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gnarly

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Everything posted by gnarly

  1. May be worth reaching out to Shane directly greershane-at-gmail.com ? as per bottom of http://www.thefewgoodmen.com/tsd3/about/
  2. Bet you every one in the platoon wants to be in the 'hybrid' team in BFV1....
  3. Thanks @TheForwardObserver and @panzersaurkrautwerfer. I missed the earlier CFV reference, therefore was trying to visualize those backwards facing seats as part of an IFV, and thinking it was crazy....
  4. thanks! So I presume there were a few more sets of those towards the front, and you had to 'fold-up' each pair in front of you to get out?
  5. Would love to see a picture of these old skool M3A2 seats/seating. My google-fu is not great here (and maybe such photoes haven't been tagged explicitly enough?)
  6. Many thanks for the good update Steve, looking forward to it.
  7. Thanks from here as well on the update.
  8. Ahh, I have recently seen this in BS with the Russkies, and was wondering what the heck they were doing....
  9. I was hoping so too, so I could displace the Panther to assist the Stugs in the center, as that's where the rest of Arts armour is. But as long as that Hellcat is hovering on the right, it needs to be countered. interesting, I didn't realize the Hellcat needs to recenter its gun for each reload. Interesting to watch.
  10. Minute 52 The tension is..... ....unresolved. The Panther and Hellcat trade multiple missed shots, with the Hellcat eventually retreating back into the treeline. In the center, the forward Stug (Sgt. Lohmeyer) spots and gets a penetration on the 2nd M4A3 in town, with a least one casualty. My AA halftrack (in the rear treeline with the other Stug) briefly fires on this same M4A3 as it retreats but it looks like it’s only damaged the commanders gun mount with a solid burst. At the turn end, the AA halftrack gets eyes on one of Art’s baseline Easy-8’s. I’ll likely get it to hose the Easy-8 down whilst retreating the halftrack, at the same time advancing the adjacent (rear) Stug slightly to get LOS on the same tank. The town firefight continues, with another advanced team reduced to combat ineffectiveness. A third team retreats under 50cal fire from a halftrack. My remaining effective 2 section mortar (the other has ‘lost’ its tube/leader???) puts down direct fire on a HQ sheltering in a building to the rear. Hogan’s Easy-8 meanwhile starts advancing into town. On my right, I’ve still a squad advancing slowly down the map edge. Summary:
  11. Note I somehow had minute 56 occurring twice above. Can't correct it on these forums, but timestamp below is now correct. Minute 53 In town, the leading M4A3 all but obliterates that 1st platoon squad, whilst an infantry firefight erupts amongst the various other buildings. My direct cannon fire on Art's support assets outside his small town seems ineffective; there is still firing from a mortar team on the road, an MG team in the woods and a bazooka team is also spotted. Late in the turn Art’s Hellcat on his left flank advances out of the treeline, into my remaining Panther’s view. Oh the tension!!!!
  12. This. But I also find I have the highest rate of vanishing/drop-out opponents mid-game with BS players (from my PBEM experiences) . My general feel is that the WW2 titles (obviously) have a much more robust and stable player base (with experienced PBEM opponents), whereas BS, whilst owned by some of these same existing veteran WW2 PBEM players, is also attractive to many players brand new to the CM-series, many of whom aren't ladder players and have little PBEM experience. So finding reliable BS PBEM partners may take a few games....
  13. @Ivanov, does Hunt not ensure the vehicle will stop when spotting the enemy and engage, whereas Slow means they will continue moving forward to their next waypoint?
  14. Minute 55 It seems the Yanks built those M4A3's damn tough!! The Stug hits it 4 times, 3 of which are critical (2 penetrations and one spalling), plus a weapon mount hit. It retreats back into the minor town VP, missing with its initial return shots. Meanwhile 2 new M4A3's enter town along the same route as the ground-pounders, obviously to dislodge that 1st platoon squad. The reciprocal view from above that 1st platoon's squad (pictured in Minute 56) looking back NW towards the minor town VP: My advanced mortar section comes under fire from town, as does one of the halftracks, losing its gunner. My armour and FO are re-positioning in the center for better vantage points, and putting down some fire on spotted MG and mortar teams forward of the minor town VP
  15. Good points guys, I have far too often got carried away with using them as mobile gun platforms, only to rapidly lose the gunners, and then find the driver panicking and the halftracks doing circle-work off in a field somewhere.... Maybe I can knock out Art's halftracks instead? The rear Stug can certainly see one, but he has an M4A3 to finish off first....
  16. Minute 56 The Amis advancing into the buildings on the NW side of the crossroads in town are caught by fire from a 1st platoon squad. My rear Stug catches sight of some armour on the outskirts of Art's town (NW minor) VP, and engages: Hopefully he can finish the job next turn, and bag a halftrack as well! My other (forward) Stug is re-positioning to also get LOS onto this location. In the higher (more southern) treeline, I'm re-positioning my Panther to get LOS onto Art's backfield, and hopefully one of his Easy-8's. I'm also shifting the AA-halftrack to get LOS over the town's crossroads, and provide suppressive fire onto any buildings the Amis garrison. There is an additional new tank contact north of town, as below A spotting round lands forward of my right flank VP
  17. Minute 56 Elements of likely a platoon, including a flamethrower team, start entering the NW part of town: A HMG crew member is spotted retreating from the NE VP location after a few Stug rounds. The mortar schmozzle continues; the 2nd section mortar teams are still moving into voice range of their HQ, prior to deploying, so there likely goes another complete waste of points... Oh, and to cap all this of, I was so busily loading my squads up with ammo from the half-tracks at start of the game, that I didn't realise till my first proper turn that I'd left the half-tracks with nothing but the belt already in their HMGs...... sigh....
  18. Minute 57 1st platoon continues consolidating in town, whilst 2nd platoon's HQ spots a 2nd Easy-8 traversing right (east) from the location of Hogan's tank. Art starts dropping some mortars to the rear / SE of the village (behind 1st platoon's half-tracks) late in the turn. My rear Stug starts taking HMG fire from the NE VP location; he'll drop some rounds in that vicinity, whilst reversing somewhat. My Forward Observer decides that that NE VP looks like a juicy location for an arty barrage, and contacts the mortar HQ with a fire mission. But it seems like the mortar HQ is out of contact with both his mortar sections by likely an action square or two. For F^$#S sake.....!! The micromanagement in this game ****s me to tears at times....
  19. Minutes 59-57 Oblivious to the demise of Colonel Klink and his tank mere meters away, a team from 3rd platoon advances blithely into the sights of that same tank (hereon known as Colonel Hogan.....) who proceeds to give them a HE lesson in situational awareness.... As I suspected, Colonel Klink lost in a race to a hull-down overwatch with Colonel Hogan, who is astride an Easy Eight.... I wonder if the gamey baas-terd did something like a very narrow Armour Arc straight down the road, to minimise his spotting time? My remaining Panther spots an M36B1 tank destroyer advancing down the road from Art's left, but cannot get a clear shot before losing sight. By the end of the turns, there are multiple infantry contacts on the edges of the NE objective, likely a platoon. Meanwhile 1st platoon reaches the town unmolested, and begins garrisoning the southern buildings as fire teams under cover of the mortar smoke screen. A halftrack is spotted by a 1st platoon halftrack on the outskirts of the NW objective, and retreats under HMG fire. A nice overview over the town looking NW, with the halftrack contact barley visible behind a tree: End situation: No changes to movement orders; teams are pushing up on the left and right flanks to get more info and LOS. 2nd Section of the mortars is still moving up to their overwatch position
  20. gnarly

    CMBS game

    Real men would offer to play as the Ukrainians... (regardless, my dance card is full atm....)
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