Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1222
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search

Search found 272 matches
Close Combat Series Forum Index
 
 
Author Message
  Topic: Radzymin V3.01 mod for LSA is released.
Schmal_Turm

Replies: 11
Views: 2432

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Feb 01, 2024 3:30 pm   Subject: Re: Radzymin V3.01 mod for LSA is released.
Aetius, yeah, not sure if it because of the aggressive nature brought on by your suggestions on setting the difficulty levels, but it seems that more Russian infantry units are running headlong into my tanks to try to disable them—even from relatively long distances—than I ever remember before. Not sure if that is even a general tactic by Russian units during the war. But it does make for more anxiety during any time my tanks run up to any covered position, and for more dead Russians.
  Topic: Radzymin V3.01 mod for LSA is released.
Schmal_Turm

Replies: 11
Views: 2432

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Jan 16, 2024 3:20 pm   Subject: Re: Radzymin V3.01 mod for LSA is released.
I have to say Aetius that I may go crazy before I finish the campaign I am now playing. When I said that it is challenging, that was before I have been trying to take over a territory with the Russians still having fairly adequate infantry available. The last battle I was working on I thought I had the territory all locked up and then one small Russian unit managed to sneak through my lines and take a victory location to the rear of my units. When I tried to take it back I discovered a nasty surprise as it was a flame-thrower unit at that. Needless to say it didn't go well.

I am assuming that the German Wehrmacht must have experienced something similar.
  Topic: Radzymin V3.01 mod for LSA is released.
Schmal_Turm

Replies: 11
Views: 2432

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jan 01, 2024 8:06 pm   Subject: Re: Radzymin V3.01 mod for LSA is released.
I have to say that with replacing maps from PitF that the whole mod is definitely a whole new game and being very difficult to even take territory—at least if you are playing as the Germans. I have not finished the two campaigns yet, at the time I am playing the German counterattack. But it is definitely very challenging.

Not sure if it is a mistake or not but I have noticed that some of the 88s have as little as four or five for a team.
  Topic: Best purchase ever
Schmal_Turm

Replies: 6
Views: 799

PostForum: The Mess   Posted: Sat Dec 09, 2023 6:35 pm   Subject: Re: Best purchase ever
WOW! I was not aware that so many of the great maps were created by only one person! I agree that the maps on PitF are some of the best there are. I used to play that game all the time as I loved to have the Panthers in the mix. Now, I am just starting the Radzymin mod V3 and with the addition of the PitF maps I am fighting for the life of the German forces, at least in the German counter offensive.

Thank you Southern-land for all you have done. It has made my many long overnight hours as Security for a trucking firm much more enjoyable.
  Topic: Radzymin V3.01 mod for LSA is released.
Schmal_Turm

Replies: 11
Views: 2432

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Nov 16, 2023 9:37 pm   Subject: Re: Radzymin V3.01 mod for LSA is released.
The last time I updated either LSA or the Radzymin mod, I lost all the previous games I had either finished or was working on. I am not sure which one deleted all my previous games. Since I am enjoying the best I have ever done with over a 10 to 1 kill ratio as the Germans, I am going to finish it before I update to Version 3 lest I lose that one. Does the new V3 mod actually act like a separate game from the V2 so that I have two different versions to play?

This is by far my favorite mod!!! The addition of the maps from PitF should make it like a more interesting game, or at least a different variant than V2.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Apr 11, 2023 10:21 pm   Subject: Re: LSA Radzymin '44 mod
(First image) Well, I pretty well finished the last campaign I played as the Germans. The German Wehrmacht had chronicled a 10 to 1 kill ratio against the Soviet armored forces during the war. So, I was trying to attain that this last time. For a while I had attained that and more, but toward the end now it is more like 8 or 9 to 1. I never finished the campaign having about three days of battle left.

(Second image) So, as I said, after I finished the last campaign as the Germans, I would try as the Soviet forces. Although I found it somewhat difficult to defeat the Panthers I was able to destroy enough of them as noted in the armor losses attached. The great majority of the German losses were the Panthers as they were the first units encountered. I pretty much let the AI decide what Soviet forces were composed of, with a few exceptions. There are about nine days left of battle.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Feb 15, 2023 11:56 pm   Subject: Re: LSA Radzymin '44 mod
I'll try it after I either get the Russians checked so they can't go any further, or I finish.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Feb 15, 2023 12:07 am   Subject: Re: LSA Radzymin '44 mod
Aetius, still my favorite mod!!! (at the moment anyway). Probably because with the Panthers the Germans have better than average chance for their tanks to survive most rounds from the Russian guns. The other factor is that they are nearly immune from shots from the 76mm from the front. Anyway, I have played many campaigns, at least till I have been able to pretty well stop the Soviet advance. This latest one is where I decided that since the Soviet attack was largely unknown to the Germans that I would not move any of my units until they came under attack. This resulted in a better number of Russian units that were able to penetrate further into the battle map and thus more challenging battles on the Stratmap.

Attached are the results after about five days of battle. The German reinforcements are coming in the nick of time to repel the stronger Russian armor units. Not sure why but the kill ratio for the tanks is the best I have ever attained. I have made more and better use of smoke, so I believe that has made a huge difference—especially when it comes to AT guns.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Oct 25, 2022 2:08 pm   Subject: Re: LSA Radzymin '44 mod
I decided to try the initial invasion as the Russians. After only about two days here are my results. At first I had the Russian tanks come in mass, and after getting shellacked I changed to more the way I play as the Germans. Any units with the Panthers are a tough nut-to-crack. At first the Panthers were congregated in groups, where they became easier targets, but then as I took a toll on them the AI seemed to be more conservative in how they were positioned, being positioned in smaller groups, or even a Panther here and there.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Oct 21, 2022 9:42 pm   Subject: Re: LSA Radzymin '44 mod
I have found out that if I can bury the AT gun so that there is only a very faint green line (darker than the bright green) to target, that they tend to last longer. The trick to wait for the tanks to come into line of fire. I tend to do this with the tanks also. They generally last much longer.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Oct 10, 2022 11:03 pm   Subject: Re: LSA Radzymin '44 mod
I decided to play the Radzymin '44 Russian invasion campaign, instead of the German counterattack. My results are in the attached. Many of the kills are not from tank to tank duels as many of my defending units in the beginning are Grenadiers. I did make use of well emplaced AT guns and the Panzerschreck. I also made liberal use of smoke to help conceal my AT guns when they came under fire, and the results of artillery cannot be discounted. Anyway, I have never seen kills to this extent with very little loss of my own tanks. Many of the kills were also a result of cutting off Russian units fuel supply.

The first map is primarily kills by AT guns with a low number of tank lost. The second one is after a number of Panthers and Mark IVs were entered into battle with the resultant loss of many tanks.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Sep 25, 2022 12:37 am   Subject: Re: LSA Radzymin '44 mod
I have to tell you though, I was under the impression before watching the numbers for myself, that ALL damaged vehicles went to some repair depot where they could eventually come out again. I found out, by watching the armor kills that the armor that didn't yet make the 40 percent repair rate were shuffled to the kill pile. Pretty sad that a slightly damaged Panther, even one that was "tracked" were designated the same when it came to damage.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Sep 23, 2022 7:22 pm   Subject: Re: LSA Radzymin '44 mod
Aetius, either you changed the German Order of Battle to make the game more challenging, or to make it more realistic. I am assuming more realistic. It is definitively more challenging to have fewer units with a pretty good stock of Panthers. At this point in the game playing the German counterattack, I am not even sure if I get any reinforcements anymore. So, will wait to see what happens. It drives me nuts though to see even tanks that have been "tracked" by trees and such end up in kill pile because of minor damage.

When you hardened some of the armor, inadvertently you made it so that while before I could use my machine guns on open-topped vehicles like the SU-76 to at least put the unit under duress, while now my infantry refuse to even fire at them saying they can't hurt that.

Otherwise, I still love the mod.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Sep 12, 2022 6:28 pm   Subject: Re: LSA Radzymin '44 mod
Aetius, not sure how much you increased the armor on the T-34, but when I have more than three German 75s firing on one tank at less than 500 meters and the best I can get is immobilized and one crew member killed, I think you over did it just a little. Just my opinion.

Otherwise, I love the new look so far, although I never got past the first round of battles. I believe you added some different maps than you had before. I also noticed the order of battles roster has been changed considerably.
  Topic: LSA Radzymin '44 mod
Schmal_Turm

Replies: 95
Views: 46458

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: 95
Views: 46458

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: 95
Views: 46458

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: 54
Views: 20530

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: 95
Views: 46458

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: 95
Views: 46458

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.
 
 
 
Page 1 of 14 Goto page : 1, 2, 3 ... 12, 13, 14  Next
Time synchronized with your computer time
Jump to:  




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!