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: Axis turn 23

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> RE: Axis turn 23 Page: <<   < prev  9 10 [11] 12 13   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Axis turn 23 - 2/24/2010 3:12:57 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Click on the link below for the Axis turn 26 AAR:

http://www.mediafire.com/file/zjonnmwmtcd/August Fog turn 26 AAR.html

Here's the mini-map moves movie for turns 1 throu 26:

http://www.mediafire.com/file/oemmgtimyik/moves mini movie from turns 1 throu 26.gif

< Message edited by larryfulkerson -- 2/24/2010 4:52:55 AM >

(in reply to sPzAbt653)
Post #: 301
RE: Axis turn 27 - 2/25/2010 6:44:23 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Click on the link below for the Axis turn 27 AAR:

http://www.mediafire.com/file/nqoeyyzyy4y/August Fog turn 27 AAR.html

(in reply to larryfulkerson)
Post #: 302
RE: Axis turn 28 - 2/26/2010 7:13:22 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline

Click on the link below to view the Axis turn 28 AAR:

http://www.mediafire.com/file/mgnzgwn3mmt/August Fog turn 28 AAR.html


Here's a movie showing how the front lines changes from turns 7 throu 28: ( 11Meg bytes big )

http://www.mediafire.com/file/zbt3ydizz4i/front lines.movie turns 7 throu 28.gif

< Message edited by larryfulkerson -- 2/26/2010 1:05:24 PM >

(in reply to larryfulkerson)
Post #: 303
RE: Axis turn 28 - 2/27/2010 12:46:17 PM   
Randy Collins


Posts: 23
Joined: 2/22/2010
From: Virginia
Status: offline
x

< Message edited by Randy Collins -- 2/27/2010 12:51:57 PM >


_____________________________

"Scouts Out!"

(in reply to larryfulkerson)
Post #: 304
RE: Axis turn 28 - 2/27/2010 12:48:27 PM   
Randy Collins


Posts: 23
Joined: 2/22/2010
From: Virginia
Status: offline
delete

< Message edited by Randy Collins -- 2/27/2010 12:52:22 PM >


_____________________________

"Scouts Out!"

(in reply to Randy Collins)
Post #: 305
RE: Axis turn 28 - 2/27/2010 12:59:06 PM   
Randy Collins


Posts: 23
Joined: 2/22/2010
From: Virginia
Status: offline
The Allied situation map at the end of turn 27:

http://www.mediafire.com/file/zlzgxdqynmm/Autumn Fog end Turn 27.jpg

< Message edited by Randy Collins -- 2/27/2010 1:24:59 PM >


_____________________________

"Scouts Out!"

(in reply to Randy Collins)
Post #: 306
RE: Axis turn 28 - 2/27/2010 2:01:15 PM   
Randy Collins


Posts: 23
Joined: 2/22/2010
From: Virginia
Status: offline
x

_____________________________

"Scouts Out!"

(in reply to Randy Collins)
Post #: 307
RE: Axis turn 28 - 2/27/2010 9:47:18 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
The Allied side of Game 2 turn 1 is finished and if you want to download the AAR I've put together to view it on your hard drive just use this link:
http://www.mediafire.com/file/qzqw3ddj42a/august Fog Game 2 Turn 1 AAR.zip

Use this link to view the AAR for the Allied turn 1 of game 2: (Warning:  it's about 5 Meg bytes big so it might take a minute to download.)
http://www.mediafire.com/file/zjzafikd2jz/august Fog Game 2 Turn 1 AAR.html

Randy says he's going to start an AAR for Game 2 so stay tuned.


_____________________________

If we're all created in the image of god then why aren't we all invisible?

(in reply to Randy Collins)
Post #: 308
RE: Axis turn 28 - 3/4/2010 2:11:42 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
So, what are the changes in version 4.0 Randy and larry are playing?

Btw, i am still playing version 3 something you send me vs the PO, but didn't progress far (in game turns).

_____________________________


(in reply to larryfulkerson)
Post #: 309
RE: Axis turn 28 - 3/4/2010 9:01:47 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
The biggest change was redoing the southern area again. The German XC corp was on map at start (part of the 1.Armee garrison), but now it is not and will arrive much later in the scenario (when the Allies start attacking into the southern area). I also looked at the Nafziger stuff that Boonie posted and made some unit changes. Thanks Boonie! Also changed some objectives based on my current game against the Allied PO. And started eliminating some news strings that were not needed (troubleshooters).

Still pondering the German 150mm howitzer vs. gun issue that was pointed out in one of the D21 threads. The standard German 150 apparently had an historical range of 12km, but the howitzer used in the stock TOAW equipment list has a range of 6km. The TOAW 150 gun has a 16km range, so it's a bit too far for this scenario. The 'WWII database' has the exact '150mm sFH18' that the Germans used, so I have to decide if I want to use a modified equipment file for AF, or just leave it as is.

(in reply to Telumar)
Post #: 310
RE: Axis Artillery - 3/6/2010 2:42:09 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
The possible artillery change would allow the German Infantry Divisions' artillery to be combined into one unit. The 105's and 75's have a range of 5, while the 150's have a range of 6. This would make it easier to play the German side (many less artillery units), but would require better placement of the artillery units as they will now support attacks within 6 hexes.




Attachment (1)

(in reply to sPzAbt653)
Post #: 311
RE: Axis Artillery - 3/6/2010 7:06:58 PM   
sapper32


Posts: 1197
Joined: 5/7/2007
From: Warminster England
Status: offline

quote:

ORIGINAL: sPzAbt653

The possible artillery change would allow the German Infantry Divisions' artillery to be combined into one unit. The 105's and 75's have a range of 5, while the 150's have a range of 6. This would make it easier to play the German side (many less artillery units), but would require better placement of the artillery units as they will now support attacks within 6 hexes.





I see in the unit window there is a total of 54 assorted guns in the Arty unit but only a max of 26 horse teams and 14 trucks totaling 40 a shortfall of 14 teams? It says the unit has mixed transport is that truck/horse/foot or truck/horse just an observation regards Ian

(in reply to sPzAbt653)
Post #: 312
RE: Axis Artillery - 3/6/2010 8:06:49 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

a shortfall of 14 teams? It says the unit has mixed transport is that truck/horse/foot or truck/horse just an observation


Hi Ian. If you're not familiar wth the the scenario, the 'shortfall' is to represent German transport problems. The 'mixed' movement means it is in between 'motorized' and 'foot', which in this scenario means the equipment cannot be moved across many of the river hexes unless at an intact bridge.

(in reply to sapper32)
Post #: 313
RE: Axis turn 28 - 3/6/2010 8:43:31 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: sPzAbt653

Still pondering the German 150mm howitzer vs. gun issue that was pointed out in one of the D21 threads. The standard German 150 apparently had an historical range of 12km, but the howitzer used in the stock TOAW equipment list has a range of 6km. The TOAW 150 gun has a 16km range, so it's a bit too far for this scenario. The 'WWII database' has the exact '150mm sFH18' that the Germans used, so I have to decide if I want to use a modified equipment file for AF, or just leave it as is.


I think the standard TOAW 150mm Howitzer represents the 15cm sIG 33 which was in use with the German infantry's regimental gun companoies.

So, you're using the WWII data base now? Derek Weichs (aka Panzer War)? Or did you just alter the guns in the standard toaw equipment database? Derek Weichs WWII dtabase works fine for my Anzio scenario, btw.

_____________________________


(in reply to sPzAbt653)
Post #: 314
RE: Axis turn 28 - 3/6/2010 11:04:11 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

I think the standard TOAW 150mm Howitzer represents the 15cm sIG 33 which was in use with the German infantry's regimental gun companoies.


Ahh, ok. I was wondering why the discrepency. Of course, different sources are always a wonder, but the 6km to 12km range difference seemed a bit much.

quote:

So, you're using the WWII data base now? Derek Weichs (aka Panzer War)? Or did you just alter the guns in the standard toaw equipment database? Derek Weichs WWII dtabase works fine for my Anzio scenario, btw.


The database was something I saved who knows when and without noting where it came from, so if it is Derek Weichs', thanks for the info, and many thanks to Derek. For Fog, I have used that database as a reference to add the German guns to the standard database (I just replaced some of the German fixed guns that aren't used in Fog with the ones from Dereks database).

Thanks again for the info !




Attachment (1)

(in reply to Telumar)
Post #: 315
RE: Axis turn 28 - 3/10/2010 3:50:40 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Thanks for a copy of the newest version ( 5.0 ) of Autumn Fog Steve.  I've posted it on the file server and anybody can download it from here:

http://www.mediafire.com/file/i3finmmjtzy/Autumn Fog 5_0.zip

_____________________________

If we're all created in the image of god then why aren't we all invisible?

(in reply to sPzAbt653)
Post #: 316
RE: Axis turn 28 - 3/10/2010 4:29:36 PM   
Abnormalmind


Posts: 200
Joined: 11/24/2009
Status: offline
Wooo hooo!!! v 5.0, congrats!

(in reply to larryfulkerson)
Post #: 317
RE: Axis turn 28 - 3/10/2010 4:49:24 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
The folder named "autumn fog" goes in your graphics directory.  That way the program will be able to find the equipment file for autumn fog.  The scenario itself ( the .SCE file ) goes in your scenarios/west front          directory.  ( Or wherever you put your west front scenarios. )


_____________________________

If we're all created in the image of god then why aren't we all invisible?

(in reply to Abnormalmind)
Post #: 318
RE: Axis turn 28 - 3/11/2010 1:33:30 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
5.0 ? Again the usual question: What has been changed?

_____________________________


(in reply to larryfulkerson)
Post #: 319
RE: Axis turn 28 - 3/11/2010 4:50:06 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline

quote:

ORIGINAL: Telumar

5.0 ? Again the usual question: What has been changed?


Mostly the German artillery units, now they have one per division instead of two. The equipment ranges are 5 and 6 hexes, so hopefully it will work out ok that all the 150's, 105' and 75's are in the same unit now. There are so many artillery units in the scenario, maybe this will also ease some pain.

(in reply to Telumar)
Post #: 320
RE: Axis turn 28 - 3/12/2010 9:27:33 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: sPzAbt653


quote:

ORIGINAL: Telumar

5.0 ? Again the usual question: What has been changed?


Mostly the German artillery units, now they have one per division instead of two. The equipment ranges are 5 and 6 hexes, so hopefully it will work out ok that all the 150's, 105' and 75's are in the same unit now. There are so many artillery units in the scenario, maybe this will also ease some pain.


This is indeed a great ease. I am still playing 3.0 and it's a lot of traffic management. The PO is working ok, but still can be easily trapped, which is a PO problem, not your fault certainly.

At turn 10 now. I have chosen the small solution, GD Korps in the centre (actually my southern pincer), Army Group reserves in the north with a Pincer attack to envelope Aachen and use the Meuse as a defence line against the West. The Brits get easily overwhelmed by the might of several Pz and PzG divisions which are wheeling towards Maastricht without an enemy in sight, but resistance is stiffening in the south, especially in the Meuse direction whereas the area around Bastogne is calm, but only thinly held. An advance towards Luxembourg began very promising, but ended with the appeareance of an Arm Div. In the centre i gave too much attention to breaking through around Elsenborn which costed me precious time. I should have directed my main southern thrust further south, slightly north of Bastogne where terrain and enemy disposition have been much more favourable. There several Pz, PzG Divs and HG Pz broke through, but now seem to lack the last punch to get to the Meuse. GD Korps is following behind, ready to enter the ongoing battle against elements of three Armoured Divisions the next turn.

_____________________________


(in reply to sPzAbt653)
Post #: 321
RE: Axis turn 28 - 3/13/2010 12:24:49 PM   
witp1951


Posts: 118
Joined: 12/2/2009
From: Tennessee
Status: offline
Thanks, everyone involved for the new scn. At the risk of everybody rolling their eyes, is there an ETA on 3.4? I was holding off picking this game back up until the new patch came out.

_____________________________

Baka wa shinanakya naoranai

Dog

(in reply to larryfulkerson)
Post #: 322
RE: Axis turn 28 - 3/13/2010 12:41:41 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
No ETA yet as far as I've heard.

(in reply to witp1951)
Post #: 323
RE: A quick AAR - 3/28/2010 3:47:22 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Going for Antwerp.




Attachment (1)

(in reply to sPzAbt653)
Post #: 324
RE: t37 - 3/28/2010 3:51:05 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
My pitiful schwerpunkt has been scratching and clawing thru Elmers pitiful defenses and by turn 37 I have entered into Antwerp. But just as I thought I was going to win a prize, I was very disappointed to find a Polish Armoured Brigade firmly entrenched there.




Attachment (1)

(in reply to sPzAbt653)
Post #: 325
RE: t39 - 3/28/2010 3:53:52 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
By turn 39 some Canadians had shown up and beaten me back a bit, but I was scratching some reinforcements together and heading them to the area for another try.




Attachment (1)

(in reply to sPzAbt653)
Post #: 326
RE: t44 - 3/28/2010 3:55:51 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
By turn 44 things were looking better and GD Pz Div had arrived to spearhead the second effort.




Attachment (1)

(in reply to sPzAbt653)
Post #: 327
RE: t45 - 3/28/2010 3:59:17 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Turn 45 brought back the disapointment as my attack ground to a halt and the Poles, Canadians, Brits and Amis attacked me harshly and started making a mess of things.




Attachment (1)

(in reply to sPzAbt653)
Post #: 328
RE: Retreat - 3/28/2010 4:06:17 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
With the East Front needing the bulk of my offensive forces, all that was left to do was to fall back. Even against Elmer a retreat like this is a painful nightmare. I fault no one for quiting this scenario before putting up with this part of it.




Attachment (1)

(in reply to sPzAbt653)
Post #: 329
RE: Retreat - 3/28/2010 4:12:33 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
This ended up a draw. I'm sure it would have been a victory for me but I kept the 6SS Pz Army, HG Korps and GD Korps in the action for too long, giving the Allies too many victory points. A shame I couldn't get Antwerp and wipe out the British 21st Army Group and US 9th Army.




Attachment (1)

(in reply to sPzAbt653)
Post #: 330
Page:   <<   < prev  9 10 [11] 12 13   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> RE: Axis turn 23 Page: <<   < prev  9 10 [11] 12 13   next >   >>
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

1.234