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kensal

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Everything posted by kensal

  1. Tux happy to take you on in a CMFI / GL game. PM me if you want. I am happy as CW if you are keen to get your teeth into fallschirmjager
  2. I assaulted a bunker from the side with a us para team, by issuing a quick move towards the bunker and then a blast move. The team moved to within one action spot of the bunker and rained about 4-5 grenades and a demo charge on to it, knocking it out. I have read that demo charge throwing can be a bit random but this manoeuvre went like clockwork. The remote top mounted MG on the late Stug III G is also very smart.
  3. The question I suppose is whether the rubble of the blown wall is modelled and provides cover. Ideally it should be.
  4. This reminds me of one of the FJ strongpoints in Cassino town - in the main hotel I think. They knocked down walls and built bunkers into the basement with an AT gun barrel a foot or so above pavement level
  5. I just pmed you with exactly this question - so consider it answered already!
  6. Thanks, I'll check that out. I need to include one or two bare tree types only so that trees outside the artillery zone remain with foliage
  7. Two base games - bagration and bulge presumably Poor Aris, ....
  8. British tactical doctrine in Normandy was based on a battalion attack, two companies up, and the principle of "the closer you are [to the barrage], the safer you are". They were extensively trained to advance very closely against a moving artillery barrage. The basic idea was to put the infantry forward, force a German counterattack and saturate the counterattack area with artillery. Advanced first world war tactics and very effective, although costly. Sadly for the pbi there was no quick alternative way of working through the German panzer forces
  9. Hi Kohenklau Kensal here! Just wanted to know if you have modded trees in your Bulge mod, to remove summer foliage. I am trying to recreate the summit of Hill 112 and by 10 July the trees there had been subject to so much artillery they had no foliage left. Is it even possible to mod away foliage to leave trunks and main branches only? I will look at a Bulge scenario when I have finished Hill 112. Ta, Kensal
  10. There is an operational disadvantage already inbuilt into behaviour which works against massing too many troops into a single CM battle - having taken Buron with a battalion attack, the Glens suffered over 40 casualties from a PzC artillery strike - so is part of the answer factoring in a casualty element into the operational victory conditions to prevent overloading a CM battle - and instead allowing the CM players to designate part of their force as reserves which may or may not, at that player's option, be committed to the CM battle (ie. if needed) but if it is used, creating a much bigger target for PzC artillery. Is there a way around this which involves a decision regarding the use and deployment of units which lies between the PzC and CM rules?
  11. Noob, your point being that there is no operational restriction on two infantry and one tank brigade from the allied side and similar German forces all piling into Buron and Authie, whereas in real life those forces had to advance along / protect several miles of front. Is the answer to that one of two things: A. Restricting the PzC element to a smaller area with more limited forces; or B. having more VLs within the operational area, to ensure that each sides forces have to advance across / protect the entire operational area, with the proviso that this would involve several CM players on each side and potentially simultaneous CM battles - which is perhaps probably too difficult to organise.
  12. Heyhello, sorry to hear that, I hope the hospital trip turns out ok. Aragorn, the scenario I am proposing to put together is 5/DCLI's attack on Hill112 on the evening of 10 July, rather than Epsom so Dalglish's book might not be relevant. I have been referencing from Tim Saunders' Hill 112, but I'll see if I can find How's book too
  13. I think this is an unnecessarily gloomy way of looking at things. Of course the game is not perfect and yes there are a few things like tanks spotting better than they might have done in real life - but these can be addressed over time. Things like the piat gunner I think is a bit more difficult to categorise. If I was sitting in cover with a piat launcher and a tank drove past, I think I might well weigh up the pros and cons of engaging it and come to the conclusion that I would be better off in a passive mode.
  14. Still a bit basic. There is still a fair amount of map work to do - the whole place is a bit neat at the moment given that it has already been fought over, during the last stages of Epsom. But...looking along Chemin Hausse, towards the summit of Hill 112, the Orchard to the left and the paddock and the Small Wood to the right. Interestingly the paddock in 1944 is now a dense piece of wood. Looking the other way down the hill towards the start line of 5/DCLI's advance, from the Orchard. The hedge line mid picture and on the right hand side, beyond the near hedge line is part of the Small Orchard which lay on the British side of Hill 112. It does not now exist.
  15. Just changing say a png file to a bmp file by changing the .png to .bmp does not work. You need an image converter to properly convert your google earth screenshot to a bmp image - try this http://image.online-convert.com/convert-to-bmp
  16. I think the answer is that the Tiger's better armour protection absorbs more of the killing power of 17pdr's shot than the Firefly's armour absorbs of the Tiger's 88's shot
  17. I'll see if I can post a screen shot later - still needs working on
  18. Ok, we've got probably a company of Pz IVs to our south. To the south-east is a motorised infantry battalion, which may be to far away to conduct an assault this turn (I can't remember how many PzC movement points get used up crossing an open hex (6?). We haven't seen any other forces - the question therefore is whether the Germans have infantry forces close enough to mount a proper counterattack this turn. I very much that Ian's team will try to force their way back into Buron with just armour, knowing that we have a battalion with Stuarts in support (which would take out his Pz IVs from flank shots and piats). If he cannot counterattack this turn, we can resume the offensive towards Autie next turn.
  19. I would second this but it is not a big issue for me. As for hurrying up, I wonder if the beta test AARs experiences mean that there may be a delay now before launch. I am putting together a Hill 112 scenario which I want to get out before MG!
  20. 1. I believe so 2. If you mean in terms of game mechanics, modular buildings are designed so that they can be adapted in the editor by adding or removing doorways, walls and windows on each face, so that they can be placed next to another modular building in a row or block. If you mean in terms of the materials within the game, I suppose the same. I dont know whether the game models different building materials for buildings like brick or stone. 3. Independent buildings tend to be barns, or single buildings 4. No idea - I would suspect the same. I cannot see any reason why they would be different unless the game models different strengths to brick, stone etc. 5. My experience is that the protection provided by buildings and walls is there but it is limited. Troops in buildings once spotted draw a lot of fire. Even worse troops in buildings are more vulnerable to being hit by cannon / tank gun fire because the building provides a solid face against which the rounds can detonate. Troops in the open might see the same HE round sail close by them but only hit the ground and detonate tens of metres behind, without effect. I would normally move troops from a building quite quickly to another location once they have engaged and been spotted, if they are in a defensive situation, as they might quickly otherwise become subject to enemy fire superiority.
  21. Buron is ours! However I am a bit disappointed by our casualty figures, higher than I expected: 63 in total and two stuarts (the crew casualties are within the 63). A high proportion of dead to wounded. I reckon about 10 of these casualties were from friendly fire. The Germans took 82 casualties in total, including prisoners. Credit to Ian and his team - they extracted a higher price from our attack than should have been taken given the disparity in numbers and the quality of their troops. The Stormont, Dundas & Glengarry Highlanders now await the response of the 12SS Pz, elements of which have been spotted moving up from Caen. A hurried defence needs to be organised and Shermans called in from 27 Canadian Armoured.
  22. Turn 32 completed The last resistance in the Alamo is snuffed out. Several Germans surrender but one numpty at the end of the trench cannot resist having a pop. All he achieves is his own death and the death of two of his comrades who had surrendered, hit in the crossfire
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