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RE: This is not a joke - 6/22/2017 5:32:07 AM   
rico21


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You are really not a New One




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RE: This is not a joke - 7/3/2017 10:04:49 AM   
rico21


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RE: This is not a joke - 7/4/2017 6:54:53 PM   
rico21


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Here is another scenario dedicated to the TotH Family
who love war gaming on the Eastern Front in World War II.

Sacred Big Ivan, Russia on the day of independence





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< Message edited by rico21 -- 7/4/2017 6:55:10 PM >

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RE: This is not a joke - 7/6/2017 8:55:19 AM   
rico21


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99% Players want :

1 - Smoke grenades *****
2 - Bypass and Dash movement


3 - Multi-Hex Firegroups
4 - MGs fireline (firelane
5 - Spraying fire

6 - Better LOS checker *****

7 - Hexside terrains
8 - Multi-Level Bulding
9 - Ground Snow- Mud
10 -Low Visibility modeling
11 - Factory buildings
12 - User-placed foxholes
13 - User-placed road blocks, mines, wire

14 - Zoom
15 - H-t-H online game
16 - more speed game
17 - more vehicles and units 1939-1943
17,5 - a truly ferocious IA showing a bit more will to fire than a bunch of hippies or most Italian units during Operation Compass...

18 - ETC...ETC...






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< Message edited by rico21 -- 7/6/2017 2:25:44 PM >

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RE: This is not a joke - 7/6/2017 12:37:11 PM   
dox44

 

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that's a nice list. i can get behind it...

+1 and

+1

+1

< Message edited by casebier -- 7/6/2017 2:48:25 PM >

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RE: This is not a joke - 7/6/2017 1:21:58 PM   
UP844


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1% of the players (perhaps only myself) would instead like to have a truly ferocious IA showing a bit more will to fire than a bunch of hippies or most Italian units during Operation Compass...

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

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RE: This is not a joke - 7/6/2017 2:27:17 PM   
rico21


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What else?

17 - more vehicles and units 1939-1943
17,5 - a truly ferocious IA showing a bit more will to fire than a bunch of hippies or most Italian units during Operation Compass...

18 - ETC...ETC...







< Message edited by rico21 -- 7/6/2017 2:30:54 PM >

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RE: This is not a joke - 7/8/2017 4:47:50 PM   
rico21


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RE: This is not a joke - 7/23/2017 12:21:36 PM   
rico21


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RE: This is not a joke - 7/25/2017 5:09:28 PM   
rico21


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Impossible is not rico




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RE: This is not a joke - 8/12/2017 6:23:08 PM   
rico21


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17,6 Looting weapons

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RE: This is not a joke - 8/23/2017 6:48:43 PM   
rico21


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I wait the writing patch...




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RE: This is not a joke - 8/24/2017 5:51:52 PM   
rico21


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I'm lucky, our Editor is back!

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RE: This is not a joke - 8/26/2017 3:46:40 PM   
rico21


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You never visited this sort of zoo




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RE: This is not a joke - 8/31/2017 5:31:43 PM   
rico21


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RE: This is not a joke - 9/14/2017 8:13:33 AM   
rico21


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Tuesday, April 18, 2006
AAR: ASL 114 - Cautious Crusaders
Nick Drinkwater

Before I got my head handed to me in Dash To Mt. Croce at the last game day, I managed to get in a slighter meatier scenario against Allen 'It's good to be the' King. Earlier in the week, we'd settled on ASL 114 Cautious Crusaders, which looked to have a fun mix of zany early war Axis Minor Action. It had been far far too long since I'd last played Allen, so I was really looking forward to our game.

Cautious Crusaders is a pretty interesting scenario for a number of reasons. From a purely historical standpoint, it's one of the very few battles featuring the Slovakian army in Russia. From an ASL standpoint, both sides have 4-4-7 as their majority squad type, but the attacking Slovaks are actually outnumbered throughout the entire game, and both sides have a number of important decisions to make about when and where to give battle.

The Slovakians appear to be the more challenging side to play. Their twenty squads trickle in over the first third of the nine turn game, and crossing board 48 under fire and capturing a railway station (represented by a Factory) and six other multi-hex buildings from the Russians is no easy task. They do get five nice Czech tanks to help them, along with some truly terrible armored cars, and skillful use of these assets is the key to a Slovakian victory. They also receive some 70mm OBA, which, thanks to a mild breeze, is likely to be used as smoke to cover the advance.

The Soviets, meanwhile, get some 80mm OBA of their own and have the traditional Russian advantage of plenty of bodies to work with. Eleven 4-4-7s and six 4-2-6s start on map, with another eight 4-4-7s joining the fun on turn three. That gives the Soviets 25 squads in stone and wooden buildings against the 20 Slovakian squads coming through the open. The Russians also have an edge in that they start with a nice assortment of on-map SW, including a HMG and Lt. MTR, while the Slovaks have minimal non-inherent firepower, having to wait until turn three for a single MMG.

Despite all those advantages, the Soviets still have challenges of their own. Their first and worst problem is the set up restrictions. Two-thirds of their force is locked into setting up in buildings or foxholes on the forward map. This places the bulk of the Soviet force squarely clustered around the board 48 'crossroads of death,' which is impossible to defend, especially when you are facing superior armor.

This brings us to the second Soviet challenge, which is facing the Slovakian AFVs. Although the five Czech tanks aren't exactly Panthers, they do have 3/1 armor and 8 machine gun factors. The Slovaks also have three armored cars, which are a bit of a joke with 18 MP, red B11, no reverse movement or radios, but which still serve well for cutting rout paths or VBM freeze. Against these eight AFVs, the Soviets have two ATRs, an on-map 37L AT gun, and another 37L that gets towed onmap on turn two. Overall, the Slovakian can't go completely wild with his armor, but the tanks will certainly dominate large areas of the battlefield.

Along with the interesting match-ups between the opposing sides, there are also plenty of tough decisions to be made. The Soviets, with their numerical superiority, can try a very aggressive defense and take advantage of the Slovak staggered entries. Conversely, a quick retreat to board 49 is very hard to stop and has the advantage of preserving the Russian force for the end game. A choice must be made between defending the factory to the death and dispersing forces throughout the multi-hex buildings as well. Meanwhile, the Slovakian has to decide how hard to push with his initial six squads that enter on turn one, how aggressive to be with the tanks, and decide if it's better to go for capturing buildings or killing Russians during the early and mid-game.

Obviously, there's lots to think about in this scenario, and Allen and I had a pretty decent discussion about it ahead of time, even probing into minutia like the advantage the Slovakians have because their 4-4-7s ELR to 3-4-7s, not 4-2-6 conscripts. When it was all said and done, Allen decided to play the Communist hordes, and set up a fairly dispersed defense on board 48, with several units clustered around a level two hill overlay. Back on board 49, the key railway station was devoid of troops, but a large upper level stack with good LOS threatened HMG fire over a large section of the map.

Faced with this display of force, my first challenge was how to get my initial wave of troops onto the map. I had to enter two tanks, three armored cars, and six bicycle squads. After some thought, I abandoned the bicycles off-map as being impossible to use, and send my entire force in on the extreme left side, with lots of vehicular smoke being used. The advantage of this attack was that it let my six squads face just two of Allen's, and it threatened both the level two hill and the railway station.

This attack saw lots of my infantry break from hilltop MTR fire, but my tanks were able to clear out the opposition pretty quickly. The Slovak armor really paid off by not just breaking the Soviet squads, but also cutting their rout paths and forcing surrender. Killing off units for failure to rout is obviously an important ASL tactic, but it's even more vital in a scenario like this. As I pulled out the prisoner counters, I joked to Allen that since the scenario card describes the two sides as Slavic brothers, I was going to try and capture his entire force without killing a single Russian.

That approach actually worked well over the next few turns as the remainder of my troops entered the field of battle and engaged the Russian pickets. In several cases, Allen's conscripts failed MCs and Disrupted, and the few scattered 4-4-7s I ran into were quickly broken and captured as well. Even better, my initial push down the left side was able to capture the lightly defended railway station with relative ease, bagging me another platoon of Russian prisoners. The combination of point-blank machine gun fire from the tanks and the rout-cutting and VBM freezing of the armored cars was vital in accomplishing this, although one funny moment arose when a bypassing armored car had to spend several turns blocked in by Allen's OBA. You'd think someone would have figured out that driving in reverse could be a handy feature...

Despite my early success and my peaceful 'take prisoners' policy, Allen was still doing a great job of making my attack a slow, bloody process and his Slavs showed no compunction at killing my Slavs. Although the Soviets had taken heavier losses, they still outnumbered me, especially considering how many of my troops were tied down guarding prisoners. Worse, I'd lost three tanks to ATRs and OBA. Amusingly, Allen wasn't just satisfied with doing damage to my men; his artillery was tearing up the town too, with multiple buildings on fire and partially rubbled. This traditional Soviet scorched earth tactic was a lot of fun to watch, but didn't really help me with my next task: capturing the remaining six multi-hex buildings against a numerically superior force.

Once again, it was the AFVs that would have to carry me to victory. At this point I caught a big break when my infantry stumbled over the Soviet AT gun. It was in a spot with decent LOS and I'd luckily never moved a tank near it. Now it was caught without infantry support and quickly overrun. That left Allen with a single AT gun, but I knew where it was, and could afford to be very aggressive with my remaining armor. Over the next few turns, I repeated my earlier tactics, using the tanks as hammers to break up the Soviet infantry, while the armored cars cut rout paths and (more importantly at this stage) made it really tough for Allen to shift his troops from building to building.

It had been a close game throughout, and things only got more intense as we moved towards the final turn. I think board 49 really does a nice job of capturing the transition from rural to urban terrain, and that transition was captured in the fighting, with the fray devolving into a series of point-blank attacks and close combats. The same basic challenges we'd faced in the early game still applied, with the Soviet struggling to bring his numbers to bear, and the Slovakian working hard to obtain a series of local superiorities, but every unit and every move took on an increasing importance.

It ended up being an extremely chaotic and tense end-game, with both sides leaving victory buildings empty while enemy squads lurked just across the street. The difference was that Allen just couldn't get his troops where he needed them; I was forced to leave my buildings empty because I just didn't have the manpower to both garrison them and attack. In the end, I was able to slip some squads around a flank to grab some more buildings, and ambushed and killed a very pesky 10-0, 4-4-7, HMG combo that had survived four or five 16+3 attacks. That lucky CC got me another building and freed up my tanks to interdict the roads even further.

Allen still had a very good chance at a turn eight counter-attack, but played a bit too conservatively and instead massed his troops for a huge turn nine onslaught. By that point, I was able to use my superior maneuverability to establish at least a tenuous garrison in each of my captured buildings, and that made the last-ditch Russian offensive a very long shot indeed. It's amazing how much more difficult a multi-hex building becomes to capture when even a 7-0 is in it! Allen made a good try of it, and I was forced to actually kill a good deal of the Soviets, but in the end I had the win with a building or two to spare.

It was a really great game, and I want to thank Allen for a fantastic time. There's very little that's more satisfying than discussing a scenario, playing it out, and having it go down to the last turn with good play on both sides. As far as the scenario goes, Cautious Crusaders offers an interesting situation where both sides have tough decisions and lots of options throughout, and the feel really changes as you shift from board 48 to board 49. I'm pretty terrible at judging balance, especially after a single playing, but I'm sure some people will give the edge to the Russians since they have the edge in numbers and terrain and that may be the case.

Ultimately, though, I think that as long as the Slovakian player is very comfortable with armor, it's gonna be a fun fight for both sides and that's all that really matters. In the end, Cautious Crusaders is a meaty scenario that really lets both sides try different things (build a factory festung, backed by the AT guns and OBA, or disperse?), and things like that are more important to me than ensuring it's exactly balanced 50/50. I'd rate the scenario pretty high. Thanks to Allen for another great ASL experience, congratulations to the designer, and thanks to you for reading,

Zeb

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RE: This is not a joke - 9/14/2017 2:56:16 PM   
UP844


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Great AAR! I'm a bit busy to try it now, but I will ASAP!

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

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RE: This is not a joke - 9/17/2017 1:17:40 PM   
rico21


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Hailstone will soon wake!




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RE: This is not a joke - 9/17/2017 4:47:16 PM   
Hailstone


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Shhh, we hunting Soviets. I love the smell of dead Soviets in the morning with my coffee.

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RE: This is not a joke - 9/26/2017 3:44:51 PM   
rico21


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RE: This is not a joke - 10/25/2017 2:39:33 PM   
rico21


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Winter is coming




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RE: This is not a joke - 11/3/2017 10:03:17 AM   
rico21


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AAR - Storm of Steel
ASL AP2

GREAT SCENARIO, TRUE GEM.

Attractions : Fortifications (I just love them), Mines galore (oh boy...), Elephants, Movement, Good Troops, FT, DCs,....
Germans get 4 Ferdinands (aka elephants), 2 or 3 StuG42 (notice a Should Be Errata : the OB talks about the (L) model that
wasn t around in 43 and whihc uses sN that did not exist either), 4 Goliaths and a bunch of good quality Infantry. One FT and
a few DCs. And a Pillbox.
Russians get AT Ditchs, Trenches, 2 45LL , 3 57LL, 1 .50, 1 HMG and a bunch of guys. All set up on board 42 and cannot leave it
so that they cannot shoot at the German crossing the grainfields of board 43. They also get a few 328 (yes, russian HS at last.
Of course you rather have them combined in this case but they are HIP and without being able to stack...) HIP on board 43...
and with a DC and a hero maning an ATR.
Two hexrows (2 and 3) have both AP and AT mines which must be crossed by the German who need to exit 75 CVPs (a lot).
I took the Russian for I love defending with fortifications. I blocked the path to the AFVs on my right using the pond the AT
Ditches, connecting woods and one AT mine of 2 factors in the only remaining spot. I set up the Pillbox with the 57LL inside on
the only hill which is the only good spot to be in (READ : a must target for smoke from the many smoke capable german afvs). I
set up the .50 next to the pillbox, in a trench. I set up my HIP units next to the board 42 where I vol rout most of them to
(by SSR is the only way to extricate them from board 43).
The germans came near the middle along both sides of a hedge figuring that my fire would only catch half of them on OG, the
other half haveing the benefit of the hedge TEM. A nice move. The BiV (represented by Goliaths) are a little brittle and could
be immobilize on mine, destroyed by ATR, not breach, etc. I would say that probably most of the time 3 out of 4 make it but
sometimes that would be jsut 2 and it better connecting hexes... In my game the 4 made it. Dam! My hero was not up to the task
anyways and after failing to harm the goliath it failed the MC to become wounded.
Arnaud kept having smoke all the game (only ONCE did he failed) which mae the board 43 crossing easy for him. Then came the
close fight with me trying to kill tanks and getting (as usual) no effect against them but nasty effects on the infantry (this
is usual too). The best being me keeping 6 times ROF on the 45LL and reduce a 3 squad + leader in a +3 TEM building to
nothing... (don t stack!). Cool. But failing to even DI a single elephant (these guys are worth 8 CVPs!!!). And rolling Dud on
a 57LL hit on a StuG 42... Uncool.
The game went all the way up to the last turn and Arnaud manage to exit just 4 or 5 CPVs more than required. Had he immobilize
one of his Ferdinands on some 20 plus start up rolls...
When a 11 turn scenario is that close you gotta love it no matter the outcome. This was a 12 hours puppy that remains in our
memory as one of the greatest asl time we had in some 70 or so scenarios we have played with each other. Try it out. It is
great.

-Bruno

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RE: This is not a joke - 11/13/2017 8:48:13 AM   
rico21


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AFT E R M A TH : The fight was incredibly violent. The M16s fired on the German infantry, decimating it. All the M7 105mm guns fired direct hits and the losses quickly increased in the German troops. During 30 minutes, the fight outcome stayed uncertain, but the American resources were not unlimited and the losses also increased among them. The defense begun to bend under the German repeated assaults, that desperately wanted to break the encirclement. When the conclusion seemed near, elements of the 41st Armored Infantry Regiment joined the fray and saved the American defense from collapsing. The bulk of the Germans was repelled in the pocket, leaving on the field 126 KIAand 9 tank wrecks. Only a few groups succeeded in escaping. For their part, the Americans did not communicate their losses on this action. But they had to have been at least as high as the Germans.





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RE: This is not a joke - 11/17/2017 5:46:00 AM   
rico21


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HF




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RE: This is not a joke - 11/25/2017 4:30:56 PM   
rico21


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As long as the problem of the update is not resolved,
I continue to do my scenarios on the old version to penalize No One.
Cough Rico.

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RE: This is not a joke - 12/1/2017 2:21:01 PM   
rico21


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RE: This is not a joke - 12/1/2017 2:27:23 PM   
Peter Fisla


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Rico21, I'm glad this version is working for you :) I have updated the editor as well so grab it and let me know if it's working for you. I will later on submit the updated game end editor executables to matrix games so that they can publish the files officially.

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RE: This is not a joke - 12/1/2017 3:04:32 PM   
rico21


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RE: This is not a joke - 12/3/2017 2:58:55 PM   
rico21


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RE: This is not a joke - 12/3/2017 3:04:29 PM   
Big Ivan


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quote:

ORIGINAL: rico21








Real Nice Map Rico!!

May I ask where you found it?

Thanks!

_____________________________

Blitz call sign Big Ivan.

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