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Author Message
  Topic: Playing as Allied player...
Deshrex

Replies: 6
Views: 14383

PostForum: Total Realism Sub Mod   Posted: Thu Aug 14, 2008 2:27 am   Subject: Playing as Allied player...
Dima thanks for the link to the screen shots. I hope you guys keep posting shots for the whole campaign. If he has reached those maps by June 8, then he has gone farther and faster than I have.

My opponent will attest to the fact that he has killed my Shermans with the 35/36 AT gun. The farthest successful shot was on the Thaon map. He had his 35/36 in the heavy hedge near the inland exit to the map. A command Sherman of mine was in the main crossroads. He opened fire on my tank and killed it by the fifth or sixth shot. The gun crews fire very fast. I think my tank only got one shot off in response. He also killed another Sherman on the same map with another gun of the same caliber at a much closer range.


Dima thank you for your work on these mods.
  Topic: Playing as Allied player...
Deshrex

Replies: 6
Views: 14383

PostForum: Total Realism Sub Mod   Posted: Wed Aug 13, 2008 4:09 am   Subject: Playing as Allied player...
Has anyone won an elite vs elite TRSM v09.7 GC playing as the Allied player? And against a good, experienced German opponent?

A brief history of where and when you were able to defeat the powerful German units would be very helpful.

For my part, I am finding the going in my current GC as the Allied player to be pretty hard. My German opponent has developed a number of clever opening moves which go a long way toward negating the Allied advantage of blowing a big hole in the German beach line south of Port-en-Bessin.

In general, I am finding the Sherman to be as lame as ever. One of my Shermans just lost a duel to an infantry gun half track. Several of my Shermans have lost duels to the little 35/36 German at gun. I don't think I have won a duel yet with a pak 40 75 mm gun, except for once when the crew was suppressed by infantry fire. The Allied infantry need tank support to advance, but the Shermans tend not to live long if exposed to any kind of German at fire.

I understand Churchills are supposed to be part of the mix. As Crocodiles only?

The Typhoon strikes are undependable. Your best bet is to call them in on infantry, but infantry is rarely the most valuable target in a battle. The Typhoons will damage tanks and kill half tracks and guns, but if you call the Typhoon in on those targets, you risk wasting the strike.

In my GC, the date is June 10, and I am just starting to get tanks across the river to relieve the paratroops. The German player made the excellent move of sending a panzer grenadiere regiment of the 21st Armored Div. into Benouville at the start of the GC. That regiment has 8 88s and 6 Marders and 2 bazooka squads. I got through it in 3 days, but only with the help of a lot of naval fire. Above the river, I have encountered the German MLR. He has good units everywhere I am trying to attack. I don't even have Bayeaux yet. Moving the regiment from the 352 ID into Bayeaux right at the beginning of the gc is an excellent opening move for the German player. That regiment has 4 bazooka squads which are very good in the city.

My guess is that if I have any chance of winning it will be late in the game. The outlook seems to be that I will have to slog ahead slowly with heavy Sherman losses along the way, take some ground, and then give it back when the German counterattack comes. If the German counterattack losses are heavy, then I will have a chance of pushing ahead once again late in the game.
I've saved all my Fireflys so far, so I can use them defensively when the time comes. But they still have the Sherman armor, and my guess is the Panthers and Tigers will get plenty of one shot kills.
  Topic: Utah 1.4
Deshrex

Replies: 11
Views: 14626

PostForum: CC5 Utah   Posted: Tue Jan 29, 2008 5:47 am   Subject: looking at Utah 1.3
I have been playing a 1.3 GC with Mike Bruno. I would just add a few observations here in case Dima sees them and considers them if he decides to make a v1.4. I was playing as the Americans. I think the game has pretty good balance over all.

The German 81 mm mortars are very accurate and deadly, even with indirect fire. I must have lost 4 or 5 AB howitzers to German mortar fire. I never succeeded in knocking out a German AT gun or howitzer with US 81 mm mortar fire.

German 81 mm mortar fire can take out squads even when they have hit the dirt and are in ambush mode.

The American half tracks are extremely vulnerable to mortar fire. I would say they last for about 6 or 7 mortar rounds max before they are lost. The Priests, the M8 armored cars, and the SP 75 mm howitzers are all very vulnerable to 81 mm mortar fire, not to mention 120 mm mortar fire. These vulnerabilities can force the American to rely overmuch on Sherman tanks for support. I haven't had a chance to use the M10s in battle yet, so I don't know how they would fare against 81 mm mortar fire.

Sherman tanks are easily tracked by 120 mm fire. It doesn't take the German long to figure this out!

The German assault guns are pretty tough. Their AT rounds are better than Sherman AT rounds and their HE rounds are more devastating. In duels with assault guns, so far I am losing Shermans at a four to one ratio. I have lost four Shermans to just one assault gun, though I have knocked one out with a towed 3 inch AT gun and 2 knocked out to AB bazooka fire. The assault guns in Utah remind me of the panzerjagers in GJS. It would be nice to have some upgunned 76 mm Shermans to use against these assault guns, assuming upgunned Shermans were deployed on the Cotentin. Well, at least the Sherman is better than the Hotchkiss tank!

The German 16th Para Reg. has a tremendous amount of infantry. My guess is these three battalions have over 100 squads of infantry, not including support weapons and leaders etc.

The air strikes are by and large fantastic for the American. Except for P51 strikes, which should be used only against infantry, the air strikes almost without fail get their target. They are the one thing that gives the American any hope of keeping to a winnable attack timetable.

I do like how the BAR rifle is coded in this game. If the BAR man can remain unpanicked, he has a chance of hitting some enemy in a firefight. I notice the unreinforced American AB BGs don't have BARs. Is that historic?

I know the problem for a Utah mod is keeping the German interested. If the American is too strong, no one will want to play as the German. But having said that, my wish list would be to reinclude just a few heavy 4.5 inch chemical mortars in the mix, and reinclude just a few flame tanks for the US, assuming they were historically deployed on the Cotentin. I believe both the flame tanks and the heavy morars are in 501a.

Also, one last thing. I don't understand why the 2nd Armored division unit that comes over from Omaha must lose supply after just a couple of days. That threat of the loss of supply forces that unit into a violent attack against a pretty good German unit, one of the regiments of the 352 division. If the Americans had fought their way over to Utah from Omaha, isn't it realistic to assume the supply line would be intact?
  Topic: German arty bug and game timeline
Deshrex

Replies: 1
Views: 3859

PostForum: CC5 Bloody Omaha   Posted: Mon Aug 13, 2007 4:54 am   Subject: German arty bug and game timeline
Anybody notice a problem with a German arty bug? As the German player playing a human opponent, I notice I can only call in one arty strike per turn without the game crashing, even though I may have more arty available.

Also, in the campaign, it seems like June 6 goes on forever, through many cycles of 6am and 2 pm turns. Then the June 7,8,9 and 10 days are much shorter. Can anybody say what the intended purpose is to this arrangement?
  Topic: Mark V Panther tanks in GJS 4.4
Deshrex

Replies: 74
Views: 57910

PostForum: CC5 Gold, Juno, Sword   Posted: Thu May 18, 2006 3:34 am   Subject: air strikes vs. armor in Normandy
I wouldn't sell too short the ability of the Allies to hit individual German tanks. Here is some info that I found in John Keegan's book 'Six Armies in Normandy.'

This info pertains to the German counterattack at Avranches and Mortain, what the Germans called Operation Luttich, starting August 7.

According to Keegan, the Allies knew the attack was coming due to the cracking of the German military code. American fighters flew combat air patrol sorties over Paris to interdict German fighters sortieing to support the German attack. Medium bombers were used to bomb the German supply routes. And 60 lb. rocket carrying English Typhoons were free to range the battlefield seeking targets. Keegan says (p.248) that on Aug. 7, 294 Typhoon sorties were flown 'the majority against a concentration of 2nd Panzers vehicles.' On this one day, the Typhoon pilots succeeding in destroying 30 of the 60 tanks this division had in the field at the time. The 2nd Panzer here is from the regular Wehrmacht, not the SS, although the 2nd SS was also in this battle.

Keegan streeses that this number does not include tanks lost in fighting the American 2nd Armored division in the area trying to stop the German advance.

Keegan does not break down the destroyed tanks by type.
  Topic: Mark V Panther tanks in GJS 4.4
Deshrex

Replies: 74
Views: 57910

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Apr 17, 2006 7:08 am   Subject: great replies
Thank you everyone for the great replies.

I certainly agree with the school of thought that says the Panther was the best medium tank design of the war.

I guess the Panther was able to easily destroy the Sherman in most contests as long they were head-on. According to Max Hastings' book on Normandy (p.146), the 75 mm KwK 42 gun could penetrate 118 mm armor at 1000 yards, and of course the Sherman had only 76 mm frontal armor. The 75 mm gun of the Sherman, meanwhile, could only penetrate 74 mm armor at 100 yards (p.189). I don't have any info on the upgunned 76 mm Sherman.

Hastings says the Panther had the same 100 mm frontal armor of the Tiger I, but less side armor, with 45 mm for the one and 80 mm for the other. So the basic Sherman has some small hope only if it can get a side or rear shot in on the Panther.

But as far as the 17 pdr goes, the story is entirely different. Here are the specs as Hastings gives them on p. 205. These numbers are for the towed version of the gun, but I assume the numbers are the same for the Firefly and Achilles. The 17 pdr could penetrate 149 mm armor at 100 yds, 140 mm at 500 yds, 130 mm at 1000 yds.

I don't know how the coding for the 17 pdr is done in this game, but history suggests that for the ranges involved in GJS, the Panthers and Tigers really should have to worry about 17 pdr fire!

Another feature of the German tanks that writers mention is the slow turret traverse relative to the Sherman.

Slow turret traverse and the power of the 17 pdr were both factors in the demise of the Tiger ace Michael Whittmann on August 8. His small group of 4 Tigers that day was fighting with the 12 SS Hitlerjugend Division to hold open the Falaise Gap. The English troops were from the 33rd Independant Armoured Brigade, and were holding a pocket near the village of St Aignan-de-Cramesnil; the Germans were counterattacking to eliminate the English position. See Gary Simpson's book Tiger Ace, pps. 305-309. (There's lots of great research in this book, with tactical recreations of important tank battles in Whittmann's career, like the fighting in Villers-Bocage.) As The Tigers advanced with their turrets to the left, they came under fire from the right from several Shermans and one Firefly at a range of 800 yds. Using the tactic of 'shoot and scoot' and taking advantage of the slow traverse and of the difficulty the Tiger commanders had of locating the Firefly, this one tank was able to destroy the four Tigers in the space of about 10 to 15 mins. Good luck? Absolutely. But also good fighting backed up by a dangerous gun.
  Topic: Mark V Panther tanks in GJS 4.4
Deshrex

Replies: 74
Views: 57910

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Apr 10, 2006 7:40 am   Subject: Mark V Panther tanks in GJS 4.4
As the Allied player, I am just starting to encounter Panther tanks in GJS 4.4 for the first time. They seem like a pretty tough nut to crack for me. The Allies best AT asset, the 17 pdr., does not seem to easily kill them, at least with shots to frontal armor. Does anybody know the coding for these tanks? Are they supposed to be as formidable as the Tiger, or less so? I am assuming that they are coded so that a 17 pdr hit to frontal armor is a low odds proposition.

Does anybody know what the historical method for stopping these tanks was?

The April '06 issue of Military History magazine has an article on the campaign for St. Lo in the American sector of Normandy in early July '44. The article states that on July 11, two regiments of the Lehr, the 901 and 902, launched an attack to relieve American pressure on St. Lo. The article says the 901 was supported by 12 Panthers, while the 902 was supported by 20 Mark IVs. The attack got off to a good start, but the American line was able to absorb the blow, and by the afternoon with the aid of air support the attack was stopped and grievous losses were dealt to the Lehr. The article says 32 German tanks were lost. I don't know if the author means to say all the Panthers were destroyed or not.

My point is the Allies had ways of stopping these Panthers. They really were not free to move around the battlefield killing everything in their path. Maybe the Allies had to rely mostly on heavy arty. and air support. But I would guess some AT fire was involved too.
  Topic: SAS 3.5 Beta 2 plugin problem
Deshrex

Replies: 0
Views: 2182

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Jul 04, 2005 2:55 am   Subject: SAS 3.5 Beta 2 plugin problem
Hi gang,

When I boot the SAS 3.5 beta 2 plugin file in the config manager, I get the message that the config manager can't find the vehicles.adb file in the plugin. I'm pretty sure I have an uncorrupted 213 mb plugin file. Any help here would be appreciated.

Thanks,
D.
 
 
 
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