Posted: Sun Jul 18, 2010 1:52 am Post subject: Re: Last stand Arnhem
Can somebody tell me something about Polish forces in LSA?
I´m very interested in the Polish Brigade, in game and historically.
I played a lot the "Polish Drop" operation in the old CC2.
So, can somebody maybe post some pics of the maps involving the brigade, the battlegroup or something like that?
Posted: Sun Jul 18, 2010 4:22 pm Post subject: Re: Last stand Arnhem
Thanks Sapa!
Those maps look great!
Is it possible to cross the Rhin using the ferry so you can support the british forces or this can only be done by capturing the Arnhem bridge?
Posted: Sun Jul 18, 2010 6:11 pm Post subject: Re: Last stand Arnhem
...or by assault-crossing when you have established contact with XXX Corps and the major supply dump down south.
From the manual:
"Ferry crossings are a special type of connection between two maps. In Close Combat: Last Stand Arnhem, they exist between Heveadorp - Driel North and Pannerdon - Doornenburg. To use a ferry
you must have full control the maps on both sides of the ferry (i.e. no enemy units are present on either map). Any type of Battle Group can use the ferry, but only one Battle Group per turn can use it. If there is a battle on either map involved in the ferry crossing, the ferry is considered destroyed and no one can make a ferry crossing there for the rest of the game."
And Assault crossing:
"An assault crossing site is a special type of connection between two different maps on opposite
sides of a river (similar to a ferry crossing site). In Close Combat: Last Stand Arnhem the maps
where an assault crossing can occur are Weurt – Waal North Bank and Heteren – Renkum.
Ferry sites can also be used as assault crossing sites. An assault crossing can be made by
Infantry, airborne, or engineer Battle Groups only."
-Guess I've violated some copyright now, even I am a internet pirate!
"When the tough gets going, I run to live to run another day..."
Posted: Mon Jul 19, 2010 2:36 am Post subject: Re: Last stand Arnhem
I always seem to miss the release announcements. I need to keep myself in the loop more.
Well, from what I've played over the last two days, It's pretty awesome. I really do have to eat my words about S3T generally just adding what constitute little more than tweaked upgrades to the original engines; this one is unprecedented. They've really done a job adding everything that needed to be added to make this game work as I would want. Big ups to the guys; pats on the back all round.
I'm playing the GC as the game defaulted: no time limit, end on morale break, and it's made me realise a couple of gameplay niggles I have:
a) Not being able to clear a map because I scared the buggery out of ze Germans before I could claim enough SPs to knock them off the map is annoying as all hell.
b) Having to play a short map battle consisting of "mop up the field" for every single one of these previous battles is just a little bit boring.
That said, these are small niggles. I still enjoyed myself immensely. I know I've played more turns on this than TLD. This is a definite recommendation to all CC fans. Without a doubt the best to date.
Unfortunately, we had to be working on an OMG mod at time of release. Typical. No problems though, we'll work it out. ;)
Aside: I think I've finally worked out tactics for the new team AI so my assaults don't stall the first moment somebody gets shot at.
"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
Posted: Mon Jul 19, 2010 3:22 am Post subject: Re: Last stand Arnhem
Now, S3T (or somebody) just need to fulfill my life's wishes and make a new breed of CC game with the following:
* Overhead locked 3D view with wide field zoom in/out, from meters to miles.
* Sprawling campaign map that covers an entire operational zone in vast detail.
* Campaign map moves in real time with "time-freeze" to play out engagements as they occur.
* Seamless zooming from campaign map down to battle map (the biggest pipe dream on this list!)
* integrated 3D map making & campaign modding tools. The ability to add huge lists of soldiers, teams, weapons, BGs, etc.
* Ability to merge/attach/detach BGs based on unit tiering from Company level all the way up to Divisional, with no BG quantity limit. Ability to attach particular unit types to combat BGs as support (like tanks, AT gun units, AA units, and so on).
* Divisional support proximity determines support availability (like off map artillery, etc).
* Pre-battle strategies including aerial recon, bombing runs, artillery barrages, attacking strategic targets (like supply routes, airfields, ports, etc), and the like.
* Ability to organise defensive setup of units outside of battles (like digging trenches, building sandbag emplacements, etc).
* Support management including supply route (truck and aerial) management and troop replacement management.
* tweaks of all of the features from CC to date.
Simple request, n'est pas?
"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
Posted: Thu Jul 22, 2010 6:19 am Post subject: Re: Last stand Arnhem
I've got a question: Why couldn't S3T have added the three platoon tabs from CCMT to CCLSA?
I'm not saying it would have definitely improved LSA, but since they have adjustable limits on max number of teams per BG anyway, it would have been nice to max out the options for modders at least.
LSA has big maps, so it probably would have handled the increased number of units on the field. Probably would have made the game more exciting and tense. Just think: last stand actions with one solitary, reduced strength platoon running out of ammo versus an entire freshly reinforced company.
Missed opportunity me thinks.
"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
Posted: Sun Jul 25, 2010 4:30 am Post subject: Re: Last stand Arnhem
Man, I love this operation.
The ebb and flow between being attacker and defender is what makes it so damned exciting.
I ordered 1 Bat/508 PIR to try and take Nijmegen bridge, figuring there was no point in waiting around for the rest of the division to assault our main objective. Amazingly, despite losing a number of squads and all VLs but one, 1st Battalion managed to claw possession of the south end of the road bridge which at least stopped the Germans from blowing it up. It's now midday on Sept 18th, and 1 Bat/508 PIR is down to 1 Plt Commander, 2 rifle squads, a .30cal, a bazooka, and a sniper, but they've managed to scrape the vast majority of the VLs out of the German's hands after some serious cat and mouse fighting.
But, even though the tide has swung my way for the moment, one small tactical mistake on my part or any reinforcements arriving for the Germans would quickly tip the whole cart over.
It's that kind of knife edge tension that makes a game worth playing; fancy 3D graphics or none.
"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
Amazingly, despite losing a number of squads and all VLs but one, 1st Battalion managed to claw possession of the south end of the road bridge which at least stopped the Germans from blowing it up.
I guess this answers my question - Do you need to hold ALL the VL's to stop the bridge being blown?
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