CCS vs TLD Meuse AI - Operation Le Blitznado
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#101: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mooxe PostPosted: Sun Apr 06, 2014 4:13 pm
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Wow the strategic situation has sure changed since I last played. There's quite a few German troops with lots of kills and medals now. I am only switching out wounded teams that have no kills, and fresh teams that have no kills, everyone else stays despite wounds. Will resting these BGs heal wounded troops?

Thuin

Germans are cut off and supply has dwindled to red levels, all my vehicles started fueled up though. French attack with multiple Char BS1 tanks. My goal was to hopefully disband but my Germans were so light on AT that it couldn't happen. I eliminated most of the AI's infantry but his morale help up. One Char down from airstrike, one immo'd, H-39 KO and 81mm Mortar HT KO. The French infantry did get moving fast and early, they were mostly cut down in the streets.


Link


Thuilles


This was a no brainer. French hold one VL about 15m from my deploy. I placed all my troops right in the center mostly to end this battle quick. My 2cm car takes the final VL in the first two minutes and. During the two minute countdown my men go on a free for all shooting spree. I am surprised the map didn't end with morale loss, but it was a disband none the less! This victory opens up supply to Thuin.


Link



TLD_OLB_40.gc
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Latest Blitznado file

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#102: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: vobbnobb PostPosted: Mon Apr 14, 2014 8:34 pm
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This is a great mod. Playing as French right now

#103: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: vobbnobb PostPosted: Mon Apr 14, 2014 11:57 pm
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HAHA! I saw that 88 on the truck, took it out with mortar before it could get a shot off. Someones gonna be pissed that truck isn't going back for rearming and repairs..


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#104: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mooxe PostPosted: Sun Jan 10, 2016 11:11 pm
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Time to continue Bliztnado?

#105: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: TejszdLocation: Canada PostPosted: Mon Jan 11, 2016 9:05 pm
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I'm in again!

#106: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: TejszdLocation: Canada PostPosted: Mon Jan 11, 2016 10:25 pm
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May 13 Exe T1 Beaumont Results: Germans enter on the east side of the map against a waiting French BG 62eRI/22eDI. We have 1 disorganzied infantry squad but it doesn't require any repalcements so there is no impact. Fire errupts right away as the French do want to give up any more ground. A German Pz4 gets disabled due to French artillery support and now we'll have to clear the city/map without tank support. In the end the Germans push hard losing some men getting control of the whole map and BG gets disbanded as they have no exit VL.

Edit: added ongoing GC for someone else to pickup. Need to understand why my .jpg image preview in the post is not showing the proper color now since moving to Win10 and changing my monitor....



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#107: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mooxe PostPosted: Mon Jan 11, 2016 11:32 pm
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The colour is not showing right for me either, hasnt been for a couple years. Something on the server I think.

#108: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: vobbnobb PostPosted: Tue Jan 12, 2016 1:51 am
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Mooxe I would look into it, can you do a virus scan on your server files? It wouldn't be a bad idea.

#109: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: ScnelleMeyer PostPosted: Sat Jan 16, 2016 6:49 pm
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Fought 3 battles:
Rumigny
Aubigny-les-Pothees
Signy l'Abbaye



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Schutzenregt.4/6.PD vs 32.eBCC/GBC518. I swapped out the 20mm flak with a Pz IVD as I was attacking. Made a tank supported Infantry attack across the bridge. Was met by heavy French infantry and Tank counter attack in the mainstreet. Succeded in getting a
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Schutzenregt.2/2PD vs 148eRIF/101eDIF Heavy casualties for our forces both in men and material. Caused mostly by precise French arty fire into our deploy box. There was also heavy infantry combat in the woods by the Southern VL. The French was dug in real
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PzRegt.3/2.PD vs 295eRI/55eDI. The French force was destroyed with light casualties for us. Opens supply route for PzRegt.1/1.PD
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#110: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: ScnelleMeyer PostPosted: Sat Jan 16, 2016 8:41 pm
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The file


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#111: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mooxe PostPosted: Fri Jan 22, 2016 5:13 am
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Mouzon. New German unit entering here against a dug in French armour. French have a bad deploy mostly on the other side of the river.

I took up a general advance to the South taking up high points in bounds. After the French were bogged down on the bridge I took MG teams to the factories lining the river to open fire across to dug in positions. That was enough to force the disband. My single crewed Pz4 with LOS to the bridge kept banging away unsuccessfully at French armour trying to get through, wrecks were blocking their advance.



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The French tank at the intersection immo'd my Pz2 and Pz4, killing and wounding numerous crew members.
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My MG team in the 3 story behind the front line was able to pick off quite a few soldiers at range.
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Dismal French result!
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CCSvsMeuse21Jan16.gc
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#112: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: southern_land PostPosted: Fri Jan 22, 2016 9:12 am
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the later version (unreleased) has another megatile along the southern map boundary to give the french a little more deployment space

#113: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: sweofp PostPosted: Sat Jan 23, 2016 10:49 pm
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southern_land wrote (View Post):
the later version (unreleased) has another megatile along the southern map boundary to give the french a little more deployment space


Is this going to be released?

#114: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mooxe PostPosted: Sun Jan 24, 2016 3:52 am
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Montmedy Meeting Engagement

France 3 Barrel Supply Depot. Don't disband these guys. Just bleed them out match after match.

My infantry crawled West then South to occupy the bunkers. My Pz3 was in a 12 minute dual with about 4 or 5 light french tanks. The Pz3 never sustained damage, and he never stopped shooting. Multiple French tanks were damaged with a couple destroyed by the Pz3 and an artillery barrage. Only notable was my assault on the bunker. Tank fire plus an Mg34 providing suppressing fire let three of my infantry teams take it without many casualties.


Last edited by mooxe on Fri Jan 29, 2016 8:09 am; edited 1 time in total


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CCSvsMeuse21Jan16.gc
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Latest File 23 Jan 16

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#115: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mooxe PostPosted: Sun Jan 24, 2016 3:55 am
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Tejszd, theres a large citadel at Montmedy. How come it was not modeled into the map? Comparing the CC map to Google Maps, it looks like it would of been just a few hundred meters West.

#116: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: TejszdLocation: Canada PostPosted: Fri Jan 29, 2016 1:06 pm
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Hi Mooxe,

Montmedy hasn't been changed since the original mod release. To me it is a pretty good map representing the northern most end of the maginot line and played well so have never considered changing it....

#117: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mick_xe5 PostPosted: Tue May 03, 2016 7:55 pm
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Chaumont - the last battle for 13 May Eve Turn 1:

1/1 attacks onto the map from the north, The terrain favors a main effort due south toward the expected enemy center of gravity. French infantry opposition should be typically feeble if his guns can be destroyed or avoided. My main concern is red fuel status. One or more vehicles will be immobilized from the start due to lack of fuel. I debate whether to replace a PaK with a PzI MG or an infantry unit. I go with the PzI which of course is one of the two vehicles starting without fuel. But then that situation could have been considerably worse. A secondary effort will be made to the west while a small end run to the east by the Kdo wagon and Aufklarer should scoop up 2 or 3 easy VLs.

The French appear almost immediately after the battle begins - two infantry teams along a wall in the treeline to the west, two in new trenches in the open in the center. The trench dwellers get blitzed on the move by the massed force of the main effort without loss or pause. Those in the trees die almost as easily although an infantry leader is killed on the run. Full battle arises once my main force enters the first buildings in town. I have struck the French directly in their center of mass. My lead infantry elements blunts a crawling French advance with but a single casualty. By the time my armor negotiates some woods and a wall to join them it is clear the battle will end quickly with French morale loss.

Therein lies my major mistake - knowing it was to be a short battle, I should have left the center to take care of itself and focused on seizing VLs on the east and west perimeter. Instead let myself become immersed in the middle after an unseen French gun damaged a PzIV killing its loader. With the PzIV backed safely out of harm's way, I became engrossed in finding the offending gun so I could mortar it into oblivion, which IMO is the only reason to have a granatenwerf in a BG. Then the commander of a PzII I diverted from the eastern effort toward the center was incapped by a rifle grenade so it too had to be retreated.

By then the enemy was offering truce which is usually only encouragement for the Germans to press harder. Now I did tend to taking VLs on the flanks but at 9:30 on timer the froggy white flag was raised before those movements could bear fruit. 3 VLs were gained in addition to the 2 taken  but due to 'scheiss not Zeiss' optics I never did locate the gun or use my 8cm tube. German losses were light but 2-3 more VLs should have been taken had I employed better time management.  Altogether just a C+ performance on my paet.

End of turn so I'll need to familiarize myself with the strategic situation before making any strat moves and distributing support missions. Now is not the time to overlook opportunities for the French to slip thru our lines as looks to be a possibility with the FR BG in Charleroi.



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1/1 attacks onto Chaumont
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#118: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mick_xe5 PostPosted: Wed May 04, 2016 4:30 am
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The 13 Eve 2/2 strategic movement is generally west or northwest. Highlights include:

15/5 moves NW from its engaged battle on Thuin to unoccupied Harmignies.
11/6 moves west into Thuin from Thullies to continue battle with FR 28/1.
25-37/7 moves west into La Louviere, leaving its engagemebt with FR 5/1 on Charleroi since 5/1 could, and did move east to Namur forestalling the attack by 28/8 from Namur.
7/7 attacks west from Beaumont to Maubeuge where FR 23/4 defends.
57/6 not knowing if the French are in Hirson and/or Montcornet, stands fast on St Michel until support arrives in the south to move into Montcornet.
4/6 and 2/2 continue their battles on Rumigny and Aubigny. 4/6 faces the tougher, armored foe so, on a hunch, it is given the lone air sortie.
3/2 at Signy holds in place facing a dilemma similar to 57/6. If it moves south to either Grand Champ, occupied by FR 208/53 or an apparently empty Launois, its possible that enemy forces on the road not taken will seize a vacated Signy. FR 208/53 obliges by attacking Signy with a poor entry zone.
1/1, with mortar support, will continue its battle with FR 331/55 at Chaumont as does 86/10 on Montmedy against 42/3. Montmedy is the only map eligible for artillery so 86/10 gets allocated qne of the three available artillery missions as well as mortar support.
Lastly, a reorganized FR 239/53 arrives on Mouzon to do battle with 69/10.



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#119: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mick_xe5 PostPosted: Wed May 04, 2016 4:46 am
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13 Eve 2/2 - Namur, GE 28/8 defends vs FR 5/1

No better place than Namur for Wehrmacht infantry to defend against French armor. Even so I completely revise my OOB, choosing four 37mm AT guns and 8 MG teams. One gun goes in the bunker between the bridges while the other three set up in bldgs fronting the east side of the river. likewise for the MGs with the exception of two LMG teams on the west bank. The northern team has a keyhole slot between the bridge and a wall while the southern team is ambushing the base of the bridge.



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OOB and deployment at Namur
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#120: Re: CCS vs TLD Meuse AI - Operation Le Blitznado Author: mick_xe5 PostPosted: Wed May 04, 2016 5:19 am
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The ensuing battle is a total sitzkrieg. :One Char bis demonstrated briefly on the riverfront while the remainder of their armor milled about a bit in the rear. His halftrack quickly gets demolished, an H39 absorbs a full ammo load from a PaK without brewing up, and a few oblivious pouilu are perforated for shuffling around in the open. The sole redeeming feature of this camping trip was the FR "divebomber!" airstrike, which I didnt witness, that set off a secondary flammables explosion in the gun bunker killing one crewman.

Clearly the chosen FR battle plan was 'survive'. On a whim I reloaded the same battle and it was a full FR attack. C'est la guerre.

The other downer was the poor map coding of Namur:
    All L2 bldgs are L1
    Trees have no leaves
    River bank has no slope and is coded as grass field
    Hedges and bushes are coded as brush or grass field
    AT ditch coded but not painted around the bunker area
    Misc. elevation problems such as invisible mounds at bridge bases



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