Jump to content

v.Trittwitz

Members
  • Content count

    7
  • Joined

  • Last visited

About v.Trittwitz

  • Rank
    Junior Member
  1. Kampf um eine Ortschaft

    Version 4.023

    73 downloads

    Your task is to assault an enemy strongpoint and hold it against Sowjet counter attack. The strongpoint is defended by a mixed force of inf and mot.inf. that is supplemented by arty observers and regimental arty. Enemy arty and anti-tank means provide the backbone of the defence. Careful reconnaissance will identify strong and weak spots of the enemy’s defence. The attacker has to deal with a wide and open terrain that surrounds the strongpoint, facilitating dominating fields of fire for the Sowjet defender. The attacker should select weak enemy spots for attack and utilize smoke screens during the initial assault. Identification and exploitation of the enemy’s weak spots is as fundamental for the initial assault as is utilizing the terrain during assault and later defence. Failure to identify the weak spots and not anticipating the destructive force of arty may result in total destruction of the assault force. Economy of force is also fundamental for winning this mission. Use maximum force during initial assault. Immediately after the initial assault, designate strog forces as reserves. Use only minimum forces for mopping up after initial assault. And remember, a strongpoint is best defended from flanking positions from outside the strongpoint. Anticipate a Sowjet counter attack any time. This is basically a text book mission. Despite this and although defender and attacker employ only small forces, the fighting will be though. Do not expect to successfully assault and defend the village with the first attempt. Please provide feedback on the scenario for future improvements of this scenario and potential other scenarios.
  2. German Marder Milan

    Back in 2008 when I installed SB the first time, the inf Milan feature was not available. Although I miss having the Marder equipped with it, I enjoy operating the launcher as inf. I tried most of the sound and camo mods over the years, but I have not istalled them now with the 4.0 version. Most of my time is occupied with building the scenario, which offers quite a steep learing curve... I hope to be ready to upload the first try next week end.
  3. German Marder Milan

    I figured the camo selection. As was already stated, inf wears modern camo pattern instead of the 80s green. I remember that folks were very excited when they got the new camo stuff in the beginning of the 90ties. I prefered the old uniforms, because the fabric was more robust. One could wreck his camos on a long day out in the green easily, while the old uniforms literaly lasted several generations. Marders do not have Milan system mounted on the turrent, even if they are KI controlled. I would have liked the mounted Milan at least for KI controlled Marders.
  4. German Marder Milan

    Thanks. I played the mission. The dismounts employ Milan and this works fine. Dismounts wear US uniforms. How do I change to German Army dress code? Also, a platoon M113 carries US camo, but I want German camo. How do I select the desired armies or camo patterns? The scenario is ready for upload as soon as I have figured the questions. :-)
  5. German Marder Milan

    Hi, I am designing a mission for Marders and Leo1s. When I tested the mission, the Marders did not feature any Milan rockets. How do I activate the Milan rocket feature during mission design?
  6. Panzergrenadier Tactics

    Thanks for the answers. I have to admit that this bug keeps me away from playing the game as often as I should be playing it, due to the pain in the ass it causes. On the other hand, if someone could step forward to design a few missions that feature NATO forces in hasty retreat, we could employ the runaways as forward sentries, as German pockets were euphemistically called during the retreat at the Eastern Front. In other words, we abandon them to their own fate.
  7. Panzergrenadier Tactics

    Hi guys, I am pretty new to the game, but already spent some considerable time with it. After a number of engagements, I noticed the following behaviour of mounted troops, either Marder or Bradley: Troops would unmount their vehicles whenever the vehicle stops. Even after just starting the scenario, troops would unmount without given order to do so. I always find it rather annoying to jump to every single unit to give the order to mount again (shift+u). Troops would also unmount when the carrier reaches its waypoint. Is this real life tactical behaviour? I served in the air force and therefore find it rather funny to imagine, paratroopers would leave their rig at every waypoint… This might be the reason that they invented helicopters, ey? ;-) Has this been addressed already? Do you use a specific order or shortcut to give the order to only unmount when ordered to do so or when the vehicle is engaged? cheers, v.Trittwitz
×