The Airborne assault into St. Germain has been corralled into the bottom of the map. I attacked hard and went for a disband only narrowly missing it. With one more minute the Allies would of been disbanded. My German BG now has even less ammo, defence may be the order of Turn 3.
21st Panzer Div attacked into Pegasus Bridge. Up until this turn most of the attacking has been done by Insano, now I get to test his defence. This BG has two 81mm mortar carriers, I took both into battle. In a 15minute game you can basically launch mortars the entire time. My deploy was very constrained and ended up with a traffic jam on the bridge. Insano took out one of the mortar carriers, a massive loss that will echo throughout the campaign for me.
91st Infantry Div attacked into St. Mere Eglise. This is a difficult attack map against Airborne troops with 57mm ATGs and bazookas. Progress was minimal which I expected and bloody. I gained the exit VL I wanted and could advance no further.
Turn 3 should see the Allies moving off the beaches I retreated from. The Bayeux area is severely lacking battlegroups for defence. Fox Green and Dog Green, both maps almost completely overrun and the BGs are mostly useless. In between those two beaches are Dog Red and Fox Red, both maps holding steady versus the Allies. I am predicting my defence will be split through the middle at Bayeux. No heroes were killed after this turn, and I have two more to add to the roster!
Captain_Insano and I started a Grand Campaign in The Longest Day. Insano is playing the Allies. The settings are 15 minutes, morale off, Recruit vs Recruit. The opening turns favour the Allies heavily. The Germans are surprised and unable to make strat moves and are fielding very weak battle groups, some of which only have 10 teams maximum. My goal with turn one was only to inflict as much casualties as possible and hold my exits.
Insano's paratroops were outmatched at La Fiere Causeway. Landing in the swamp, I surrounded their deploy with light tanks, machine guns and an infantry gun and eventually disbanded them. Insano made advances on most beach maps and some of the airborne maps, I conceded large swaths of those maps in favour of a defence farther back with ambushes set up. I retreated from Tare Green, Uncle Red, Arromanches, Juno and Sword beaches at the conclusion of turn one. These units are not fit for further combat and will act only to delay until they are completely dissolved. There are some large gaps in my defence line at the beginning of turn two which should lead to some chasing and trapping maneuvers. 81mm mortars played a huge role in the opening turn inflicting 137 casualties, 112 of those deaths. Here are the results and two heroes!
Execution- Sign out GC save file by posting "Campaign Blocked". Download the forum attachment and save it to your /Matrix Games/Close Combat The Longest Day/Meuse/Games/Save. Play as many games vs the AI as you can. Upon completion upload the GC file back to this thread with a screenshot of results. Save the game with the filename, "TLD_OLB_###.gc" It is very important to save the game with a .gc at the end, this will enable you to upload the file without zipping it.
This is a look at the Battle for Caen mod for The Longest Day. I will be playing a grand campaign. This is not a review, more like a look at the mod and engine it’s running on. Battle for Caen is an adaptation of the Invasion Normandy mod, Gold Juno Sword. Dima took this mod and created Total Realism Submod (TRSM) for Invasion Normandy. Then, with Nikins help it was ported to The Longest Day and renamed Battle for Caen. Caen on the strategic map has always been a defensive anchor for the Germans so the name is still fitting. The map is excellent for defence due to the four bridges and all the cover the city provides. Nikin and Dima have released version 0.93, and are working on another update.
Battle rebuilds and end timer crashes are mostly a thing of the past now, I have not come across a single crash! Invasion Normandy also forced us to not get ahead of our opponent in the strategic phase or you would suffer a game freeze. So no longer do we have to follow the "execute, next next" routine. Taking all these fixes into account, the first feeling Battle for Caen gave me was relief. The next feeling was familiarity. Seeing the old and trusted Gold Juno Sword strategic map in TLD was great. Now I feel like I am playing Invasion Normandy with all the fixes that made online play a bit difficult.
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!