AAR HSG Urrah

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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Mad Russian
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RE: AAR HSG Urrah

Post by Mad Russian »

The very next phase they are back.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

Not only back but this time they want to fight again. And we have our first real contact as one of our squads hits the ground.

See the icon in the lower left corner of the information box. That symbol is yellow which means he is suppressed. If it turns red the unit is pinned.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

While the one squad is suppressed the other are running forward (Rush Order) to get in under the MG's field of fire.

Notice the rubber band from the leader back to the suppressed unit. It's not all green like for the squad to the leaders right. The yellow/green banding means that the squad has some restrictions....hmmm...maybe being suppressed qualifies....and they won't respond to all orders.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

While the Russian MG fires and suppresses a squad Sgt Kleine's elite platoon advances toward the gun from it's front. Too many targets for the gun to deal with all at once. So far I've kept any other Russians from entering into this fight.

PC plays much slower for me than CM. It's much less forgiving. Take your time and do it right or you'll pay for your rash behavior.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

Since the Russian gun has started to hit our men it's time for both of our HMG's to hit back. Corporal Zorn's elite 2 gun section fires on the Russian gun crew.

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MR

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RE: AAR HSG Urrah

Post by Mad Russian »

The suppressed squad rallies. Free to continue movement. The orders for the platoon are to rush to the right of the gun's position.

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MR

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RE: AAR HSG Urrah

Post by Mad Russian »

The rest of the company maneuvers against the gun.

I have not played this scenario out so I'm not sure how the AI will respond. Since that's the case we are taking it easy in our advance. I'd really not want to have you all watch me get a Legendary Defeat in an AAR!

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

Then the Russian gun hits a second squad and suppresses them. They have now hit two moving squads instead of just shooting at the one. That has put two of my squads on the ground and is slowing my attempt to outflank the gun.

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MR

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RE: AAR HSG Urrah

Post by Mad Russian »

The Russian gun continues to fire and pins this squad. The sequence is from suppressed to pinned. The colors get progressively worse as well. Suppressed is yellow, caution - you are in a bad situation. Red is pinned, danger - you need to get out of this situation.

These men are in danger of taking casualties.

Good Hunting.

MR



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RE: AAR HSG Urrah

Post by Mad Russian »

At the same time the platoon leader is tired of running through the woods. I order him to halt. The last thing I want is for him to stop in the middle of the road. I'll let them get rested as the other platoons maneuver to catch up with them.

Notice how the rubber band to the first squad that had been suppressed is now all green and the one right next to the platoon leader is red and green. The red means he's not accepting movement orders of any kind.

The blue lines at the bottom of the page are another platoon's movement orders to bring them up to the locations at the end of those lines.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

The squad that was originally suppressed is now rushing to catch back up with the other squads of the platoon.

In this one platoon we have the platoon leader halted because he is tired and I didn't want to exhaust him, one squad pinned and one squad rushing to catch up.

That doesn't sound like the infantry combat model is broken to me.

Good Hunting.

MR

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lancer
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RE: AAR HSG Urrah

Post by lancer »

G'day,

Great AAR! Infantry game looking good.
I have not played this scenario out so I'm not sure how the AI will respond. Since that's the case we are taking it easy in our advance. I'd really not want to have you all watch me get a Legendary Defeat in an AAR!

If you replayed the scenario and used an identical approach would the AI react the same way or is there a measure of variability built in?

Conversely if I made up my own scenario what tools do I have at my disposal with regards to the AI?

Cheers,
Lancer
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RE: AAR HSG Urrah

Post by gijas17 »

The crosshair really adds to the game as with just a red line it was hard to position right on the target at times especially distant targets.
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RE: AAR HSG Urrah

Post by rickier65 »

ORIGINAL: lancer

Conversely if I made up my own scenario what tools do I have at my disposal with regards to the AI?

Cheers,
Lancer

I think the main tools are setting the objective locations, the force structure (including art), and scenario length and bonus, but there may be others -- Mobius has done quite a few of the existing scenarios, so he might have some other ideas.

Rick


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RE: AAR HSG Urrah

Post by Mad Russian »

Here is the scenario editing screen.

Starting from the top down you have can load a pre-existing scenario or you can make a new one and name it.

The glasses button to the right of the scenario name is for your briefing.

Put a map into the scenario. When you add a map it will show up to the right of the scenario build area.

Give it a date.

If one side or the other is to get a bonus then who is it, how much is it, and when does it start?

Are the objectives neutral, German or Russian controlled and how much is each worth?

How many points does each side get to spend in the available units buy box when the scenario is chosen to be played?

Then you have the nationality armour selection menus. These drop down menu's allow you to pick any vehicle in the game and add it to that sides OOB.

The nationality infantry selection menu's allow the same for infantry type units.

Once you've selected a unit you can give it an ammunition percentage of combat load.

F = allows you to fix the units location during setup.
C - allows this unit to be selected as a core unit in a campaign.
K - allows this to be selected as a key platoon in a campaign.

You can give your units specific names. These can be only unit names such as 1/1/10th PGR, or commanders names such as Sgt Steiner, or both such as Sgt Steiner 1/1/10th PGR.

Give the unit an experience level. Elite-Veteran-Green. Set the trigger for the turn it comes in the game. Set the percentage of it's arriving on the trigger turn.

Set the number or elements in the unit. Select the P with the check and then place them on the map. When they are placed you can rotate them to any direction you like. All placement is by platoon or each element of the unit specific.

You can then look at what you've made and move them up or down in the selection list. Which is important if the AI is buying units. It buys from the top down. You can also review your unit entry log.

Set minefields and give it file name.

Then you can save it and you have a scenario.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

FINALLY! I get a positive ID on an enemy unit.

Those I can kill. Much better results against known enemy units than area firing at the side of building against them. In real life the fire would mostly be against the side of the building with little effect to those inside until grenades were brought into play. Often a single grenade would clear a house when a platoon of rifle fire wouldn't.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

Here is the company fire and maneuver plan. The plan is to take two platoons around the end of the low ground and come up behind the Russians in the buildings while the other platoon with the SLt, the 2 HMG's and the mortar pin the Russians down.

Good Hunting.

MR

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RE: AAR HSG Urrah

Post by Mad Russian »

Run Forrest, RUN!!!

Across the road we go! The whole time keeping that gun suppressed.

Good Hunting.

MR

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The most expensive thing in the world is free time.

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RE: AAR HSG Urrah

Post by Mad Russian »

Here is the platoon fire and maneuver plan. With orders given to rush across the road.

Good Hunting.

MR

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The most expensive thing in the world is free time.

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RE: AAR HSG Urrah

Post by Mad Russian »

The first platoon gets across with no problem.

Good Hunting.

MR

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The most expensive thing in the world is free time.

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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