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Badger73

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Everything posted by Badger73

  1. Here are date referencs to six (6) of those in the Battlefront Repository. - 415th Infantry Regiment assaults Lucherberg, Germany (2011-08-22) - Blue and Gray 29th Infantry Division (2012-05-28) - Campaign: A Bloody Ride (2011-12-18) - Kampfgruppe Engel - No barbed wire (2012-04-23) - Saving Private Ryan (2012-02-17) - The Road to Montebourg (Revised) (2012-05-27)
  2. The "After Action Report" displayed when a game ends distinguishes TANKS, ARMORED VEHICLES, and OTHER VEHICLES. So, it seems "yes" for game purposes that 'armor' includes Scout Cars, Half Tracks, Self Propelled Artillery, and everything else tracked with some attempt at protective shielding mounting a weapon greater than 12mm. Jeeps, trucks, and utility cars appear to be classified as unarmored "OTHER".
  3. Great example of why armor has no business attacking in urban areas! Referencing the Bow Machinegun thread, (http://www.battlefront.com/community/showthread.php?t=108957) notice that the Stewart on the Railroad bridge does use its bow gun before it brews up. (By the way, I thought the music quite catchy given that I have no clue what the lyrics mean . . . . )
  4. I wonder the same things too. I suspect the repository has grown like topsy beyond original expectations. I think its a matter of someone needing to take the time to plan and organize. If the mod descriptions had additional categories for search tags, a more robust search tool would make sub folders unnecessary. The current tags within a game folder/subfolder appear to be ID, File Title, Downloads, Submit Date, Submitter, Author. Additional tags to add could include Game Title (s), Game Version(s), File type (map, mod, scenario, campaign), and maybe even Feedback rating. A search which returned a results list matrix that could be exported to excel would allow users the ability to further slice and dice to our particular liking. More robust search engine optimization would reduce any need for Battlefront to manually categorize repository uploads. Just a thought for those involved in repository management.
  5. I wonder whether there's a hidden distillery that comprises the main objective. . .
  6. For what its worth, I took the plunge to purchase and pay the S&H a week ago. Upon receipt yesterday, I glanced through it briefly. My first thoughts are that I received far more value than I expected. This is a handy little treasure of many many gems. Buy it you can. Be patient if you can't. I suspect the wait will prove worthwhile. Thank you @76mm for going through the trouble to make this more globally available. Good luck and good gaming.
  7. From what I've seen, scenarios go into extra time because not all the victory or loss conditions are fully met. Meaning you haven't accomplished (or lost) everything required and/or the AI hasn't lost (or won) everything required of it. Here's one way to check. 1) Save the current game (in fact, be in the habit to save long and often if your disk permits). 2) Bring up the game menu again. 3) Instead of "save", click "cease fire". 4) Review the battlefield. Cease Fire calculates victory conditions for that point in time. It lets you look around and see what you've missed. It will show "spoilers" though. Depending on what you learn, you can then reload your saved game and play through to a complete end if you desire to do so. Good luck and good gaming!
  8. Solo WEGO play After Action Report posted here --> http://www.battlefront.com/community/showthread.php?t=108792 Enjoy! Good luck and good gaming.
  9. Be this the one? --> http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2388 (substitute "Aris" for "sexy" next time . . . )
  10. Might I suggest a specific and dedicated thread for this purpose? A single reporting and communications point will likely enhance validations and reduce duplications. V2.0 uniform modding & management remains a mystery to me. I prefer a single source of information for understanding it better. Thank you.
  11. From what I gleaned, John Kettler was reported as convalescing after a serious injury and subsequent hospital stay last month. His convalescence center apparently has no internet access which is why his absence here is so conspicuous. His prognosis is good. Wish him well.
  12. @ Womble - Nicely stated. Much clearer now. Thank you. @ tanq_tonic - as Womble says.
  13. Select the unit and move it onto the icon for the vehicle desired. When the unit is too big or the vehicle can't take on any more passengers, you'll see the reddish "can't go there" (forgot what it looks like) destination icon at the end of your movement line. Otherwise you'll see the greenish "okay to go there" destination icon. If the unit is too big, break it down to smallest section and move that section into the vehicle icon. If the vehicle is already occupied, disembark the unit of malingering bums already inside (after "acquiring" sufficient ammo) and send them back to the front. When pixeltruppen arrive at said vehicle, the animation shows the tailgate / rear door opening after which the truppen embark, take a seat, and the tailgate / rear door closes. Once seated in the vehicle that unit's "Admin" tab activates the "Acquire" and "Dismount" buttons as valid options. Always "Acquire" first (you should see the unit's ammo count increase by the acquired amount). Acquire in small amounts until you get the hang of it. Then "Disembark" to move out and share. Good luck and good gaming.
  14. I suspect you might be confusing the Green Mountain Boys with Rodger's Rangers who specifically carried tomahawks as part of their combat kit. The GMB's were irregulars. Some certainly carried but not all as SOP standard issue like the Rangers.
  15. At Another Crossroads CMBN Base Game scenario submitted 09-June-11 file author: Badjayhawk (William Odle) - 14-June-1944 - Duration = 30 minutes - US Glider Infantry platoons (force size of less than a company) vs. understrength company of German Grenadier Infantry. - This is small scale, infantry only engagement in which elements of the 325th Glider Infantry Regiment, 82d Airborne Division must seize a crossroads as the "only road out of town" for the Germans of the 77th Infantry Division leaving Vindefontaine. The scenario is fictional but the map accurately reflects the area of conflict. Can play as USA or GER versus AI. Gameplay report - CMBN version 1.11 on WARRIOR setting. ================================================== ====================== This is a small, fun scenario. A week after D-Day, two platoons of glider light infantry are tasked with closing off a crossroads from German use for advance or withdrawal. Players new to CMBN often ask which scenario's are good for them to cut their teeth. This scenario is very well suited to a new CMBN player who has mastered the training campaign and wants to exercise developing skills. Each side comprises less than a company. The situation is straightforward. The briefing quite good. The briefing map is excellent. Opposing forces are balanced. The scenario provides an attractive map for an interesting little encounter. The battle plays quickly and goes well when using sound tactics. It is straightforward for the Americans and good practice for finding exposed flanks in bocage. The 500 meter x 700 meter map area allows players flanking room rather than be funneled into a kill zone. Not knowing what you are up against when playing the first time provides anxious moments. Veteran gamers playing the AI will not find this battle challenging enough. 1) Deployment & Initial moves. This is a small size battle with plenty of room to maneuver. The US forces comprise 2 glider infantry platoons and an automatic weapons section. The Germans defend with an understrength company supplemented by automatic weapons teams. This scenario provides more than enough time fto perform required missions; secure or defend the crossroads. With an area to reconnoiter and several axis of advance, it will an hour or two for solitary play. ##################### <<< SPOILERS FOLLOW >>> ##################### 2) Conduct of operations 2a) as the US player. You command two platoons of motivated light infantry with mortar support and a BAR section providing good base of fire. This is a classic situation for your 103 men to Find, Fix, Flank, and Finish. Follow your Op Order and you will do well. Split squads into teams. Advance by bounds. Recon before committing your units. Use your mortars. 2b) as the GER player. You command 80 men split between two positions. You know the Americans are out there. Find good fields of fire. Hide until the enemy telegraphs his intentions, then pin their advance and chip their flanks away. Spread out initially and avoid deploying heavily in landmarks to minimize vulnerability to concentrations of artillery fires. Your half track lays down excellent machine-gun fires. Keep it in reserve where it can react and move quickly. Use it to break the American advance after it is sufficiently pinned by your defending infantry. You are on your own. Preserve your forces and protect your positions. ################## <<< SPOILERS END >>> ################## Assessment: This scenario is straightforward and fun. US maneuver options are viable and not confusing. German defenders have multiple options. This scenario graduates new players to company level commands with dependable units and manageable assets. USA player has to practice recon, fire. and maneuver with good opportunities to make use of mortars. GER forces have to wait for things to develop and respond accordingly. This is a well constructed scenario and certainly worth the time for new and moderately skilled users to play. Rate "5" for map design. Rate "4" for AI deployment of forces. Rate "5 / 3.5" for initial play / replay against AI. Recommendation: This is a great scenario for new gamers to play. While solo play will grow stale after the second replay, it is also an excellent match up for beginning player H2H. Parting shots. I commend William for a nicely researched near-historical scenario. He has done a fine job developing a manageable D-Day exploitation. This scenario provides my favorite briefing map of the several scenario's I've played. His Briefing also provides a great example of a misunderstood communication; specifically, referencing a "poor excuse of a hill" confused me as the American player. That's exactly the same kind of confusion which occurred in the field and a good example where colloquial expressions produce unintended consequences. Given that this is not an example of poor communication but rather one of clear communication unintentionally confused; a good combat leadership lesson in itself. Good luck and good gaming!
  16. Dusty roads 2_0 CM BfN Base Game scenario at "Green As Jade" - http://cmmods.greenasjade.net/mods/4790/details submitted 20-Nov-12 file author: Wimpie45 (Willem) - August, 1944 - Duration = 2 hours - US Armored Cavalry troop (force size of less than a company) vs. German Luftwaffe Infantry with anti-tank support. - American reconnaissance elements of the 7th Armored Division are ordered to secure a small town. The scenario and map are fictional but slightly based on after action reports from 7th AD. Map generally depicts type of area between La Loupe and Epernon, France. Can only play as USA versus GER AI. Gameplay report - CMBN version 1.11 on WARRIOR setting. I don't typically write AARs for scenarios not found in the CM repository. This is an exception because version 1.0 of this scenario does reside in the CMBN repository. Version 2.0 is an improved version based on feedback from several playings provided to the developer in October 2012. Version 2.0 tweaked the forces involved and contains a more thorough briefing. The Version 2 map deleted a long stone wall paralleling the road into town which severely constrained US movement in version 1. These improvements provide a very interesting, challenging, and gratifying gaming experience. Thank you @Wimpie45/Willem for both developing and improving this scenario for the rest of us to play! ======================================================================== This scenario tasks the American player with the range of missions typical for a cavalry unit. Don't fool yourself. Cavalry is specialized and can't be successfully managed with an infantry or armor mindset. Engineers are very skilled at vital tasks but they lack the inherent firepower and tactical flexibility of the poor bloody infantry. While armored cars and light tanks more nimbly traverse wood-lines, they cannot withstand anti-tank opponents. Gun Motor Carriages fire impressive ordinance but are too thin skinned to survive any concerted enemy counter-fires. Air support is stupendous but takes a long time to arrive. In effect, whatever queasiness you begin with only leads to greater unease as you stick your delicate neck leading Staghounds, Stuarts, and Thunderbolts into the hangman's noose of prepared German defensive positions. 1) Deployment & Initial moves - US Player only This is a medium size battle. The US player commands an armored car recon section, a light tank platoon, several engineer platoons in half-tracks, a mortar platoon, a self-propelled howitzer section, plus the leadership and FO sections of the recon troop (as US cavalry companies are called). The USA troop commander knows that the rest of the 7th AD is somewhere behind him with an armored infantry unit on its way to help him eventually. The Germans (AI only) are well established and expecting the Americans. The US player has to figure out how to winkle the Germans out. This scenario provides more than enough time to perform all missions; take the village church (Objective C), after securing the crossroad (Objective , by way of suppressing any forces flanking the advance (Objective A). With a large area to reconnoiter and a broad axis of advance to secure, it will take several hours for solitary play. ##################### <<< SPOILERS FOLLOW >>> ##################### 2) Conduct of operations Artillery support is copious and desirable. As the US player, I pre-planned a heavy barrage on Objective A with a 5-minute delay. Then I advanced in line bounding forward from my assembly area east of the main road into town. The light tanks led, followed the engineers mounted in their half-tracks, with the mortars on the far right flank. The M8's and the FO remained in the rear by the southern road. C Troop HQ and 1st Platoon armored cars probed out from the assembly area towards the main road, remaining on the east side of the road but observing west. As the engineers approached the farmhouse, they dismounted to advance in teams. After 5 minutes (1:55), US artillery shells poured upon Objective A west of the main road and a German LMG team unmasked by the telephone pole south of the farmhouse as the engineers scouted them out. Within 2 more minutes (1:53) a German squad was spotted north of the farmhouse. By 1:50 another German squad appeared in the triangle of woods northeast of the farmhouse. US engineers advanced carefully behind the light tanks while the half tracks provided heavy machine-gun support. By 1:50 the 1st platoon armored cars had scooted quickly west of the main road towards Objective A and found a dead German tank hunter team left by the US artillery barrage. US mortars deployed between the assembly area and first northern treeline. US M8's prowled forward behind the engineer half-tracks. At 1:48, east of the road, engineers clearing the advance took fire from the German sniper team in the farmhouse. A section of engineers was lost before a Stuart took out the snipers. As the engineers and light tanks cleared out the farmhouse area, US mortars dropped smoke along the road north of the farmhouse. Once concealment was established by billowing white phosphorous the HQ vehicles dashed west of the road and probed the farm buildings there due south of Objective B. Over the next 20 minutes (1:28); - the armored cars at Objective A located and destroyed a German AT gun by the western edge railroad tracks and advanced upon that position, only to have a greyhound taken out by an AT gun west of Objective B - mines on the road south of Objective B destroyed an M8 - the main force advancing to Objective B exchanged fire and smoke before arriving pretty well spent The final half hour; - saw the US Army Air Corps paste the churchyard by Objective C - found 3 Stuarts taken out advancing north - watched the last US greyhound lose its game of catch with a panzerfaust round When US reinforcements arrived, Objectives A and B were secured by the initial force who hunkered down in place as the fresh units passed through to mop up and occupy Objective C. By 0:54, the US Army achieved a minor victory, taking 25% casualties but inflicting 75% casualties on the Germans. Success was complete but grim. It was frustrating to think the way clear then plow forward and get shot to pieces by withering fires unforeseen. Whatever StuGs the German's might have had never materialized. I couldn't tell if this AI plan I faced had none or whether the airstrikes forced them to flee. ################## <<< SPOILERS END >>> ################## Assessment: This scenario is much improved over Version 2. US maneuver options are not so channeled and engineers can shelter withing the covering fires of the .50 caliber armed half-tracks. This scenario demonstrates real and substantive differences between Cavalry operations and armored infantry advances. USA player has to learn how to wield a scalpel instead of an axe; balancing patient maneuver with quick strikes and sharp blows. Artillery should be well and often used. GER forces have excellent fields of fire and copious obstacles placed. This is a well constructed scenario and certainly worth the time to play. Rate "5" for map design. Rate "5" for AI deployment of forces. Rate "5/4" for USA initial play / replay against AI. The Version 2 scenario "briefing" effectively communicates situation information to the player. The game map provides good mission objective information and a challenging area for maneuver. Recommendation: This is a great scenario to play for using atypical vehicles and force mixtures. The German AI is challenging. I have no idea how it would match up H2H. Parting shots. I commend Willem for a nicely researched hypothetical scenario. He has done a fine job capturing the feel of US breakout advances after D-Day. I suggest he please post this to the CMBN repository so that other players here can more easily find and play this gem. Good luck and good gaming!
  17. Can't argue with that . . . . Prosit! Good luck and good gaming!
  18. A now-deceased uncle on my wife's side of the family served in Italy. He absolutely refused to talk about it, ever. When a grandson, as part of a school project, approached him to ask about his WW2 experiences, he responded point-blank, "No". There were a few purple hearts amongst his military belongings. His story must have been grim. Still, I wish I knew it. Kudos for your efforts acknowledging the service of the men and women you've approached.
  19. Consensus from more veteran players shows preference for several QUICK moves with rest to cover more ground in a shorter period of time. I favor this as well because I like to get my forces as far forward as possible and have more real estate under my tactical control when the battle unfolds. However, when or if you encounter mines / minefields, slow down to MOVE. The manual says that mines are more easily detected by troops at MOVE or SLOW speeds. A poor man's compromise is to split some squads down to scout teams and have the scouts QUICK march and recon ahead of the main formation MOVE. Then you've both advanced forward on the battlefield without sticking out the necks of your main force. So, all things being equal, I find it "best" to QUICK and REST instead of MOVE over long distances in order to heed the advice of Confederate general Nathaniel Bedford Forrest and "git thar' quickest with the mostest". Good luck and good gaming.
  20. It would not surprise me to learn it can be attributed to a typo error for "627" missed by the copy editor and overlooked by Atkins in the galley proofs.
  21. This is a good checklist for how one should review a turn. I typically forget 4 and 5. In addition I also ask, 7) What did the enemy do? 8) Where is the enemy moving? 9) What new threats just appeared? 10) Is it time to change the plan? Good luck and good gaming!
  22. DasMorbo says it well. Vehicle recovery is a non-combat operation. Reference all the accounts of Allied tank units in Italy attacking through narrow mountain valleys or crossing swollen rivers. Once the Germans took out a leading vehicle, the remainder stayed stuck or constrained for the duration of that engagement. CMx2 is too low level a tactical game to deal with disabled vehicles. The reality is (and was) that shot up trucks, tracks, and tanks are combat obstacles; dangerous ones at that.
  23. I think Monty was a true hero; one of the few whom the British had at the time. He was also easy to dislike from an American point of few (which, truth be told, I share). To my mind, Monty best personifies the great captain of WW2 most haunted by the horrors of WW1. The nightmares of Somme and Ypres surely made him exercise the caution he did. The irony of Market Garden is that it was the wrong battle for the boldness shown. Pre-war Dutch Command Staff war games warned that Arnheim could likely not be taken by the approaches used; a lesson lost until after the tragedies. Monty is a flawed fellow to me; still, a great man of his times and heroic nonetheless.
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