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Author Message
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Sun Jun 09, 2013 2:46 am   Subject: Re: Solo GC
platoon_michael wrote (View Post):
Are you using patch 4.50.15b ?


No, I thought 4.50.14 was the latest.  I'll upload.

Thank you
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Sun Jun 09, 2013 12:39 am   Subject: Re: Solo GC
Well I was able to restore to a version I had running earlier this week.  So, I lost a bunch of battles but not the whole GC.  Going to definitely save a copy after each fight.
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Sat Jun 08, 2013 1:28 pm   Subject: Re: Solo GC
Odd...at the end of day five my GC locked up and would not close and when I ended the task the game had disappeared.  I guess the file got corrupted.  This ever happen to anyone?
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Fri Jun 07, 2013 3:06 am   Subject: Re: Solo GC
Day Two Turn One  - Now that I have made a few advances off the kickoff points it’s time to press forward and try to disrupt lines of supply for the US.
Here is the starting position at Day Two:



Dasbourg:


Weiler:
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Tue Jun 04, 2013 3:14 am   Subject: Solo GC - Day One of 25 Turn Two
Day One Turn Two Battles:
North Eifel: This battle goes pretty well.  I’m ready to throw my attack on the Allied lines and have fairly good ground to work with, but the Allies beat me to the punch and attack me first.  I hit them hard and follow with a counter-attack that kills a few units and they never recover.  The battle is over soon with a bad morale break for allies and we’re off this map on the first day.  Well done!


South Eiffel – I had gained good position to launch a second attack and am working up the road and from the Allied left.  The front is met, but then coming across perpendicularly the flanking movement crushes the US and they break giving me the map and an exit point.


Hosignen: Slow battle as the Allies don’t attack me and I’m not about to go over the top into a town.  I work slowly to solidify the front lines – mostly sneaking and peeking.  I do launch a few firefights to gain ground both in the center (North and South) with the plan to demonstrate on the front and then launch attacks from the flanks on the center area of buildings next round.  I Didn’t want to lose men for a frontal assault through that building complex and crossroads.


Wieler: Progress is slow.  I don’t have much armor and am leery of bazookas and AT guns ability to knock out what little armor I have in a town – so I try to work the North and South ends of the map trying to bypass the road and get to an exit.  The going is slow and there are a few firefights which I do well in, but I’ll be here for a bit longer.


Reuland: Bridge crossings – great.  However I get across pretty easily and here I risk the armor as going with infantry will just be a slaughter.  US is concentrated in the center and I spot the AT gun and get it out with a luck mortar shot.  I also take out a bazooka team and now the tanks are rolling over the crunchies and I get across in style and indeed am nearing an exit with a last fire fight.  I’m heading towards the southwest exit and off for my armor to be in the rear and boom – morale breaks for US and the battle ends with me just short of the objective.  However, a good day’s fight and I should get out pretty easily next turn.  I do take some hits and hope that some damaged tanks come back for the next fight.


Krinket-Rochelrat – Sounds like a doughnut factory to me and when I look at the map I go “Ut-uh”.  There are lots of intersections each guarded by a building which could make this a tough map.  However I get on a roll and once again am just pounding the US when they break and I get almost the whole map.  Now the thing is do I hold on a bit and try to hurt or just get off the map next turn.  I will likely go for the latter and try to get in the US rear and disrupt their communications with their supplies.


Day one is pretty successful. As you can see from the map:

Two battle groups are already in the US rear and will be looking to move forward and create a path for other units who will likely break out soon to link up.  I intend to get off maps as soon as possible – particularly with the more mobile units and try to encircle supply units.  I don’t care if I get low on fuel – as I should be able to link up and regain supply before the US reinforcements arrive in force.  Then I’ll let the infantry mop up and bleed the bypassed units.
  Topic: Couple of Questions
Florian_geyer

Replies: 1
Views: 23034

PostForum: Site Info   Posted: Mon Jun 03, 2013 8:07 pm   Subject: Couple of Questions
I used to play a LOT of CC4 (even wrote a mod) and I enjoyed all the mods etc.  However, cc4 won't run... too jumpy.

So here's the questions:

1) Is there a PLN type set up to run Mods in WAR or TLD?
2) Which are the best functioning Mods (The Arnhem one looks interesting - but don't want to install and over write my files (I'm rusty with the mods as it's been about six or seven years since I've played.

3) is there a Stalingrad mod for CC5 (WAR or TLD)?  I never played the cc4 one and now I can't get cc4 to run well.

Thank you.

Oh....I used to go by Wiking here!
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Mon Jun 03, 2013 8:01 pm   Subject: Re: Solo GC
No.  I used to do that and wasn't even going to post but I'll DL the screen shot utility and use that.  Like I said I'm now on day five so the write ups won't be great with detail (BG etc.) but the 1st half of the day was good.  One disaster - and I got off to a quick start.
  Topic: Solo GC
Florian_geyer

Replies: 9
Views: 10539

PostForum: Close Combat Wacht am Rhein   Posted: Mon Jun 03, 2013 7:44 pm   Subject: Solo GC
CC 5 Wacht Am Rhein Grand Campaign
Settings: Stock Line v Line
Side: I am playing Germans
Introduction:  Decided to break out the CC5 set and put on a laptop and play a few games.  Playing a lot right now, but this will likely slow down.  I started an US GC and will do that also, but I went to Germans and am going from there.  I know line v line may be too easy, but I’ve not played in a long time, and this is for fun.

Day One Turn One Battles:
I did not save many screen shots but do have the end of scenario for each battle.
South Eifel : The attack goes well without too much difficulty.  I don’t clear the map but am in good position to gain exits with a push on second attack.  The plan is to get off maps as soon as possible and create pockets where I can surround the enemy and cut off from supply.  I’m chicken little with risking tanks or armor so the infantry casualties are a bit high.


Habscheid:  This attack is also bogged down. I take fairly high casualties and only get one VL – but it is a major crossroad.  My losses were pretty high and morale was a factor.  This almost was a disaster.


Hosenheim:  I enter on the south and take some key points creeping along.  I sent a few units due north through the woods to secure the eastern part of the North Road which gives me ability to flank the town next time.  Losses are minimal and I inflict some decent casualties on enemy.  I can now use the woods that skirt the north road and head south west to the town’s center or reverse with a demonstration attack combined with an assault.


Weiler:  I remember this battle from the old “Squad Leader” days and how much of a beast this map (4 maps in SL) was on the Road to Wiltz.  I’m able to secure both eastern roads but don’t get to the center of the map.  Despite not having huge VL’s I concentrate on securing the full part of the east which will allow me to bypass the roads going through the town or try to hit the center from the flank.  This will be slow going but I don’t like killing my virtual command.  I hurt the allies here and the come close to breaking as I was able to push at the end to get some key ground.  


Losheim:  I get a pretty bad deployment and I’m using an infantry group against a cavalry unit.  I enter from the extreme North and have no cover really to work with nor are there any strong places to phase my attack.  I set up a fire base in the buildings and try to work my infantry into the woods to the East (not needed but will give me some deployment with cover) and into the copse west of the deployment.  It’s a fiasco as I’m met by about six armor units that cut me to shreds.  I kill one or two but a ripped out and have to rout from the map.  Bad day for my FJ boys.


Krinket-Rochelin:  With good cover to mask my attacks I actually make great progress here and clear out the north east to center of the map and take four VL’s while inflicting good casualties and losing few.  I have a good route to the exits on the South part of the map.


Sorry some of this was sketchy.  I should have probably taken some notes and some screenies throughout.  I am on Day five in the campaign, so a lot of this is written from memory.  In all it was not a bad turn.  I’m in decent shape for a break out in the next phase.  Again, slow and steady!
  Topic: Wacht am Rhein GC - US v German (AI)
Florian_geyer

Replies: 2
Views: 6172

PostForum: H2H Multiplayer   Posted: Wed May 13, 2009 11:59 pm   Subject: Wacht am Rhein GC - US v German (AI)
Day 7 Turn 2 - German Advance Still Stymied

Ramsheid US 394/99 ID German KG Telkamp
The German advance flounders. Not a very strong attempt to take any ground by the Germans as they move

up the road. A track is taken out by combined mortar and MG fire. Germans could likely clear the

village with a hard push through the town with infantry and by using armor in a support role. As it

stands the battle does little to change the tactical or situation, and the clock is ticking. More

importantly, strong units are deployed on all likely exits and there is no chance for breakout.




South Eifel US 422/106 ID German KG Peiper
Lackluster effort by the Germans allows US to grab abit of breathing room in the center. Hard to

understand why an all out assault is not launched on the few remaining US positions. Minor casualties

for both sides.



Habscheid US 423/106 ID German KG Bayer
A disaster for the German Assault. US AT Gun shines by taking out 2 tanks and a track before it is

eliminated.
Bazookas take out two more tanks. German infantry unable to move authoritatively through the town,

although they do take out a few more infantry squads. Germans started to move along the southern route

and for a moment I thought a flanking manuver might be occurring, but it was not to be for the AI

general. Habscheid is a junkyard of German armor.



Leidenborn US CCB/7AD German 295/18 VG

US forces reenter the village and are able to realign their supply route. The German infantry is

decimated and they also lose a tank. US losses are minimal. A track is destroyed and one tank runs out

of fuel. Another tank is immobilized. However, this is a very strong armored unit, and the German

garrison is nearly thrown off the map.



Dasbourg US 504/82nd German 77/26 VG

The Airborne troops assault the map by using three wings. One win hits the North end moving slowly, but

when they find little resistance they are able to make good progress and veer towards the center. The

center group is the main assault group and managed to take the village and the bridge in force before

they are met with resistance. The third group goes to the North and is the reserve force and looks for

an exploit in the center. One squad remains in the South to probe and makes good progress. German

losses are extreme as the AB units are able to gang up, flank and assault isolated German teams.



Hosingen US 110/28 ID German KG 902
Germans lose another Panther in the center and weak unsupported infantry probes in the North - Central

fields are repulsed by rifle and MG fire. A concentrated assault supported by armor would likey be

effective in that sector.



Malscheid US 424/106 German FB Brgd
German units are out of supply and they suffer heavy loss of armor and men, and lose their bridgehead at

the bridge.



Germans would be well advised to make this an infantry fight and position tanks where they can't be hit

by AT and focus upon one area. The US teams could easily be held at bay attacking the open with MG and

mortar support. Another German armor junkyard.





Losheim US 38/2 ID German KG Kuhlman
The 2nd ID attempts to assault, but a number of problems exist. Due to poor recon, the unit enters from

the open south,rather than the village/town on the west. The unit is nearly overrun, and the supporting

Wolverine is taken out. Germans suffer one tank lost to a bazooka. The US infantry averts a cul de sac

by sending a few teams to the east and taking an exit VL. Germans with agression could have disbanded

this unit.



Heinerscheid US 505/82nd German KG Van Follois
The Germans are with their backs to the while and supplies are dwindling The US plan is to hold the

center and attack on the south and east areas to take ground and flank the few VL's remaining. However,

the Germans launch a strong and suprisingly well coordinated assault through the two with infantry units

and armor support. Since much of my AT is in the wrong spot, the German assault is successful, although

I do manage to take out a tank, a track and kill a PAK crew. A spirited counter assault by the Germans

hurts the US in this battle. However, the German unit is nearly out of supply and this may hinder their

progress.




Clervaus US 327/101st German KG Cochen
The glider infantry does a credible job as tank killers taking out four Panthers with Bazookas and AT

guns. German infantry is able to make some ground, but the loss of four tanks is a huge blow. Now with

proper understanding of the map, the US should be able to hold the German forces, or at least extract a

heavy toll for their advance. German unit is nearly out of supply.



End of Day 7 Results.
German losses are high on day 7. Combined losses - with the net gain of no maps is over 300 infanty KIA

and nearly 300 more wounded. Tank losses are 45 tanks, 10 tracks and 3 guns. US losses are much

smaller - 180 KIA and 220 wounded. US only loses three tanks, three vehicles and six guns.

  Topic: Wacht am Rhein GC - US v German (AI)
Florian_geyer

Replies: 2
Views: 6172

PostForum: H2H Multiplayer   Posted: Mon May 11, 2009 9:28 pm   Subject: Day 7 Turn 1: "German Advance Held in Check"
Day 7 Turn 1

German Offense Held in Check!

The German offensive in the Ardennes has resulted in heavy losses for the Axis. Although US losses have also been high, the battle has fully developed into a slow progress with many US counterattacks leaving German formations off balanced and most of the spearhead elements in danger of being encircled.

Weiler US 109/28 ID German 78/26 VG

We bring back the big bad sole Sherman as Germans have weak tanks here, and the Sherman rules the field after a German PAK 40 and Jagdpanzer 38t are taken out. Germans yield the entire battlefield. I suffer the lightest casualties. Germans attempt to attack and when it sputters, the counterattack I launch crushes them in total.



Malscheid US 424/106 ID German FB Brgd

Another disaster for the Germans. They lose their bridgehead due to heavy artillery barrage and AT fire taking out their tanks. At minimal cost I recover the full northern sector and have Germans isolated to a pocket. An Armor BG may come into this map soon to finish out a crippled Armor formation.



Losheim US 14th Cav Grp German KG Kuhlman
The Germans offer a non spirited attack at the eastern exit which is kept at bay by MG and support from a SCOTT SPG. I stealthily take back the trenches but run out of time to take the Southern VL. After the battle I pulled out the Cav Group who had more than done their job. The 2nd ID will come in and try to take out this German BG rather than have the Cav contain.



Leidenbon US 504/82 German 295/18 VG
I use my ABN to try and secure an exit to swap with an armored group that had gone past the front to try and secure yet another German launching point. The results are powerful as I am able to take most of the town and nearly disband the German garrison. The ABn infantry is able to take much of the map and will move forward. After the battle I pull the Armored group back to their start position in order to allow them opportunity to re-establish supply flow. I push an infrantry group into this map.



Hosingen US 110/28 ID KG 902
The Germans are unable to advance and I actually take back some ground. Two Panthers are taken out by bazookas near the large building in the center. US clears some of the open area and inflicts casualties on German infantry who had pushed that area.



Heinersheid US 505/82nd ABN German KG Von Fallois
The paratroopers keep up the attack. The plan is to hold the center with AT position and select infantry and to use infantry to roll up the southern and eastern sector of the map. Casualites are high and I lose an AT gun. I am a bit more patient with the center and hold off on firing until armor support are up close. That combined with Arty takes out a few of the German armor. Although I do suffer some infantry losses I am able to take a sizeable part of the map, and the Germans are forced into a small pocket.



Dasbourg US CCB/7AD German 77/26 VG
I move my armor forward and attack a German Volksgren unit. I go with less tanks and more Greyhounds and MG tracks combined with infantry as I want to use them to lure German AT and Infantry positions. I do lose a few tracks, but manage to take out a large portion of the map. The Shermans work with infantry to follow up on areas of stiff resistance with my other infantry units. I take a good part of the map, but will pull this unit back to reestablish supply and push an infantry unit (AB) into the breach.



Clearvaux US 506/101 AB German KG Cuchen
The airborne unit manages to take out a few panther but is nearly annhilated as I simply cannot sustain the withering amount of fire put by the Panthers with only bazookas. The crossroads is a tough area for German armor as my AT takes out two pantehrs, but my infantry is decimated when I try to counter attack.



I only hold a few positions and pull out the 101 boys and bring in a unit from the 327 (101).



Ramscheid US 394/99 ID GERMAN KG Telkamp

Little changes in this battle as the Germans seem leary to advance with armor into the town. Like most of the maps the Germans are purely stalled.




South Eifel
No picture available...but Germans (AI) does not attack very well, particularly with their Tigers.

RESULTS Day 7 Turn 1.



Habscheid US 423/106 ID German KG Bayer
The German attack is again canalized through the center of the town and artillery fire combined with bazookas manages to keep the Panthers at bay. German infantry is not able to sustain the assault. The logjam in the center of the town continues.



While my infantry takes some damage from enemy armor and MG fire outside the town the result the same as has been for the past few battles, loss of German armor and infantry and casualties for me.



Dasbourg CCB/7AD German 77 26 VG
  Topic: Wacht am Rhein GC - US v German (AI)
Florian_geyer

Replies: 2
Views: 6172

PostForum: H2H Multiplayer   Posted: Mon May 04, 2009 1:20 pm   Subject: Wacht am Rhein GC - US v German (AI)
This is in progress....the GC is now on Day 7 Turn one.

Thus far the Germans have not been able to break out and many are bogged in their jumping off points. US starting to aggressively counter.

Overall the AI seems better than CC4 and CC5 regarding AI, then again, I'm rusty!

I tend just to give a brief summary of the battle and not go blow by blow. When something notable happens (usually only good for me!) I will post that as a clip. Even so this is lengthy, but I hope you enjoy.


Day 6 Turn `1.

Eleven Battles to fight. Germans threatening a break in the center and with one group in the south part of the battle.
Am committing heavy artillery support to the units that face larger armor concentrations as they are the best bet to stop the drive initially.



First battle is at Ramsched. I am using the 394/99 ID against KG Telkamp. We pushed the Germans back a bit and have managed to hold on to the Western sector of the town. We secured the ridge that is west and north of the village and hold the ridgline south of the village. Germans overan our outposts and the main ridge. Goal is to obviously hold the two ridges and village and exit VL. Would like to clear out the ridge with infantry to put AT assets on that northern ridge VL area. Three zook teams and 57mm gun are important AT assets. Will deploy gun to guard VL one zook each on ridge and one in village. Take three HQs and four infantry teams. MGs will use the lvl4 building and place another to cut the main center road. I expect about five Panthers to come with infantry and armored carriers. This map is gravy but I want to hold it as long as possible.

Arty does little. I take out a Panther and cripple another but lose a zook team a leader team and a rifle team. I take out an enemy inf team, a schreck team, and it seems two tanks one by a kill and one by killing most of the crew. My infantry and men are weary and are breaking very fast, which makes it difficult for me to hold the ridge directly east of the village. I lose the heights as this is the only area of conflict. Morale is really low. However, I can hold out and keep this dangerous enemy BG out of the main fight.



Second battle of the day is at South Eifel. Here I have a tough task as KG Peiper is assault me in force. I have opposing them 422/106 ID. The enemy took four of the seven VL's including the center. If I can hold down here for the rest of the day and the next its gravy. My group is worn thin and fought here for quite awhile until eventually yielding to 295/VG and KG Bayer. However, they have held the map and here we will stay. AT is limited to about five bazooka teams and a couple of 57 mm guns, which will only piss off the Tigers. I may use some engineers for close assault if it comes to that. Again, just holding the exits is enough for this fight and to buy time to make sure the line can have depth. This BG is at its end as it has been engaged since day one. I've committed Arty for support.

We manage to hold our own and take out a Tiger and some supporting infantry. I hold three VL's but they are threatened. Every battle I hold keeps this powerful German BG out of the main fray, so it's a good thing.


The next battle was at Hosingen. The US has 110/28 ID and they are facing off against a German Armored group, 902. The Germans will undoubtedly bring in a pack of Panthers. Opposing them I will infantry with a slew (5) bazooka teams. Morale is poor for my troops, but they are experienced. I hold a good part of the map with the German advance contained thus far to the Southeast quadrant of the map. The Germans will have to go through the town to get to the main exit, and I think they will bypass the VL on the north. Again, wait till the infantry is exposed and kill the Panthers with AT fire when they come to support the infantry. An artillery barrage awaits if the Germans cluster.

The Arty barrage takes out a Panther and a JagdPanther. Not much attacking by Germans, but they hold off an ill advised infantry rush on the southernmsot VL by my infantry squad that gets handled roughly by a German MG Squad.



Weiler 109/28 ID for US and 78/26 VG for Germans. Germans will be entering this map and I have a mortar barrage as support. I have a fairly strong unit with a number of decorated teams. One Sherman for armor support and to lead counters as available. Germans will have Jagdpanzers(3Cool for support and likely some AT Gun assets. I have a 57mm AT gun, 1 bazooka team and the Sherman for my AT support. I am going with a heavy mix of infantry (five teams and 3 MG's) I have two mortars in support.
Germans will attack from due east and I am hoping to bottleneck their advance. If I can take out their armor and their AT gun I plan on letting my Sherman hit them hard. Germans have a bad tendancy of leading with schrek troops as scouts.

The battle is going well until my Sherman gets a bit fiesty. I take out the PAK quickly but the Infantry gun takes out my tank with a shot. After that the Germans do a good job using the Jagdpanzer in a support role where he wreaks havoc on my infantry. My zook team moves and gets off shots, but the range is too far, and it is to no avail. I do inflict heavy casualties on German infantry and suffer relatively fewer losses. The battle ends with little ground changing, but tactically a good battle for the US.


Winterspelt US 291 Eng German 295/18 VG.
This could be a tough battle for me. Although the VG group is not particularly strong I have little AT capability other than a few bazookas. I bring on three with three HQ's and three MGs. The rest are engineers. I have no mortars and no assets of off board support.

This is not a good map for this team as it is very open. The STUGS could cause problems for me. I guess I am wrong. The German advance is sluggish and my engineers with bazookas more than hold their own against the German VG group. I take out a STUG and smash his infantry with MG fire as they go across the open fields. The STUGS just don't generate enough firepower with all the buildings and cover.




Next battle is at Habscheid. I bring back the 423/106 against KG Bayer. This is another Panther heavy group, and like most of my infantry groups this one has been engaged for a long time, and they are short of AT.

I hold the main town and have limited the German advance to the outskirts. Going straight down the middle could be tough for Germans. I have ARTY and if they mass armor I'll bring it on them. I think their best idea would be to hit the village from the eastern flank rather than going straight on. That way they could get to the houses and split my defense. I don't think they will go with an end run on the west side as it is rather open and would leave them exposed to my limited AT gun fire. The greatest likelihood is they try to crawl up the middle.

I have three bazooka teams, which are the best up close as the 57mm doesn't cut it. I do have a few of those and will likely put one on the western flank to cover that approach. Zooks will crowd the center. I'll let them in and then play cat and mouse with tigers. For some reason, morale of my troops is non existent. I don't know how long they will hold up in a fight - I noted that they are starting to break faster. Althogh I hate rotating out vets I am considering doing so.

The actual fighting centers on the main road through the town and ARTY does a good job by taking out a Panther and crippling another. Without heavy support, the Germans are leary to attack in force.



At Leidenborn I have a good armored group, CCB/7AD against a German VG unit, 89/12. Things do not go well for the Germans, and I almost take the whole map. A last minute shot by a schrek takes out a Sherman and a German Zug group takes a VL before I can get a counter attack out. However, I take out the light Armor and PAKs the Germans bring. Soon I'll be able to use a good deal more armor here if the Germans stay.



At Malsched the German BG is getting low on supplies, and since the unit F.B Brgd is an armored formation that is good for me. ARTY hurts the Germans and concentrated AT fire by Bazookas takes out another. I lose a heavy amount of infantry, but the Germans also lose a good deal. A pattern here is that I stop the German advance, but lose a good deal with counters as I can't totally take out German armor. However, soon the Germans will be out of supply, which provides me with an opportunity.



At Heinnerscheid 82nd Abn squares off for a second fight with a German recon unit. I try to hold the sector in the center, although I don't hold my furthest gains. I work the southern edge of the map and try to push to the main road on the flank. I take heavy casualties due to not having enough AT or armor support. However, I am able to make some progress on the South and consolodate the center. Germans control most of the map, but taking out a few tanks and tracks helps. I suffer horrific infantry losses.



A grinder battle at Loshem. 14th Cav Group has done yeoman work in blunting German armor penetrations. However, the Squadron is very weak, with little AT assets left - only a few bazooka teams. I am not likely to put Stuarts and Greyhounds against Panthers, but have tried to use them to supress infantry assaults as close fire support. HMGs have been used. Unit is low on everything, but still has half the map. Hopefully they can thin out the Panther herd, but Germans typically throw five tanks and a few AC's to the battle. They manage to take out a couple of more tanks and infantry with good work by MG's and bazookas. I retake the exit VL on the east, but lose the center trenches. Will have to put a recce unit and bazooka there to thin it out next time. Doing a good job with tying the German BG down.



Clerveaux is a nightmare battle for me. I have an ill equipped group for this Map with too much armor and not enough AT and infantry. I find that my Shermans and Hellcats are not a match for Panthers. Taking out a couple with ARTY and a bazooka helps, but this group's infantry is almost spent. I am strongly considering disbanding or retreating and moving an infantry unit in with stronger AT support.


At this point, END of Turn One Day Six I have to be happy with the way things are going. The German spearhead is bogged down out of supply and has been treated roughly. My defense is layered and I may be able to pull out some worn out units and replace front line maps with units that are at or near to full strength.



Day 6 Turn 2

Ramsheid US 394/99 ID German Telkamp
Fighting along the ridge to the east of the town yields little success, but the German advance is stopped short of the town by small arms fire and bazookas. I am able to regain the southern ridge line and can place at AT gun on that height. Minimal casualties for either side and only small tactical changes. In the movement phase I stay put and the Germans will be there for Day 7.



South Eifel US 422/106 German KG Peiper
I lose the a VL on the Western edge of the map and my forces are constricted to the north sector. I still hold two VL's. Suprisingly at the end of the round the German forces stay put, unless they are still unable to advance, but I would think they would want to push forward. I am hard pressed to take out these Tigers, but if they wish to stay here I will continue to swat at them with Bazookas.




Habscheid US 423/106 ID German KG Bayer
Hard fighting takes place as the Germans try to push up the center of the village in the early part. The attack is not done in strength and shortly is put down. I am able to take out a tank with an AT gun and a bazooka. My infantry small arms fire takes a toll on the enemy. The enemy is starting to use their tanks from a distance to blast away at strong points, but typically does not have enough infantry support to take ground in the town center.



Leidenborn US CCB/7AD German 89/12 VG
I manage to rout the German force in this map. I leave small units at the secured VLs that are surrounded to try and slow German reconsolidation. I leave a force at the middle ridge of infantry a Lt tank and a Greyhound. I hold the armor back to exploit. I also lightly probe the Northern open areas with recon infantry. The Germans take out a lt tank quickly, but I counter their assault on the ridge. I take out an AT gun, and start my push. German concentration is at the southeast and they are taken down viciously by Greyhound, MG track and armor.



It is a field day for the US. I will exit this map to take a German supply center. Even though I will be in danger of being out of supply I will move in infantry and then use infantry tactics to hold map, tie down the German rear and eventually flip flow the infantry unit I move in to this map with the armor unit.



Hosingen US 110/28 ID German KG 902
The Germans push forward toward the large building in the center of the map and almost manage an infantry breakout through the fields where I left a small force. I manage to take out a JagdPanther and Panther at the loss of only infantry teams. Germans are pushing towards the center of the town, but there is still a large amount of the map in play.



Weiler US 109/28ID German 78/26VG
Germans attempt to take the lower area with a frontal assault supported by a Jagd(3Cool. In the area north of the road they try to assualt with a PAK in support. It goes badly when both are taken out early in the fight. I just have one Sherman and I make the most of it, sending it to the South first and killing infantry.



My own infantry is able to clear the Southern part. Then I move the tank down the road to the VL and kill many more German Infantry. Sadly, I throw a track going through some rouge terrain, but I take all the VL's and rout the enemy in detail.



Winterspelt US 291 Eng German 295/18 VG
I prepare to absorb a German infantry attack and then counter. The attack comes from the North in the cener and is dealt with fiercely but it is a feint. German infantry use the woods as a staging area and hit the center supported by an Infantry gun. Their armor must be immobilized as it is not a factor. My own counter is from the east with 3 Infantry squads and a bazooka team. They manage to kill the disabled STUG and take the sole VL the Germans held. Although I take some infantry losses another German BG is out and a map is in my own hands.



Malsched US 424/106 ID German FB
The Germans try to rush the area north of the bridge but it goes ill for them when their tank is destroyed early on by a bazooka.



However, German tanks in the rear are paying a heavy toll on my infantry south of the bridge.



Luckily I have enough to stave off a desparate rush to the center and the battle resolves little in ground, but Germans suffer more infantry loss, are still out of supply and are bogged down.



Losheim US 14th Cav German KG Kulhman
The grind continues, but the Germans come close to splitting my forces, in effect they have done so, but at a bitter price. I take out three tanks with Bazooka a Greyhound and a Stuart. The tanks went forward without infantry support. KG Kuhlman has been greatly weakened as a fighting force, and the Cav Squadron is also hurt, but has more than done their job.



Heinersched 505/82AB KG von Follois
Again I try to hold the center and hit the southern flank. I am able to secure much of the south to the road the runs through the center. The center is a difficult fight. I manage to take out a flame track that had killed many in a building near the crossroads. My bazookas take out a tank but are also killed by return fire. The German infantry is of good quality and pins my men down, but I am successful in holding the middle and securing the south-center portion of the map, albeit at a cost.



Clervaus US 506/101AB German KG Cochen
I move in the 101 to give my armor BG a rest, and the "Screaming Eagles" screamed early and often. I am unable to move anywhere towards the south as German armor decimates my infantry. I do take out a panther with a bazooka, but simply have to hold on by my fingernails on this map. The Germans do not have enough infantry units to exploit their huge advantage. So, while they are hurting me tactically, they are not able to take advantage of it with mobility, and that in the end is to my advantage. I may pull 101 out and put my armor back in and continue to flip flop.



At the day's end the Germans have been handled roughly losing three maps and making little progress on the maps in dispute. Barring some unforseen happening, the Bulge will never develop. The AI it seems is better, but still predictable. Other problems are the choice of units. Germans will throw in seven armor (with tracks) into a fight, but not enough infantry to exploit. Also, unit size. Having teams with four men in each unit is ridiculous. If I had the time I would mod to make most infantry teams to have up to eight. Some infantry teams should be four, but having all small makes the game not feel correct. Other notes....US AB should not have BAR teams nor .50 cal as that is very inaccurate. A minor detail but one that bothers me as I am a former 82nd man!

  Topic: Where is it...?
Florian_geyer

Replies: 15
Views: 14629

PostForum: Close Combat The Longest Day   Posted: Wed Apr 29, 2009 3:18 pm   Subject: Where is it...?
I saw the buy now at the Matrix site. But it didn't activate as of 9am EST
  Topic: Map Scroll off and game freezes
Florian_geyer

Replies: 5
Views: 4691

PostForum: Tech Support   Posted: Wed Apr 22, 2009 6:24 pm   Subject: Map Scroll off and game freezes
Well I got the disc from a vendor, but am not sure cc5 will work with my computer.  The game map is very twitchy and either freezes or takes off like a banshee.  It is very hard to lock onto units to move them etc, and when they do there are a lot of freezes - kinda like lag without the internet connection.

I will try to run that program, although I'm always leary of that.  Perhaps it will work on my laptop a bit more efficiently and I'll just run the game off to a monitor..... We'll see.

Would that program that Mooxie mentioned fix the slow downs....speed up up on map scroll?

Jeff (Wiking but Id is Floriangeyer...go figger that out!)
  Topic: Use of CPU Killer
Florian_geyer

Replies: 0
Views: 2479

PostForum: Tech Support   Posted: Mon Apr 20, 2009 2:26 pm   Subject: Use of CPU Killer
It was posted:

Close Combat was not intended for the next generation 3D accelerator cards. Aside from settings your scroll speed to low there is only one other option to employ.
You can download the following prorgams from thier website to slow you CPU down while playing Close Combat.



http://www.cpukiller.com/download.html - This program is freeware.


My question is does this have any other impact. Has anyone used this? I believe that the program reads you can toggle on/off.

I set to low and still the map is far too fast in scrolling even on low. One of the rare times I've had a game run "too effieciently" !

FG (used to use Wiking but had problems logging on)
 
 
 
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