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Author Message
  Topic: XXX Corps' initial advance on Sept 17 1944
PillX

Replies: 1
Views: 6624

PostForum: CC5 Op Market Garden   Posted: Tue Feb 02, 2010 6:27 am   Subject: XXX Corps' initial advance on Sept 17 1944
Hi,

I'm wondering if anyone has information they can share regarding the Irish Guards' advance across the border into Holland as the vanguard for the XXX Corps? I'm looking specifically for map data and force strength of both the German and Allied forces involved in the initial contact as the Guards broke into the "crust." I'm doing research for a map of my own, but it's not directly CC related (though I've been a fan of CC since the original came out.)


Buck_Compton mentioned in an older post somewhere:

Quote:
1 Map (possibly) deleted

Neerpelt Bridge

This is because of the fact that this map allready was occupied at september 17th.....but i'm still in doubt about it


I noticed you also cut out the Valkenswaard area as well. It's my understanding that XXX Corps began the operation from the Joe's Bridge area, which was captured prior to OMG. Artillery was already in place on Sept 16 and may have already been firing across the border. It's for certain they laid down a heavy curtain of fire during the advance on the 17th.
The reason the C5:OMG team may wish to keep an N69/Valkenswaard map is because of accounts that describe the Irish Guard coming under fire after crossing the Belgian/Dutch border. The Germans had weathered the artillery barrage that moved ahead of the column and waited in ambush causing the Irish Guard to lose a few tanks on the narrow road in a matter of seconds. The resistance was stiff enough, XXX Corps had only made it to Valkenswaard by nightfall, coming up short of their original destination.

The conditions at the time included XXX Corps having a forward air controller element in a Daimler (I'm uncertain what specific model) which had access to rocket firing typhoons (one source claims there to have been 8 of these planes available for support at the time.) The German paras in the area apparently had their guns all knocked out, but other infantry elements still had quite a few of theirs operational, and there were panzerfaust/shreck available. The road itself was a one lane road, while the surrounding ground was reported to be soft or sandy enough to cause trouble for vehicles. When the tanks were knocked out by the Germans, the Guard had to call up a bulldozer to move the vehicles off the road. I'm uncertain if the bulldozer was simply a tank fitted with a blade, or if it was indeed a bulldozer (which might likely have been a D-7?)

I believe the battle began maybe south of the Klein-Borkel area and progressed into Klein-Borkel proper, but I'm not so sure. This is as close as I can get to it. I don't remember where I got the map section from but if I remember right, the map was dated 1944. It may have been from the University of Texas' archives. Either way, I couldn't find something a bit more complete.




Also, a link you guys might find interesting -it has some film footage too:

http://www.amazing-planet.net/operation-market-garden-chronology.php




edit: fixing a typo I just noticed.
edit2: noticed a couple of other typos and expanded a comment.
  Topic: any chinese vs japanese mod out there ?
PillX

Replies: 11
Views: 26125

PostForum: Chinese forum   Posted: Tue Feb 02, 2010 4:13 am   Subject: Re: any chinese vs japanese mod out there ?
I had mused about a mod about this years ago after reading about the battles around Shanghai and, not as long ago, the Marco Polo Bridge. I can see a mod built around Shanghai as a stand alone. A grand campaign could be interesting, as we have the Republican, Communist, and Japanese forces involved.

If anyone has any resources they can share on this subject, I'd appreciate it if you could share it. There isn't much available in English as far as I know.
  Topic: Photoshop Help.
PillX

Replies: 3
Views: 3551

PostForum: Modding Workshop   Posted: Tue Feb 02, 2010 4:02 am   Subject: Re: Photoshop Help.
That would be pretty much the art of "pixel pushing", where you would need to zoom in and out of an image to determine would you need to touch up. It's an artistic judgment call as far as whether you go with one shade or another, but colors begin to sort of blend at smaller scales, representing a wider range of detail and/or suggesting some form of transition between two sections of an object (if that makes any sense to you.)

Some things you might want to try is reducing/restricting the palette (especially if the game runs on a specific palette), and/or passing the image through a sharpen filter a few times as you incrementally reduce the scale.

You'll likely need to do a little touching up with whatever process you decide to go with.

In my experience, a lot of games that use pixel art tend to use Pro Motion
 
 
 
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