Posted: Tue Nov 09, 2021 7:12 am Post subject: Re: LSA Radzymin44 mod bugs and mistakes
Thanks for the comment, glad to hear you're playing the campaign till the end.
I would like to see the losses of tanks, men, vehicles and guns after a german campaign victory, so if you don't mind post a screenshot of your campaign losses or post the numbers.
If you're brave enough: after you've played the germans to a campaign victory, use the "save game editor" to open your saved game and "switch sides", then you can play as soviets and try to break out of the encirclement.
"This is a simple save game editor for, WAR, TLD, LSA and PITF. It is a small unfinished EXE file in alpha version. You can change sides, realism settings, battle ending conditions and difficulty levels.
When i play the soviet grand campaign till the end (winning all maps), i use the "save game editor" on the last saved game of the grand campaign to "switch sides", now playing as germans trying to recapture the entire stratmap ,quite challenging as your german forces are now depleted.
Posted: Wed Dec 15, 2021 2:15 am Post 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.
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"No plan ever survives first contact with the enemy." Moltke
Posted: Sun Apr 10, 2022 6:21 am Post subject: Re: LSA Radzymin44 mod bugs and mistakes
I'm a few days into a GC right now (H2H, me from Alaska, opponent from Singapore). Really enjoying it. But, as Germans, I tried mightily and managed to cut off a few Soviet BGs from their supply, only to find out ... they seem to have eternal supply, even with no supply line! They always go back to 100% at each strat. Are there some quirks to the supply situation, such as Soviet units having a few days of automatic supply?
Posted: Sun Apr 10, 2022 7:15 pm Post subject: Re: LSA Radzymin44 mod bugs and mistakes
Hi Aetius, thanks for the quick response. Screen shot is below. 10Pz Gr Rgt of 5 SS Pz has been in Ostrow-Mazowicka for 2 turns (having attacked from N). Soviet units in Falenica and Wiazowna remain in ++ supply status (fuel and ammo) despite having no line to an uncontested depot. What am I missing?
BTW, this did not happen in a similar situation in the north, with roles reversed. Thus, with my Germans in Repki and the Soviets contesting Sokolow, my Germans immediately were in XX supply status (that is, depleting at the usual rate, without replenishment). Hence this problem is not universal in the game. Perhaps it is geographic (only some maps) or specific to Soviet units, or specific to Soviet units in the early part of the campaign ... I am not sure what is going on.
Wich version of the game are you both running 6.00.03?
Can you add screenshots of your mapscreens of "wiazowna" and "ostrow mazowiecka" so i can see wich VL's are taken.
If the soviets still have an "open road" connection from exit VL of "ostrow mazowiecka" trough Otwock to soviet held VL in "wiazowna" supplies will be able to be "transported".
Posted: Tue Apr 12, 2022 6:17 am Post subject: Re: LSA Radzymin44 mod bugs and mistakes
Yes, we are running 6.00.03.
I think you have nailed it. The Otwock exit from Ostrow-Mazowicka is controlled by the Soviets. So, it seems that in this game or on these maps you can trace a supply line through a contested map, as long as you hold the right exits.
Over at Sokolow/Repki, my Repki unit would then be out of supply not because Sokolow is contested, but because the Sokolow exit to Repki is held by the other side.
We have just come off playing the TLD Kharkov mod, where any fighting on a map completely blocked supply through that map. This situation--where you have to not only get onto the map, but fight through to block the relevant exit--will make supply interdiction a heck of a lot harder!
Posted: Wed May 18, 2022 2:45 am Post subject: Re: LSA Radzymin44 mod bugs and mistakes
Hi,
the Heavy machine gun that does not display a proper graphic in game (when the soldier is using it in his hands) is the SG-43. In game it looks like a rifle/SMG.
Posted: Thu May 19, 2022 7:13 pm Post subject: Re: LSA Radzymin44 mod bugs and mistakes
LMG42 and LMG34 teams only have 450 rounds. It's on purpose? In other mods lmg teams have more rounds: In GJS 1250 rounds, in Rhineland and Angriff 1050.
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