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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Always obey orders?
crewman

Replies: 14
Views: 12138

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Sep 12, 2016 12:48 am   Subject: Re: Always obey orders?
it is said that soldier behaviour stuff is hard coded in game and therefore can't be modded, but Morale and Experience settings can be modded.
Higher values increases accuracy, but maybe also soldier determination?
You could experiment with the stock game or try LSA Gold Juno Sword 7.3 ... which uses higher values.
  Topic: US Elections 2016
crewman

Replies: 282
Views: 144190

PostForum: The Mess   Posted: Thu Sep 01, 2016 1:17 am   Subject: Re: US Elections 2016
https://m.youtube.com/watch?v=jgZ-mEkE7aU
  Topic: US Elections 2016
crewman

Replies: 282
Views: 144190

PostForum: The Mess   Posted: Wed Aug 31, 2016 5:37 pm   Subject: Re: US Elections 2016
Arrow's impossibility theorem

https://m.youtube.com/watch?v=ihGYGU83JZo
  Topic: tLD strat map
crewman

Replies: 21
Views: 18560

PostForum: Modding Workshop   Posted: Mon May 02, 2016 9:41 pm   Subject: Re: tLD strat map
from looking at some maps ... it seems the bottom ten maps are further south than the German start point of the operation. Instead of maps in the far south, maybe there could be more maps in middle section and/or more detail of fighting around Stalingrad?
  Topic: tLD strat map
crewman

Replies: 21
Views: 18560

PostForum: Modding Workshop   Posted: Mon May 02, 2016 5:49 am   Subject: Re: tLD strat map
I believe the beginning stage of the German campaign saw a lot of ground gained in first day or two, until stronger red army units arrived and slowed the advance ... and finally stopped it.
Therefore, some of the first layers of maps could resemble this ... by having German BG's push through weaker red army Static and/or mobile BG's ... while other strong red army BG's advance towards the Germans to establish a more steady front line
  Topic: tLD strat map
crewman

Replies: 21
Views: 18560

PostForum: Modding Workshop   Posted: Mon May 02, 2016 12:05 am   Subject: Re: tLD strat map
there could be a single German supply depot map in centre of Stalingrad maps that could simulate air supply to German units in Stalingrad. Red army would fight to capture it and cut supply to 6th Army ... as well as contain any breakout attempts to link up with the relief forces.
  Topic: tLD strat map
crewman

Replies: 21
Views: 18560

PostForum: Modding Workshop   Posted: Sun May 01, 2016 11:46 pm   Subject: Re: tLD strat map
wow, that is a good concept strat.
Would you rotate it so most battles are played horizontally?
And hv you thought of LSA platform?

Are you thinking of making historical maps?
I think the best concept for cc maps is to use historical maps and/or with google earth ... then reduce the scale so more features are within the map area ... and then lastly, redo roads and buildings to the larger cc scale.
Is that the way you made pitf maps? I also prefer the scale of cc before pitf, and map sizes similar to GJS.
Looks like potential for a really great mod, especially if Germans are also fighting in Stalingrad with option to attempt breakout.
  Topic: tLD strat map
crewman

Replies: 21
Views: 18560

PostForum: Modding Workshop   Posted: Thu Apr 28, 2016 12:34 am   Subject: Re: tLD strat map
use this map concept (or rotate it once clockwise), then the entire operation could be portrayed. Would require new strat map and new maps, and probably a team effort.

German relief units attack, while German Stalingrad units defend or attempt breakout ... and simultaneously, Russian units attempt to overrun air supply bases and flank relief forces. Not sure if LSA air supply feature works, but would be interesting to have Air Supply to German units inside Stalingrad and chance for Russian units to cut it off by capturing air base maps.
  Topic: tLD strat map
crewman

Replies: 21
Views: 18560

PostForum: Modding Workshop   Posted: Wed Apr 27, 2016 11:51 am   Subject: Re: tLD strat map
cool idea, but in my opinion the TLD Strat map is lacking due to its shape.

6x6 shape and other combos up to 8x8 would be much better.
GJS is a good example of this.
  Topic: LSA GJS 7.3 final
crewman

Replies: 19
Views: 16728

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 23, 2016 2:06 am   Subject: Re: LSA GJS 7.3 final
Hi TWJunky,
Thanks for comments and interest. I'd like to help, but am too busy right now.
  Topic: LSA GJS 7.3 final
crewman

Replies: 19
Views: 16728

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Apr 22, 2016 2:51 pm   Subject: Re: LSA GJS 7.3 final
ok, I understand now. That would require the files of the original LSA game to be modified in similar ways as the GJS 7.3 files.
  Topic: LSA GJS 7.3 final
crewman

Replies: 19
Views: 16728

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Apr 22, 2016 5:37 am   Subject: Re: LSA GJS 7.3 final
Hi TWJunky,
There is a campaign available to play with 7.3 ... the Grand Campaign, which starts with Allied Airborne and then beach landings

Also Operation Perch
  Topic: GJS 7.3 actual map locations
crewman

Replies: 13
Views: 12272

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Apr 17, 2016 12:29 am   Subject: Re: GJS 7.3 actual map locations
I agree the Allies had a lot of firepower, but soldiers still had to land on the beaches and capture positions ... it's part of the historical story of the Normandy campaign.

And yes you can make it easy for the Allies to get off the beaches by reducing the number of units in Static BG's and lowering their Experience and Morale.
But it's not necessary to make it too easy.

I wanted to help create battles that are meaningful for both sides, and make it possible for the Allies to move off beach maps in one battle. But it's not a guarantee, if fact the Allied player needs to use good tactics and push units hard in order to do it. With Germans at Veteran and Allies set to Line, Morale "Off", and 15 min timer ... most beach map battles were extremely close and could have easily had different outcomes. You can see an example GC in the AAR.
Allies will eventually defeat the Static BG's, but they are rewarded if it's done quickly ... because they will be able to move inland further and capture more ground before meeting mobile German BG's arriving at the front ... especially concerning maps Benouville and Bayeux.
And a player commanding The German side has opportunities to stall movement of Allied BG's on beach maps.

A lot of testing was done for the beach map phase of GJS 7.3, and modifications made. The result is a build up of tension as opposing players struggle to make the most of each battle ... knowing the outcome is not certain, but the consequences are influential for the overall success of the campaign.
  Topic: GJS 7.3 actual map locations
crewman

Replies: 13
Views: 12272

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 16, 2016 8:01 am   Subject: Re: GJS 7.3 actual map locations
I also don't like beach map battles, but when played in context of a GJS Grand Campaign ... they present a unique challenge for both players that can influence the entire Campaign depending on how quickly Allies move off the beaches.
It's also demoralizing for the player commanding the German side... watching each Static BG get crushed, one after another. And sparks anticipation of when full BG's with armor finally arrive to the front.
  Topic: GJS 7.3 AAR
crewman

Replies: 101
Views: 63006

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 16, 2016 1:55 am   Subject: Re: GJS 7.3 AAR
73. Benouville June 10, 07:00 turn 9: Perhaps one of the most critical areas of battle on the Strategic map, due to supply of the entire Airborne sector dependent upon Allies keeping the Pegasus VL open at p11.

Allies were able to quickly capture this important supply link during the initial attack phase, but lost control when the single Allied BG could no longer field significant armor ... due to ongoing losses from the drive off the beach along with engagements here.
Allies eventually regained control after several battles, as Airborne BG's were critically running out of fuel and ammunition.
Then faced several German counter attacks in attempts to disrupt supply again.

Allies have been able to gain ground by capturing key areas, which provide staging for following battles. Sometimes a section of hedge or gap between buildings is enough to gain fire superiority. Each battle has been a grueling test of nerve and tactics, but importantly for the Allies ... it now seems supply to the  Airborne is finally secure.

Infantry move into p1 building and get hit hard from several enemy positions, but get support from Vickers and soldiers in buildings east of their position.
Rifle team at p4 moves to secure p3 hedge, but gets hit by soldiers already occupying. Infantry moves to p5 to support, and then German Half Track arrives at p6. Fire Fly rounds corner at p7 and destroys HT, but Faust hidden in p3 hedge knocks out FF.

Sherman at p8 enters hedge to hit MG 42 at p2, then Pz IV seen moving to gap in hedge west of p2.
Infantry at p8 advance to p9 and find ATG and soldiers. Pz IV at p10 moves to engage, giving its side to three Allied tanks moving in from p11. Pz IV knocked out and Cmd team force ATG to abandon Gun. Battle ends as p2 Pz IV and area 10 Sherman exchange shots, and p12 infantry pinned crossing field to P6 VL.

Been fun posting AARs, but real life requires time elsewhere. Campaign is ongoing ...
  Topic: GJS 7.3 AAR
crewman

Replies: 101
Views: 63006

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 16, 2016 1:09 am   Subject: Re: GJS 7.3 AAR
72. Bieville June 10, 07:00 turn 9: Fighting on this map seems to portray the tough stalemate type engagements commonly referred to in historical accounts of Normandy battles.
Buildings at area 1 have changed hands several times, and remain extremely difficult for Allies to maintain and/or advance from ... due to the advantageous defensive positions at area 4, combined with the numerous armor and ATG's this German BG is able to field. As well, the large open field west of position p3 makes it difficult to capture and hold any ground at the west side.

Allies again attempt to gain ground. But like other battles here, it is sure to be intense and costly for both sides ... although, Allies have the larger proportion of losses and its Force Pool being used up more quickly.

Germans immediately hit p3 Vickers with MG 42 fire from p2 building, killing a team member and force retreat to behind building. Several teams advance towards p4 VL in p1 buildings, but advance stalls under intense fire from area 4 infantry and Pz IV at p2. Cmd Sherman is able to move between small gap in buildings of area 1, and emerge to knock out Pz IV.
Another Pz IV at p4 intersection moves across road, but quickly backs to cover when seeing Fire Fly moving to fire from p6.

Tough fighting erupts as both sides send infantry into p5 building, resulting in losses and virtual stalemate. Allied infantry probe to p7 and come under fire during end of battle. Also ... German team sneaking up to p3 VL is destroyed by remaining Vickers and Bren team defending there.
  Topic: GJS 7.3 AAR
crewman

Replies: 101
Views: 63006

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 16, 2016 12:00 am   Subject: Re: GJS 7.3 AAR
71. Tailleville June 10, 07:00 turn 9: Germans broke through lines at Hermanville and enter map at area 3. Allied BG rushes to defend, enters at area 2 ... rest of map neutral.

German BG has total of four Panthers, and combined can crush an Allied attack. But, Allied ambushes of ATG's and Piats can knock them out ... so no doubt Germans will proceed with caution and with infantry support.

Allied infantry outnumber opposing teams at p1, and German armor can't support fighting occurring behind large hedges and within a treed field. Fighting continues throughout battle, but neither side gains ground. Also, an Armored car at p2 is knocked out by Panther in p3 field.

Other Allied infantry progress to areas 4 and 5, but get pinned by MG 42's and small arms fire across road and from area 10 buildings. Cmd team and Piat captrure p7 VL and move to p9, while Grille and Panther advance to p6. Piat is cut down while crossing field by distant MG 42.

Panther and Grille pound p5 buildings, but don't risk further movement into Allied territory. Allied patrol captures P8 VL and engages infantry in north building.
Both sides have capable ground for staging attacks next battle. German BG is in supply and has huge firepower potential with big Cats ...
  Topic: GJS 7.3 AAR
crewman

Replies: 101
Views: 63006

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Apr 15, 2016 10:48 pm   Subject: Re: GJS 7.3 AAR
70. Creully June 10, 07:00 turn 9: Germans break through Allied lines at Bayeux into Creully and arrive at area 6 ... Allies bring a BG in from Thaon to defend at south west corner. The remaining VLs are neutral.

Opposing infantry teams exchange fire at p1 and p2. An Allied patrol finds German soldiers at p4, which prompts a second Rifle team and Cmd team from p3 to assault p4.
German team is eventually destroyed in brutal hand to hand combat, and infantry at p1 and p2 continue sporadic arms length fire. Both sides take losses.

Two M-10's alongside building at p5 have line of sight north up road to p6 and wait for any German armor to appear. A 15 cm Grille is slightly off target, but sends HE crashing into building a p5.
Infantry at p7 move out to p8, p11, and p13. Arriving at p8, soldiers take fire from soldiers in p12 building and spot a StuG at p9.
An M-10 from p5 moves north out of cover and is knocked out by PzSchreck further north. Meanwhile, StuG unleashes fire on p8 infantry ... so M-10 moves from south west corner to area 3 road and drives fast across road to p10 while under fire, but shot misses. StuG turns to engage M-10, while p8 soldiers rush across road and kill PzSchreck team in hedge. Simultaneously, Piat Group moves from p11 to p12 to join Cmd team. StuG knocks out M-10, but shortly after Piat pierces StuG's armor, and destroys.
Piat group and Cmd team advance into p9 buildings, while p13 soldiers send fire across road into building. p6 Grille moves into line of sight of waiting M-10 and is destroyed.

Allies defend against further penetration to other maps as well as keep supply routes active ... and have good positions from which to defend next battle.
German BG has its supply cut at Bayeux.
  Topic: GJS 7.3 AAR
crewman

Replies: 101
Views: 63006

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Apr 14, 2016 6:23 am   Subject: Re: GJS 7.3 AAR
69. Bayeux June 10, 07:00 turn 9: Allies move infantry from p1 to areas 2 and 3. And Sherman from p5 to area 2 crossroad. infantry at p2 move to area 3 and engage enemy troops in building. As well, at area 4 Allies find infantry to fight.

Area 11 buildings have a large German infantry presence firing into buildings across the street, and Half Track supporting. Allied infantry and Vickers and p8 and p9 fire back with support of M-10 on road between buildings.
Allies call artillery to area 11, knock out HT and big damage to infantry ... which quiets the attack.
Germans counter with artillery sent to area 4, destroying an infantry team and half a Cmd team.

Allied soldiers assault through area 3 and briefly capture p7 VL with support of Sherman at p6. German tank at area 7 and supporting infantry move in to recapture the VL and hold.

Second Sherman from p5 moves to p10 and escapes a missed shot from a Pz IV behind gap in buildings. AT infantry destroy Sherman at p10.
Allies attempt recapture of p7 Tilly VL, but two infantry teams cut down and Sherman lost at area 7.
Germans regain area 4 VL as they pass through gap in Allied line.
  Topic: GJS 7.3 AAR
crewman

Replies: 101
Views: 63006

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Apr 14, 2016 6:01 am   Subject: Re: GJS 7.3 AAR
First battle after the above mentioned move turn ... Bayeux
The attached image shows the deployment areas for each side as well as neutral, all resulting from different moves.

Previous battle Allies captured the Tilly VL at p1 and then sent a BG to Tilly during this move turn. Germans swap BG's between Tilly and Bayeux. The game allowed both Allied and German BG's to pass each other on same road.

Besides that, you can see when a German BG moves in from Tilly it removes any Allied gains of last battle between areas 1 and 2, and also turns Allied ground near areas 3 and 4 into neutral ground. As a result, Allies have to fight to gain back that ground each time Germans swap BG's from Tilly and Bayeux.
Now the Allies have a BG in Tilly this will not occur, but the VL needs to be recaptured to get supply through. This strategy comes with risk.

Also notice the Allies moved in a BG from Magny at p5, and gained ground around area 6 and 7.
And both Allies and Germans had a second BG on Bayeux that remained stationary while the other moves took place.
 
 
 
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