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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 1:13 am
by larryfulkerson
I put together one of those "movies" showing the moves of some formation or other etc. This is the North end of the front lines and
depicts the start of the game verses the end of turn 1

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 1:25 am
by larryfulkerson
The file I sent to Dan for my turn one moves is only 824K bytes and I put it on a file server and so now anyone can download it and
supply any password you would care to as if you were Dan doing it for the first time. Then you can watch the playback of my turn one
moves. Dan tells me there were something like 9300 events and I remember doing a lot of bombardment attacks that you might find
interesting. Just a thought. You can find it here:

Turn one playback file

EDIT: You have to load this into TOAW as if it were a PBEM file. It's the first turn so when it asks for a password just hit enter or
enter a password of your choice. The game engine asks Dan for his password before the playback for turn 1 and Dan has to enter
it only one time so if we do this again w/ a different turn we're going to have to pester Dan for his password to get into the turns I send
him. My password is "test" without the quotes.........you'll need that to get into the file Dan sends to me. I haven't gotten one from Dan
yet but I can load it too on the file server if anybody wants to see it too.

RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 1:48 am
by larryfulkerson
I just happen to have some time on my hands just now so I put together another one of those moves movies showing the positions of the
units at start and then compare that w/ the positions at the end of the turn. I had to clip it down to this size to get it to be able to be
uploaded so it's small but informative.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 2:35 am
by larryfulkerson
I've been analyzing the map for a while now and I'm thinking I should share what I've come up w/ so far.

I'm planning on racing for the River Crossings w/ the Panzers so as to trap all the Soviet units on the west side of the River if at all
possible. So I need to do two things at the same time. There's the mop-up of the remnants that needs to be done and also I need to
try to get some surrounds going on Soviet groups not yet surrounded. And then the grand mop-up after I get the river crossings.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:47 pm
by general64
A string of damages out the gate

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:48 pm
by general64
2

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:49 pm
by general64
3

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:49 pm
by general64
4

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:50 pm
by general64
5

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:50 pm
by general64
6

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:51 pm
by general64
7

RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 10:51 pm
by general64
8

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 11:00 pm
by larryfulkerson
ORIGINAL: general64

7
Hey Dan, I mean General64 dude: Number 7's attachment isn't showing. You probably forgot to check the box Embed picture in post
or something. You can do an "EDIT" of your post to fix it.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Thu Nov 07, 2013 11:05 pm
by larryfulkerson
Sorry about that but the above instructions are for the initial posting. This picture below is for editing your post.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Fri Nov 08, 2013 2:37 am
by larryfulkerson
Okay........I received a file from General64 and watched the playback. Dan is busting bridges all over the place. I'm going to have my
hands full trying to pursue him if I have to fix bridges too. I'm watching Dan use the run-away defense. Good choice. This game is
getting more exciting all the time. It's a race to the exits. I need to capture the river crossings to have any chance to trap a bunch of
Soviet units. It may be too late already. Nah. Here's the front lines at the start of turn 2.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Fri Nov 08, 2013 2:59 am
by larryfulkerson
I'm not afraid to fly the paratroopers again because the Soviet air force for the most part doesn't exert a threat anymore but that's not
why I'm using them as recon. There's a house rule that you can't drop the paratroopers more than 10 hexes from the nearest friendly
unit and that's not really helpful in the situation I'm in now. On the other hand those little paratrooper units have a really healthy MP
allowance and I can get them down the road pretty far. So I'm using them as recon to scout ahead and find the Soviet roadblocks.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Fri Nov 08, 2013 4:46 am
by larryfulkerson
I'm running into Dan's perfectly placed roadblocks. I'm having to deploy off the road and work to get a surround going and then a turn or
two to destroy the roadblock and then the turn to get back on the road to get moving again. Total: maybe 5 turns. Not bad for a really
good roadblock.

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RE: FITE ( Ron's Mod v. 10 )

Posted: Fri Nov 08, 2013 8:09 am
by larryfulkerson
Here's how the air war is going and some of my losses so far:

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RE: FITE ( Ron's Mod v. 10 )

Posted: Fri Nov 08, 2013 8:42 am
by larryfulkerson
Here's my moves in turn 2:

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RE: FITE ( Ron's Mod v. 10 )

Posted: Fri Nov 08, 2013 12:38 pm
by Telumar
ORIGINAL: Ruppich

but i dont know this mod...

any chances that u use some GUI / Graphic mod?
telumar has done a fantastic job in polishing the game out with his classic redux II work!

[:(] Larry is using my earlier Mod...

..well, the new one is much better: http://thetoawbeachhead.wordpress.com/2 ... -redux-ii/ Maybe you want to give it a chance, Larry.

ORIGINAL: Ruppich

normally the high supply option should be deactivated

As Ruppich says. I however think you cannot change to normal supply during PBEM.