Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Mod Announcement: "1 to 1 Mod"

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Mods and Scenarios >> RE: Mod Announcement: "1 to 1 Mod" Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Mod Announcement: "1 to 1 Mod" - 8/26/2010 2:07:38 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline

quote:

ORIGINAL: 7A_Woulf

A German Panzergrenadier Division would have a Battalion with StuG's (or even, rarely, an armoured Battalion) and an armoured recce Battalion.

*edit* -Could be worth mentioning that I'm talking about a regular PzGr. Division, not the elite 'Grossdeutchland'.


What about a regular German infantry division? Could there be an armored battalion attached to it? Did the Germans practice that at all?

_____________________________


(in reply to 7A_Woulf)
Post #: 31
RE: Mod Announcement: "1 to 1 Mod" - 8/26/2010 8:10:20 PM   
SteveMcClaire

 

Posts: 4472
Joined: 11/19/2007
Status: offline
quote:

ORIGINAL: Gary Childress
I'm redoing the BG symbols. Basically they'll have the following convention:


You could simplify the notation a little since both the US and German armies followed a convention where companies within a regiment could be uniquely identified without ever using the battalion number. I.e. in the US Army company E is always in 2nd battalion, so there's no need to say E/2/<RGT> really. The Germans numbered their companies (1.-4. in I.Btl, etc.) within a regiment.

German infantry divisions had an AT (Panzerjaeger) battalion, which typically had 1 company with StuGs / JgPz IV / Hetzers by late 1944. They could also have independent StuG Brigades (battalion strength) attached. The only independent panzer formations I am aware of by 1944 were the Tiger battalions.


< Message edited by Steve McClaire -- 8/26/2010 8:15:14 PM >

(in reply to GaryChildress)
Post #: 32
RE: Mod Announcement: "1 to 1 Mod" - 8/27/2010 11:10:07 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Here's a new preview showing just the company letter/number.

Also I'm thinking of re-naming the mod the "Big Red One" mod. I'll probably use the US 1st Infantry for the Allies.




Attachment (1)

< Message edited by Gary Childress -- 8/27/2010 11:12:33 AM >


_____________________________


(in reply to SteveMcClaire)
Post #: 33
RE: Mod Announcement: "1 to 1 Mod" - 9/7/2010 12:23:12 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
I'm most definitely going to use the US 1st Infantry Division as the US formation. I just need to pick a German Division now. I'm not very familiar with the different German units involved in the war. What would be a good German Division to match up against the Big Red One? Idealy I'd like to use a Panzer Grenadier Division but I think the PzGren Divisions typically only had 2 infantry regiments and a tank battalion attached. Ideally I'd like to have 3 infantry regiments matched up against the 3 US regiments.

The 1st Infantry will include the 745th Tank Battalion and the 635th Tank Destroyer Battalions attached to it. So the Germans are going to need some tanks too.

_____________________________


(in reply to GaryChildress)
Post #: 34
RE: Mod Announcement: "1 to 1 Mod" - 9/7/2010 12:58:21 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
I found this OOB for the 90th Panzergrenadier Division for 1943. This might be the perfect division to match against the 1st. In fact the 90th and 1st actually fought against each other in Italy. So I'll create a ficticious battle in France 1944 and match the 90th against the US 1st. What do people think of this match up?




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 35
RE: Mod Announcement: "1 to 1 Mod" - 9/7/2010 7:07:09 AM   
7A_Woulf

 

Posts: 91
Joined: 1/28/2010
Status: offline
Sounds good. 

(in reply to GaryChildress)
Post #: 36
RE: Mod Announcement: "1 to 1 Mod" - 9/7/2010 7:54:20 AM   
kojusoki1

 

Posts: 172
Joined: 1/6/2009
Status: offline
sounds very good!

(in reply to 7A_Woulf)
Post #: 37
RE: Mod Announcement: "1 to 1 Mod" - 9/7/2010 9:24:30 AM   
Southernland


Posts: 2283
Joined: 11/19/2007
Status: offline
http://www.history.army.mil/books/wwii/lorraine/lorraine-ch02.html

pages 79-81 look interesting. German divisional attack with StuG and panzers verse the US 80th, infantry with tank and tank killer support

(in reply to kojusoki1)
Post #: 38
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 2:20:07 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
I've decided to change the campaign map a little. The green hexes are Allied supply locations and the red are Axis.




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 39
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 2:41:36 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
OK. Here's a survey for the forum. Which campaign map arrangement looks best or most interesting? In the following 4 posts are 4 different campaign maps. The green hexes are supply hexes for side 1 and the red hexes are for side 2. The white line down the middle is the front line. Which map looks the best:

MAP #1




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 40
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 2:42:10 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Here's MAP # 2




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 41
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 2:42:46 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
MAP # 3




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 42
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 2:43:19 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Finally MAP # 4




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 43
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 10:23:04 AM   
kojusoki1

 

Posts: 172
Joined: 1/6/2009
Status: offline
#3 as it will give some more tactical possibilities. Also I suggest to face armour units vs infantry units. There will be either a fight (when we have inf vs inf, usually attacker loses badly) or some strategic movement.

(in reply to GaryChildress)
Post #: 44
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 7:57:58 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Another question: Should the front line hexes be occupied at the beginning of the campaign with the opposing forces so that they are fighting on the very first turn or should there be an empty "no man's land" between the two opposing sides, maybe a single row of unoccupied hexes dividing the two sides. That way the first turn would be a maneuver turn where the two sides could choose to engage or not.

_____________________________


(in reply to kojusoki1)
Post #: 45
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 10:31:06 PM   
kojusoki1

 

Posts: 172
Joined: 1/6/2009
Status: offline
how about a meeting in the middle at the very first turn? There just should be 1 row of maps that is no man's land.
Think about creating a few BGs that have ONLY vehicles/tanks (actually this is what you do) but completly without any infantry (I am not sure if this is what you are going to do) - it will force player to attach them as reserve BG to the main one.

(in reply to GaryChildress)
Post #: 46
RE: Mod Announcement: "1 to 1 Mod" - 9/12/2010 11:20:38 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
How about something like this for the initial setup:






Attachment (1)

< Message edited by Gary Childress -- 9/12/2010 11:34:25 PM >


_____________________________


(in reply to kojusoki1)
Post #: 47
RE: Mod Announcement: "1 to 1 Mod" - 9/13/2010 6:32:57 AM   
kojusoki1

 

Posts: 172
Joined: 1/6/2009
Status: offline
one thing - the river - is it deep water or shallow? becouse if there are bridges, the one who attacks will probably lose the game
I think the initial placement is quite OK - especially the "gap" in the middle

(in reply to GaryChildress)
Post #: 48
RE: Mod Announcement: "1 to 1 Mod" - 8/30/2011 4:24:55 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
The latest development in my project. I'm thinking I may use CC:LSA for my 1 to 1 mod. Only instead of WW2 combat it will focus on modern combat between the US and the OpFor (CC Modern Tactics).

Basically I'll have 3 supply points for each side. The US will use a Heavy Brigade Combat Team and the OpFor will be composed of a fictional Brigade Combat Team entirely of my creation. A US HBCT basically has 3 recon companies, 4 tank companies and 4 mech infantry companies which I'll divide up into tank heavy companies and infantry heavy companies by mixing the infantry and tank elements. The OpFor will have a total of 3 recon companies and 9 mixed companies compared to the US 8 maneuver companies. The US will have slightly better equipment but the OpFor will have an additional company to make up for it.




Attachment (1)

< Message edited by Gary Childress -- 8/30/2011 4:28:56 AM >


_____________________________


(in reply to kojusoki1)
Post #: 49
RE: Mod Announcement: "1 to 1 Mod" - 8/30/2011 4:52:49 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Conversely I might do something like this. This campaign map is composed of 49 hexes instead of 51. Finding adequate maps for the campaign will probably be hard so reducing the number of maps will probably be a prudent idea.




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 50
RE: Mod Announcement: "1 to 1 Mod" - 8/30/2011 7:12:35 PM   
kweniston


Posts: 144
Joined: 7/5/2011
Status: offline
Maybe a bit off-topic, but would it be possible to have the option equip both players with exactly the same units/materiel, i.e. both could choose the same side, with different colored units?

(in reply to GaryChildress)
Post #: 51
RE: Mod Announcement: "1 to 1 Mod" - 8/31/2011 2:37:36 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline

quote:

ORIGINAL: kweniston

Maybe a bit off-topic, but would it be possible to have the option equip both players with exactly the same units/materiel, i.e. both could choose the same side, with different colored units?



Presumably not. If I put the same equipment on both sides then that would preclude having different equipment for each side and visa versa. CC doesn't have the option of each player choosing a side like you can in other RTS games. You must work with the battlegroups you are given. If the battlegroups don't have identical equipment then you can't swap it out for identical equipment unless it's in the forcepool.

_____________________________


(in reply to kweniston)
Post #: 52
RE: Mod Announcement: "1 to 1 Mod" - 8/31/2011 2:39:56 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Here's the latest:

I'm thinking I may start both sides out with half of their forces deployed forward across from each other like Nato vs. Warsaw Pact, then over the course of the campaign reinforcements will arrive at the rear area supply hexes. Once the intial forces finish slugging it out then the map will be relatively open for the remaining forces to take advantage of.




Attachment (1)

_____________________________


(in reply to GaryChildress)
Post #: 53
RE: Mod Announcement: "1 to 1 Mod" - 9/1/2011 7:19:12 AM   
Southernland


Posts: 2283
Joined: 11/19/2007
Status: offline

quote:

ORIGINAL: kweniston

Maybe a bit off-topic, but would it be possible to have the option equip both players with exactly the same units/materiel, i.e. both could choose the same side, with different colored units?



Yeah there is but requires full remodding. Way back I think there was an SS vs Wehrmacht mod for CC4 simulating a 1944 German civil war. could be an interesting battle/campaign when both sides have identical numbers

(in reply to kweniston)
Post #: 54
RE: Mod Announcement: "1 to 1 Mod" - 9/2/2011 2:52:23 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Not sure if this would be more interesting or not. This is like Battle of the Bulge backwards with Modern weapons, the US doing the attacking.




Attachment (1)

_____________________________


(in reply to Southernland)
Post #: 55
RE: Mod Announcement: "East vs West" - 4/28/2012 5:01:53 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Still tinkering with ideas for this mod. Here are the latest ideas I have. Again this will be using modern combat vehicles.

Here's the battlefield. West is the attacker and East is the defender. West will be US and possibly Britain, East is OpFor.

Red hexes belong to East
Green hexes belong to West
Yellow hexes are no-man's land

double black lines across rivers are bridges. Using the LSA engine East will be able to blow bridges.



Here's the initial disposition of East forces showing also a couple moves and counter moves that could be made for the start of the game.


_____________________________


(in reply to GaryChildress)
Post #: 56
RE: Mod Announcement: "East vs West" - 4/28/2012 7:26:34 PM   
Hargrem

 

Posts: 16
Joined: 12/23/2011
Status: offline
quote:

Just been reading through your plans - picking out a few things that you mention:
You might find this a useful resource for the make up of Divisional units on both sides www.bayonetstrength.150m.com/ Although aimed primarily at battalion complements, if you dig round, you will find Divisional make ups, which explain how many regiments and then in turn battalions make up the division, etc.
Wikipedia will also often give you the detail of regiments making up a division, eg, this is what it gives for 21st Panzer Div (2 regiments of which appear in tLD):
Commander: Lieutenant General Edgar Feuchtinger
22 Panzer Regiment (Colonel Hermann von Oppeln-Bronikowski) I Panzer Battalion
II Panzer Battalion
125 Panzer Grenadier Regiment (Major Hans von Luck) I Panzer Grenadier Battalion
II Panzer Grenadier Battalion
192 Panzer Grenadier Regiment (Lieutenant Colonel Rauch) I Panzer Grenadier Battalion
II Panzer Grenadier Battalion
155 Panzer Artillery Regiment (Colonel Huehne) I Panzer Artillery Battalion
II Panzer Artillery Battalion
III Panzer Artillery Battalion
21 Panzer Reconnaissance Battalion (Major Waldow)
200 Assault Gun Battalion (Major Becker)
200 Anti-tank Battalion
200 Panzer Signals Battalion
220 Panzer Engineer Battalion (Major Hoegl)
305 Flak Battalion (Major Ohlend)
I'm totally with you on the idea of Company sized battlegroups. I have modded all my BG's in tLD to company sized units with an allocation of battalion/regimental & divisional support assets.
Personally, I wouldn't go with 12 man squads. I don't know if this was Matrix's plan for tLD, LSA, etc, but broadly speaking, they split each squad into 2 (although the split is not always, in my opinion, accurate), so you need two units to make a squad and this gives tactical flexibility in creating fire and manouvere in gameplay.
Good luck!
Matthew

(in reply to GaryChildress)
Post #: 57
RE: Mod Announcement: "East vs West" - 4/29/2012 3:23:24 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Thanks Hargrem! I hope I can get this thing to work. Hexes may present some problems with movement but hopefully the LSA engine will be able to handle it.

_____________________________


(in reply to Hargrem)
Post #: 58
RE: Mod Announcement: "East vs West" - 4/29/2012 7:27:19 AM   
Southernland


Posts: 2283
Joined: 11/19/2007
Status: offline
You know what's a pity? That you can't dictate a map connection as being suitable just for infantry units

(in reply to GaryChildress)
Post #: 59
RE: Mod Announcement: "East vs West" - 6/7/2012 9:51:54 PM   
DAK_Legion

 

Posts: 88
Joined: 11/28/2008
Status: offline
definitely this mod is dead Gary?????

I hope that NO

(in reply to Southernland)
Post #: 60
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Mods and Scenarios >> RE: Mod Announcement: "1 to 1 Mod" Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.875