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Author Message
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Jul 26, 2022 2:07 pm   Subject: Re: LSA Radzymin '44 mod
Sorry, I was thinking more of mortars, not off-board artillery.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jul 24, 2022 6:13 pm   Subject: Re: LSA Radzymin '44 mod
I hope you don't increase the damage for the artillery very much at least for the AI, as it is way too accurate. It will literally lay down rounds right next to the Soviet troops without any substantial damage incurred to them. That and the way the rounds land on my German units in a diameter of about 50 to 80 meters seems unreal.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jun 13, 2022 9:53 pm   Subject: Re: LSA Radzymin '44 mod
THIS MOD IS MY NEWEST ADDICTION!!! Playing for the third time now.

Have to say though, that my biggest blunders as the Germans has to do when I start a tank moving and then forget about it as my attention is distracted to some other skirmish or other that is going on. (Is this something that the A. I. can sense that can be used to distract? I am amazed that at times the A. I. can put up a number of good ambushes.) Then that tank more often than not runs into an ambush that is hard to get out of without being destroyed or disabled. Need to limit the distances I have the tanks travel during the phase I am currently using to discover enemy units—same with infantry.
  Topic: LSA Radzymin44 mod bugs and mistakes
Schmal_Turm

Replies: 43
Views: 9250

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Jun 04, 2022 5:37 pm   Subject: Re: LSA Radzymin44 mod bugs and mistakes
Pzt_Kanov, thanks for a fascinating read! I started your link (THE STABILIZATION OF THE FRONT BETWEEN WARSAW AND RIGA UP TO THE END OF AUGUST) from the beginning and the actual info, as opposed to Soviet and Western propaganda shows that the ratio of German vs. Russian armor lost at Kursk was something like 8 to 1! Even Russian historian, Boris Sokolov, was able to discover the truth when the records were allowed to be seen after the fall of the Soviet Union. There are over 1200 pages of info available and I plan on reading them all. Made it through almost 300 pages so far.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Jun 01, 2022 9:09 pm   Subject: Re: LSA Radzymin '44 mod
Yeah, I timed it to be the very last day and time the campaign ended. Probably the only way I was able to have enough of the Panthers left to take on the JSII and other heavy armor was to use MkIVs and assault guns whenever they were able to take on the Russian armor on fairly equal terms, which probably accounted for my larger loss of armor this time around.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Mon May 30, 2022 10:28 pm   Subject: Re: LSA Radzymin '44 mod
(The first paragraph was posted previously with the "LSA Radzymin44 mod bugs and mistakes." Both campaigns were fought against the AI)

The first map is the result of my first "Radzymin44" campaign, where the Germans counterattack, starting with version 1 and then later after about three days upgrading to version 1.04. At the beginning my Panthers took many kills as the JSIIs and ISUs guns were overpowered. As I played, I restarted the battles a number of times, maybe up to 10 over the course of the campaign which could account for the number of destroyed Russian tanks as opposed to my German losses. I also tend to play pretty conservatively as the Germans generally have smaller force pools. With the settings that Aetius recommended the Russian forces were pretty much more aggressive resulting in more overruns of my forces and generally more losses. I generally would stop the battle after the Russians would sue for a "Truce." But after the decimation and disbanding of one of my units early on and the massive numbers of Russian tanks I decided to have no mercy, so many times Russians units were disbanded.

The second map is my latest campaign, again based on the German counterattack. I was much more aggressive this time even to the point of using infantry units to attack nearly any area containing a Russian armor unit, which is a strategy I never used the first time. After finding out the strength of the unit I would then maneuver an armored unit to take it on. The difference in the amount of Russian armor destroyed probably has something to do with spending less time destroying Russian armor, piecemeal as opposed to the first campaign where I would try to rack up as many destroyed tanks as possible, and also taking advantage of the unit disbanding when the morale was too low after considerable losses.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Mon May 23, 2022 11:42 pm   Subject: Re: LSA Radzymin '44 mod
A number of things I can expect when Germans fight against the AI:

1. Whatever German unit is first spotted can expect to be hammered incessantly by artillery until it is pretty well devastated down to the last man or two, or in the case of tanks, either destroyed or immobilized.

2. The artillery can be expected to have pinpoint accuracy in a small 50 meter or less area—even to the point that is somehow misses Russian units that are in close proximity. (The exception is that the artillery does at rare times hit the Russian units.)  

3. I can have a Russian AT gun (or an infantry unit) being hit from two or three different directions, even from above, and it still manages to survive a torrent of bullets for a considerable amount of time and firing the gun at the same time. (My German units are generally eliminated so fast it makes your head spin.)

4. If I have a German MG in a building or in some other cover, they can be expected to be eliminated fairly quickly by whatever Russian unit is close by—even if the German unit has the element of surprise and the Russian unit is in the open. This seems to happen so often that I am amazed if the German unit somehow survives with very few casualties. (Since I am not that knowledgeable on Russian units, I figure they must possess some awesome weapons that are so much better than what the German Wehrmacht uses so that I loose so many of my troops in close-order fighting.)

Not sure how much of this is built into the original CC game, but I bring this up to make the point, anyway. I am happy to say, the tank on tank combat is pretty balanced. Nothing that I can tell seems out of wack in that regard.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Sun May 22, 2022 6:09 pm   Subject: Re: LSA Radzymin '44 mod
The point I was trying to make is I believe someone slipped the Russian troops some Red Bull or something as they seen to be anxious to take on my German tanks, even from the front. Or maybe they have a death wish? I can't get my Germans to do the same thing, even with a flame thrower.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Wed May 18, 2022 3:32 pm   Subject: Re: LSA Radzymin '44 mod
Maybe someone can answer a riddle for me. I have noticed that the Russian troops are pretty much fearless in attacking about any German tank within about 50 meters to disable, or if possible destroy it. I have had so many tanks disabled in this way that I am just wondering if the Russians were especially adept at this kind of warfare?
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 64
Views: 15411

PostForum: Close Combat Last Stand Arnhem   Posted: Tue May 17, 2022 3:06 pm   Subject: Re: LSA Radzymin '44 mod
Just love this mod! I too found the counter attack by the Germans much more challenging.

I hope you aren't weakening the Panthers for the sake of game play! My research says that from ballistic tests by the British, there is the equivalent of 177mm armor on the upper front glacis plate. Not sure on the turret.
  Topic: LSA Angriff mod V1.01 released
Schmal_Turm

Replies: 12
Views: 2801

PostForum: Close Combat Last Stand Arnhem   Posted: Mon May 02, 2022 11:31 pm   Subject: Re: LSA Angriff mod V1.01 released
Was able to try it this weekend and I loved the maps, any new maps are refreshing to just look at. There are only two things that I came up with so far. I had one of my German units move to join another unit already occupying a territory, without any noticeable difference to the territory entered. In other words, there was no "footprint" in the area entered. The other is: I am aware the 50 Pak 38 had trouble piercing the front of the T-34, but at less than 500m or so shouldn't there at least have been some spalling or some other damage, other than to immobilize it? I used up the entire allotment on one T-34. Just asking.
  Topic: LSA Angriff mod V1.01 released
Schmal_Turm

Replies: 12
Views: 2801

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 30, 2022 8:03 pm   Subject: Re: LSA Angriff mod V1.01 released
Many thanks for the team that put this together. Will try it tonight at work.
  Topic: Kharkov H2H GC AAR
Schmal_Turm

Replies: 6
Views: 2166

PostForum: Kharkov   Posted: Tue Jan 18, 2022 1:15 am   Subject: Re: Kharkov H2H GC AAR
I had finished the Kharkov Grand Campaign mod some time ago (or actually, I played till the last day). So, I decided it would be interesting to compare the results I came up with against those listed for H2H by Spud007 and Excellancy.

I was playing against the AI, but I too played 15-minute Battles, Line Settings, Force Morale On, 2min VL rule. I noticed that the German player lost many more tanks than I and many more AT guns. I did notice, though, that the number of Russian losses were comparable. The difference, other than fighting the AI as opposed to fighting H2H, may have been that I had read of a German Strategy some time back where the writer said that the tanks and AT guns would lie in ambush before the attack. So, I decided to try that out and not have my tanks in direct fire mode with the Russian tanks whenever possible, or if they were it was a darkened green line showing a "no clear shot," or at least a more difficult shot. It required me to check to make sure that the line of fire was not a "bright green" to more than one tank at a time, if possible. The result is that I would literally wait for the Russian tanks to come into the direct line of fire of my tanks and long-range 88s which are well concealed deep in the forests. That is the only way they are able to survive to fight another day. If it weren’t for those 88s, I would have a hard time taking out the Russian heavies like the KV and therefore able to forestall many a Russian advance. In fact, I was amazed that my units with the 88s were taking out more tanks than a number of my tank units. A number of times I have retreated to a territory that is more defensible.  

I did not notice, like was stated, that the PzIII J model was particularly effective. It could easily take out the T-34 but not so much the KV, or at least took a number of hits to do it. But yes, the Wurfers were devastating to anything within the blast radius. The trick is to use it as soon as there is a good target such as a concentration of tanks so that by the end of the battle you are able to fire another salvo. I am surprised that the "Stalin's Organs" was not listed as a good weapon. I hated them with a passion and would do almost anything to take them out, from firing the Wurfers to sending a suicide squad to do a search and destroy mission. I probably lost at least a quarter of my tanks to these, when you count the disabled tanks that were never repaired. One thing is that when I play I try to limit the number of losses, especially of tanks. I assume the position of the German Commander who must have units left after the battle to fight another day.
  Topic: The Records Thread
Schmal_Turm

Replies: 71
Views: 87250

PostForum: H2H Multiplayer   Posted: Sun Dec 19, 2021 7:10 pm   Subject: Re: The Records Thread
Held off Warsaw Pact tanks with one M1A1. Unfortunately, it was destroyed in the next battle.
  Topic: LSA Radzymin44 mod bugs and mistakes
Schmal_Turm

Replies: 43
Views: 9250

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Dec 15, 2021 2:15 am   Subject: Re: LSA Radzymin44 mod bugs and mistakes
Here are the results of my first Radzymin44 campaign, where the Germans counterattack, starting with version 1 and then later after about three days upgrading to version 1.04. At the beginning my Panthers took many kills as the JSIIs and ISUs guns were overpowered. As I played, I restarted the battles a number of times, maybe up to 10 over the course of the campaign which could account for the number of destroyed Russian tanks as opposed to my German losses. I also tend to play pretty conservatively as the Germans generally have smaller force pools. With the settings that Aetius recommended the Russian forces were pretty much more aggressive resulting in more overruns of my forces and generally more losses. I generally would stop the battle after the Russians would sue for a "Truce." But after the decimation and disbanding of one of my units early on and the massive numbers of Russian tanks I decided to not have mercy, so many times Russians units were disbanded.
  Topic: LSA Radzymin44 mod bugs and mistakes
Schmal_Turm

Replies: 43
Views: 9250

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Nov 10, 2021 12:40 am   Subject: Re: LSA Radzymin44 mod bugs and mistakes
Sorry, not sure what the "save game editor" is or where to find it.
  Topic: LSA Radzymin44 mod bugs and mistakes
Schmal_Turm

Replies: 43
Views: 9250

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Nov 08, 2021 11:54 pm   Subject: Re: LSA Radzymin44 mod bugs and mistakes
I have to say that after playing down to the last few days left that this has probably been the most nerve wracking, anxiety ridden mod I have ever played as being the German forces. It was only after I was able to surround the Soviet forces that I have even been able to see the light at the end of the tunnel, so to speak. I told myself that I would probably never play it again, but then I decided to try to do an earlier interdicting of supply routes just to see how that works. Must easier to take with the corrections to armour and all. Great job!
  Topic: Gold Juno Sword 9.5
Schmal_Turm

Replies: 58
Views: 11988

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Oct 18, 2021 9:05 pm   Subject: Re: Gold Juno Sword 9.5
GameRat, I am wondering if those are the settings you recommend for just this mod, or for the gaming in general? I have used the similar settings recommended in playing the LSA Radzymin '44 mod and have noticed a marked more aggressive response for the Russian forces.
  Topic: LSA Radzymin44 mod bugs and mistakes
Schmal_Turm

Replies: 43
Views: 9250

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Sep 27, 2021 6:22 pm   Subject: Re: LSA Radzymin44 mod bugs and mistakes
Don't know if this is an anomaly, but I had a battle where a JSII took a few hits at point blank range from two Panthers and a Tiger and showed one crew member incapacitated. Then as I watched, it took about thirty more rounds, mostly to the turret before the crew was down to two. Definitely would have to be a record of surviving that many hits. Seems somewhat unrealistic. I have had many German tanks that when they were immobilized, as this one was, after taking so many hits would abandon the tank. I guess the Soviet crew was concerned with what happens to deserters.
  Topic: LSA Radzymin44 mod bugs and mistakes
Schmal_Turm

Replies: 43
Views: 9250

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Jul 30, 2021 8:47 pm   Subject: Re: LSA Radzymin44 mod bugs and mistakes
After saying how good LSA Radzymin44 is with the version 3, I have to take it back a little. I could be wrong, but I don't believe that the 122mm and 152mm cannons are quite as accurate as they are portrayed in the mod. Nearly every time they fire at my tanks it is a one shot kill. I know that the size of the shell was able to defeat even the Panther, but is it really that accurate every time?
 
 
 
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