a factor which calculates the endresult. And you are correct, there are unit objectives for both sides; tanks, mortars and AT-guns.

    I found the Pak 40 useless, I don't think it got a shot in all game and ended up being destroyed by artillery.
    The times I tested the mission the PaK-40 fired most of its projectiles on hard, and soft targets. I let the AT-gun hide until it could engage targets that were clearly visible. The moment I noticed the AI artillery started to fire rounds at the PaK-40's position I withdrew the gun with the truck to deploy it again after the artillery barrage was over. I could have even deployed it elsewhere if I wanted to.

    The Marders weren't much more use, their shots bounced harmlessly off the Shermans at long range but they got destroyed in one shot when the Shermans returned fire.
    During playtesting the Marders fired on the Sherman's and they sometimes managed to penetrate their armor and sometimes they did not. If the Sherman's were hit they withdrew to safer positions and by doing so became less of a threat to the Marders or other units of my forces. The Marders are indeed very vulnerable, it takes only one shot for the Sherman's to knock them out so they must be positioned very carefully.

    If it was my scenario I'd give the Germans some more artillery so they can soften up the us defenders a bit more, I used alot of my arty stopping the US human wave that was sweeping across the battlefield and didn't have enough left to counter attack.
    The US human wave is almost impossible to stop without the artillery but I can't confirm there is not enough left over to undertake the counterattack. I completely used the mortars that came as reinforcements for softening up the US defenders at 411c. The result was a bit dissapointing because when I counterattacked I discovered that the bombardment had very little effect as my forces came under intensive fire from the defenders and my units routed. I understand your position on the German artillery, this is something I maybe could have done in another way.

    A decent anti tank capability would be nice as well, maybe a panther or an 88.
    I think the PaK-40 and the Marders are decent anti-tank capabilities but I admit the Marders are very vulnerable in a dual with the Sherman's. If the PaK-40 gets a shot at the Sherman's and manages to hit it, it will cause significant damage in most cases. But I understand the Sherman's are difficult to hit because of the orders I gave them. During testplaying I managed to knock out a Sherman on two different occasions with the PaK-38 at WN 411c, those were lucky shots I guess as most hits simply bounced off. As for the Panther, there were no Panthers fighting on the Cotentin Peninsula except maybe for the one that belonged to some SS division but this is not sure. I could have given the Germans an 88 but decided not to since I thought (and stil think) the antitank capabilities were (are) good enough.

    To bad you ended with a tactical defeat but I hope you stil enjoyed playing the mission. Thanks for your feedback and if you ever want to replay the mission, but want to change the forces for the player to make it easier you may ofcourse do so.

  18. Where before I was playing all CMx2 games, I recently decided to focus on one at a time, not moving onto a different one before I was done with a battle.
    A wise and understandable decision.;)

    With so many armies to choose from, it can be difficult to make up your mind about which one to play.
    I don't have this problem since I have not played any missions at all in the last few months.

    I changed my mind about playing campaigns too when I saw Fredrock1957's new previews.
    You should most definitly play Fredrock's campaign as it looks very prommising.

    I have a question for you which might seem a bit strange but I have a very good reason for it to ask. Would it be possible for me to provide you with the .btt file of any future mission(s) that I create in an other way then the repository? My question has to do with private reasons which I will not discuss on this forum.

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