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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 10:33 am
by jhyden
The American's advance in the north gets halted and reversed! MG42 controls area..



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 10:39 am
by jhyden
including restricting passable space within its LOS to the SOUTH! Command Team defends.



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 11:02 am
by jhyden
American's begin a brief mortar barrage



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 11:23 am
by jhyden
Light AA begins direct fire attack against US held building and later defends against advancing forces.



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 11:32 am
by jhyden
Surviving AA crew begins to panic and awaaaaaay they went!



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 11:37 am
by jhyden
German morale began falling. I spent a lot of time watching this crew run across the map!





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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 11:57 am
by jhyden
As they ran across the map, they encountered US direct fire and only one member survives!



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:01 pm
by jhyden
Overview: Things became very quiet for a prolonged period. German morale continued to fall. I decided to see if I could withdraw off the map!





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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:18 pm
by jhyden
I began the withdrawal and while in progress, the game ended!




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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:21 pm
by jhyden
I was unable to leave the map and double checked the manual.


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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:27 pm
by jhyden
Battle Debrief





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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:28 pm
by jhyden
Battle Debrief (2)




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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:29 pm
by jhyden
campaign debrief




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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:31 pm
by jhyden
MG34 stats



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:32 pm
by jhyden
MG 42 stats




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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Nov 12, 2019 12:34 pm
by jhyden
Light AA gun stats



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RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Dec 31, 2019 12:32 pm
by mcaryf
Hi jhyden
I returned to CC series after several years absence and acquired LSA. I have quite enjoyed playing Grand Campaign as the Germans. I have enjoyed reading your AAR but I often cannot get a battle to end particularly night engagements is this something you have encountered?
I even have to deliberately get my men killed just to end a scenario. I am currently on a map where the main bridge was blown the previous day. There is only a footbridge across the water and I have taken all the VP locations on my side. I have no interest in crossing the footbridge as my strategy is just delay at this location. I have killed a few US that approached the blown bridge and I have so far left the game for over an hour but nothing happens. Is there a file I can mod to get campaign battles to automatically end after a specific time as I do not want to have to adopt unrealistic tactics to get my men killed just to move the game forward.
Regards

Mike

RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Tue Dec 31, 2019 10:02 pm
by jhyden
ORIGINAL: mcaryf

Hi jhyden
I returned to CC series after several years absence and acquired LSA. I have quite enjoyed playing Grand Campaign as the Germans. I have enjoyed reading your AAR but I often cannot get a battle to end particularly night engagements is this something you have encountered?
I even have to deliberately get my men killed just to end a scenario. I am currently on a map where the main bridge was blown the previous day. There is only a footbridge across the water and I have taken all the VP locations on my side. I have no interest in crossing the footbridge as my strategy is just delay at this location. I have killed a few US that approached the blown bridge and I have so far left the game for over an hour but nothing happens. Is there a file I can mod to get campaign battles to automatically end after a specific time as I do not want to have to adopt unrealistic tactics to get my men killed just to move the game forward.
Regards

Mike

hi mike,
thanks for the post. Your game sounds very interesting! I played CC1 and CC2 when it first came out and was always a favorite of mine. Like you, I have come back to the series after a long absence. In this battle, I encountered a long period of quiet but have not had any experience with night battles yet. As far as your mod suggestion, the folks in the tech support may be able to help. There are many experienced players on this forum (much more experienced than I!) good luck! and thanks again. [:)]

-James


RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Sun Jan 05, 2020 4:10 pm
by jhyden
on another note, I began having problems loading cc-lsa. I'm not sure why except perhaps installing another game caused a type of graphics error. As a result I had to uninstall and then reinstall with no luck getting the game to run so far.

thanks to all for reading ~

RE: GGC 9.17@1500 hrs: B#8 Groesbeek

Posted: Mon Jan 06, 2020 1:44 am
by jhyden
ORIGINAL: jhyden
ORIGINAL: mcaryf

Hi jhyden
I returned to CC series after several years absence and acquired LSA. I have quite enjoyed playing Grand Campaign as the Germans. I have enjoyed reading your AAR but I often cannot get a battle to end particularly night engagements is this something you have encountered?
I even have to deliberately get my men killed just to end a scenario. I am currently on a map where the main bridge was blown the previous day. There is only a footbridge across the water and I have taken all the VP locations on my side. I have no interest in crossing the footbridge as my strategy is just delay at this location. I have killed a few US that approached the blown bridge and I have so far left the game for over an hour but nothing happens. Is there a file I can mod to get campaign battles to automatically end after a specific time as I do not want to have to adopt unrealistic tactics to get my men killed just to move the game forward.
Regards

Mike

hi mike,
thanks for the post. Your game sounds very interesting! I played CC1 and CC2 when it first came out and was always a favorite of mine. Like you, I have come back to the series after a long absence. In this battle, I encountered a long period of quiet but have not had any experience with night battles yet. As far as your mod suggestion, the folks in the tech support may be able to help. There are many experienced players on this forum (much more experienced than I!) good luck! and thanks again. [:)]

-James


Here's an additional thought: In CC2, I remember being able to withdraw troops off the map. I haven't found anything in the rules about it in CC-LSA, I've tested it with this battle...so I'm guessing it's not a possibility.