MCLV Battle #5 - Patched Up

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Bing
Posts: 1342
Joined: Sat May 20, 2000 8:00 am
Location: Gaylord, MI, USA

MCLV Battle #5 - Patched Up

Post by Bing »

Just a note to relate that Battle #5 in my current restart of LV went smoothly, with all the patches and new OOB's installed.

This is "Army's Door Knocker et al" - Node 5 Scen 17. The Soviet AFV's all appeared as they should - and they are not all that tough. Persistence is what counts.

I received gobs of onboard arty, plus some offboard and a LOT of Stukas. Too many as it turned out. Used them at most three times each, some of them only once. Didn't need them, nor did I need the flow of reinforcements. Ivan isn't that tough, not in this battle he isn't.

They never even got close to the German VH's and I captured the Sov VH cluster at T13, cleared the town at T15 and then it was ten turns of boring repetition, other than FINALLY shooting down one of those infernal Sov "bombers" who thankfully couldn't hit the broad side of a barn with a bass fiddle.

I understand the revision to alleviate the premature game termination problem, I guess we will have to live with the fix. If there had been more Russians .... if they had been tougher and more determined ... but they weren't. The reinforcements simply were not needed. I have a difficult time doing a mental image of the Russian pushing the Germans back far enough for the reinforcements to have any effect at all. The 88's - all of them - fired exactly once, at the beginning of the game. And never against enemy aircraft (I guess they're not supposed to?).

Your mileage may differ, of course.

Other items:

1) Map is extremely dark, see my thread in the general WAW forum, I hope it is just this one map.

2) I haven't played different scenarios enough to judge the following, but I see it happening: Units that have not been fired upon, have plenty of Rally and high experience and Morale will suddenly just quit on the battlefield.

They won't rally, they won't move, then if they do move won't fire - they have all their ammo. I think this happens most often right after an enemy barrage, it would be somewhat understandable in leg troops but it never happens with them; it is always with AFV's! And they have not sustained an HE direct hit, either. They just sit there, over three or four turns, sometimes for the entire game.

Once a unit actually gets into the shooting war, I don't remember this happening (!?).

The above has happened often enough for me to wonder if it will be a standard feature of play under the new mech.exe. I've seen it in scenarios outside of LV, too.

Battle #6 "Vebber Takes The Point et al" is a lot smaller than the preious battle. A unit refusing to fight in #6 means much more than it would when there are a dozen or more other units to use.

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
Bing
Posts: 1342
Joined: Sat May 20, 2000 8:00 am
Location: Gaylord, MI, USA

Post by Bing »

Happened in Battle #6 also. This time no question: The truck was on a reinforcement hex, just entered the game @ T3. Rally 85, Exp 81, Morale 97, absolutely undamaged and not fired upon.

Won't move, has zero mvmt points. The other five or so trucks that arrived in the same hex at the same time had their full mvmt points and are down the road.

Can't fight a battle with motorized units that refuse to move. Anyone else have this happen?

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
Supervisor
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Joined: Tue Mar 02, 2004 12:00 am

Post by Supervisor »

Bing, Node 5 is corrupted and may in turn be the problem with 6 also. It's under repair, and should be fixed with the newest patches. What result did you receive in Node 5 Scen 17? That way I can see were it flowed too!
Bing
Posts: 1342
Joined: Sat May 20, 2000 8:00 am
Location: Gaylord, MI, USA

Post by Bing »

Got a code in the node, eh? 5/17 = DV @T25 of 25 per above. Score = 1810 / 328.

Like I said: You want the files for the beginning of 5/17 T25, I got'em, we both have cable, nothing to it. Let me know and I will zap'em over to ya.

I am also getting rotten results with the FO's and HQ when acting as an FO for CAS. (Onboard arty I use the old target-per-tube routine.) I think this is the new mech.exe because it was just as rotten when I played Bill's Slaughterhouse at Sluszk as it is with 14/42 currently underway in LV.

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
Supervisor
Posts: 5160
Joined: Tue Mar 02, 2004 12:00 am

Post by Supervisor »

This should have taken you to "Expanding the Bridgehead" node 3 Scen 14 is this correct? The preliminary patch for Scen 13 and 14 were posted in the forum, this had the T26.m33/T34 fix. If not that second node is fixed so it must have been the predicessor that carried over the error. I posted it to the LV team for double checking. Haven't totally fixed new computer yet, so no SPWAW installed and I'm working this weekend, at least I'm having to show up.
Bing
Posts: 1342
Joined: Sat May 20, 2000 8:00 am
Location: Gaylord, MI, USA

Post by Bing »

No - like I said: Battle #5 was 5/17 - this led to Battle #6 which is 14/42. No idea what you are talking about here, sorry. Almost sounds as if you are playing an entirely different game. I have all the patches that were issued.

I finished 14/42 "Vebber Takes the Point .." and per usual was screwed by the scoring system. All I did was outright kill every Russian on the board, destroy every piece of equipment they owned and exit better than half my forces from the "Exit Victory Hex". That is a Draw? That stinks.

Besides everything else, now there are vehicles refusing to enter hexes they normally do. I had one of those 38 mm AA units on the wooden bridge/ VH in the center of the map. A perfectly good truck refused to enter, then proceeded to waste all mvmt points by running around the perimeter of the occupied hex. Since the AA units won't move even one hex on their own, that makes it impossible to load the thing.

Never seen this before - is this something new in the authenticity department? If you are wondering, yes, the truck took the AA unit INTO the hex, then I stashed it a couple hexes away. (How else could the AA get there?) Wrong move, I can see that. Where does this stuff come from?

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
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