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pmaidhof

Rear Admiral
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Everything posted by pmaidhof

  1. pmaidhof replied to CV32's topic in Shore Leave
    Not no more.....! 3-0 shut out, Garden was rocking. Go Rangers.
  2. Hey, it was definitely worth a shot.
  3. pmaidhof replied to Stalintc's topic in Shore Leave
    Oh Brad, you can drop smoke and ICM on any player in any game mode, not just a long drawn out multiplayer network game. Really though, Terry while email is an option, giving the amount of time you "malinger" in the evening chat, you could be connected to your opponent or the umpire and multiple opponents playing live. It's even better than pbem since the players don't have time to think all the way through their decisions, and can be cat-called and mocked into making tactical blunders.
  4. Sorry Budda, Brad is correct. Matt is a german living and working on Mallorca.
  5. So we'll now be able to play HCE multi-player? [EDIT: Sorry, couldn't resist"or"]
  6. For those of us west of the prime meridian, it looks more like Saturday, if at all.
  7. pmaidhof replied to CV32's topic in Shore Leave
    The big experiment...Oop, now what.
  8. (From the TacOps Mailing List Wednesday, April 30, 2008 6:59 PM) Could run a new players and new umpires training CPX tomorrow 1800 GMT, only newbies and new umpires should apply, max 3 players per side. Alternatively could do the same thing on SAT MAY 3rd ***Pls someone (Peter?) forward to appropriate other lists and forums (like Harpooners et al where the new guys came from)*** Training will involve frequent game pauses and helpig players to discover use of TacOps features, maybe sides changes (to keep the tension up) and guidance through team planning etc. Anyone? Rattler -- "We made them drink poison last night and Saddam Hussein's soldiers and his great forces gave the Americans a lesson which will not be forgotten by history. Truly. On this occasion, I am not going to mention the number of the infidels who were killed and the number of destroyed vehicles. The operation continues." Mohammed Saeed al-Sahaf, Ex-Iraqi Minister of Information, aka "Baghdad Bob", 2003 (currently on administrative leave)
  9. pmaidhof replied to CV32's topic in Shore Leave
    Yes, gone for remainder of the playoofs, whether its one game or however many.
  10. How about Clemenseau, nasty surprise in one of the HCE IOPG scenarios I played.
  11. RedFor CO (Henk) comments, posted from the TacOps mailing list. Here is my Report: I joined the battle late, I was checking in i fit allready started and got just in time I had not a clue what to do, sinmce I joined late. Therefor I had no clear plan available(something that's gonna change in the future) I looked at the map , my forces and had to guess what the enemy would have or what they would do. I quickly saw the importance of the centre Leon ridge. So, I split up the two forces. Tony got orders to move towards Amaivill, head down south from there.He had to clear both lafferty and Leon ridge. I was going down south towards Thorpe bridge. My original plan was to cross the river with the BMPs, destroy the bridges(so blue could not get his tanks across). Two parts prevent us from doing that, the umpire(who gave blue a new bridge) and blue thermals. Overall it was a fun fight though. And I have to give credit to my bn co's that they did manage to kill several blue units, although we suffered from the smoke. Well done guys! Specially Tony who is a new player learned fast. Some thoughts about playability. Red had to attack, therefore I thought blue wouldn't have that many troops as we find out they really had. Normally with Head to head play and equal forces both should have thermals, a side without them suffers bad and will most times lose every fight against another human player. In several test Matt and I have made that very clear. When you do decide to give 1 force thermals , there are some things that can add to could playability. Blue should have less off map artillery. All arty blue has should be on map, the red player should get more MLRS for counterartilleryfire. If blue has to much ATGM the game gets one sided affair too, reduce blue ATGMs if red has no thermals. Adding helicopters for red is also a good thing. Henk(stoffel)
  12. pmaidhof replied to CV32's topic in Shore Leave
    Barring devine intervention, Rangers will be down 0-3.
  13. From TimA, RedFor Tank Battalion Commander over on the TacOps mail list: "Just a couple of quick comments in no particular order: Yes, RED's issue was mainly the bridges in the North. Both bridges were a serious bottleneck until the umpire stepped in to help. That alone wasted maybe 5-6 turns. Some of it was my fault as I forgot about splitting the units up even more to cross the bridges. I caught it just in time for the Heradia Bridge but still had some units bunch up there. I sent half my force to the Thorpe bridge and the other half were on their way to Fouse. A much better fight was put up at Thorpe because I managed to get close enough to put up a fight due to much less delay on the bridge. However, blue was already in a good defensive position and also used smoked way to well for us to really be able to regroup and do anything useful. I'll have to go to the replay to see how many units I actually took out. It may have been a 1-1 exchange or close to it (I could be wrong). The other force on there way to Fouse never really made contact with BLUE so not a unit went down. The plan changed as we thought the Red scouts were fully overrun by BLUE so it would have been a while before my forces were in contact anyway."
  14. pmaidhof replied to CV32's topic in Shore Leave
    I can hear the long drawn out chants already...SYDNEY CROSBY...SYDNEY CROSBY...SYDNEY CROSBY...
  15. pmaidhof replied to CV32's topic in Shore Leave
    Man-O-Man..Don't get me started.
  16. Here's some good "battle management" perspective from Matt/"Rattler" >From my POV, even for a not experienced player it should be possilbe - after some warm-up phase and giving long term orders) to run a Battallion in 1 min orders phase w/o too many problems as TacOps provides a lot of help in this respect: - On the march: lay out the route for the lead vehicle, after that its just for any follow on vehicles to lay pout a route to the lead vehicle (1 or 2 clicks) and then hit "add orders" taking them from the leader (and so on for each next follower, that makes about about 20 klicks for a whole BN broken down in platoons. Enough for one minute usually (remember you dont have to order *all* platoons every turn) - After this there is nothing to be done on the march than maybe adjust distances for selected platoons, again easily possible in way less than one minute - Alternatively you have always the chance (e.g. for sudden unexpected maneuvers laterally to the plotted route or to unbunch) to order one center unit with one click to go to 10km away, copy orders and paste into all units with another click (mass selecting them with a selection rectangle drawn up). The remainder of the orders phase give differing direction one-click orders to selected platoons. - During the march you can think up how your units should behave when making contact, SET SOPs + - if necessary - target priories, thats whath theyre there for, saves you a lot of hassle and clicks upon contact - Upon contact, and to adjust your fighting, give long term orders to your units that combine with the SOPs, give orders for at least 5 minutes duration to every coy alternating through the coys every orders phase, you DONT HAVE TO MICROMANAGE, thats orders for 4 or 5 markers every orders phase (make it 10 with inf deployed), again in combination with the SOPs enough for 1 min orders phase (though thats surely some stress) - Basically, think and order as a BN commander, ordering pln commanders and let them handle the rest, dont try to give orders to individual sections or squads (of cause sometimes there is some need to do so, but in the minority of cases) - PRIORITIZE YOUR ORDERING TASKS: Arty first (you can give arty orders - if you have chosen plotting it - before end of combat phase on other machines). then defensive measures for units under fire, then units moving to contact, etc. .Cycle through your coys, you will be back with each coy every three minutes If you ffollow those guidelines you will find that you will fall into a rhythm and structure your thinking (and tactical awareness), game flow becomes faster and more coherent, and overall you will have a better gaming experience. Rattler >pmaidhof@optonline.net a écrit : >> Thanks for writing up the Blue CO AAR. >> >> Please recommend a time frame for orders, given the scale of a >> battalion per player. I was going with whenever every player had >> selected Begin Combat, but some players requested the umpire use Begin >> Combat w/Options after a 3min period. It was then bartered down to 2min. >> >> I'm open to suggestions. >To not have a too long game, I think that short order phases are the >better (between 2 or 3 minutes or less if possible). Thus the size of >the forces allocated to each player should be reduced (less than a >battalion, if you want to maneuver by platoons and have some individual >scouting units). >What we have to count here is Tacops markers (you have to control each >Tacops markers, each marker containing one to 14 identical elements). >And also (for instance) one offmap arty count for one marker. Beware >loaded vehicles may increase the burden when unloaded. > >For instance during the game on the map at 0726, there had about 110 >BluFor markers (for 4 players = > 27 markers/player) and about 70 RedFor >markers (for 3 players => 22 markers/player). > >Bernard >
  17. pmaidhof replied to CV32's topic in Shore Leave
    Yeah, I believe that to be some over the top hype. Rangers have played the Pens well at home this season, now that it shifts back to the garden we'll have to wait, with anticipation, on how the Rangers come out of the dressing room on Tuesday Night. I have trust in the coach to not allow these guys to fold it up.
  18. pmaidhof replied to CV32's topic in Shore Leave
    Rangers lose again 2-0, now down in the series 0-2.
  19. Here are the Blue and Red respective orders. Blue Situation: During a movement to contact, friendly forces have met a significant enemy force along the trace of the Tziepov River. Due to prohibitive terrain to the east, both forces and pushing units to the west in an effort to flank each other. The Tziepov and its tributaries of approximately 400m in width. The riverbanks do provide for fording by amphibious capable units. The terrain is rolling farmland. While there is good trafficability in the lowlands (clear), higher terrain is considered slow-go (rough1). Key Terrain in addition to the waterways consists of the east-west Highway 30 in the south; the east west Highway 18 in the north, crosses the Middle Brach at Heradia Bridge; the south-north Highway 7 in the west, crossed the Tziepov at Fouse Bridge. Highway 7A branches of to the northwest just north of the Tziepov; The south-north Highway 9 in the east, crosses the Tziepov and the Middle Branch at Thorpe Bridge and Clarkson Bridge respectively. Lafferty Heights in the west, north of the Tziepov. Leon Ridge - center map, south of the Tziepov. Towns of Gunnington and Pageton are along Highway 30 in the south as well as Emamiville along Highway 18 in the north. Situation/Enemy: Sensors indicate an unidentified regimental-sized unit moving west along Highway 18 toward Heradia Bridge. The enemy is equipped with the T-72-series tank, and BMP-2 APC. Their AT capability generally that of the AT-5. They are expected to have moderate indirect fire support. Situation/Friendly: The MEF has dispatched a brigade-sized task force to locate and exploit the enemy's rightflank. The brigade consists of a tank- heavy battalion (1st Bn), a mechanized-heavy battalion (2nd Bn), a motorized infantry battalion (3rd Bn), a reinforced Light Armored Reconnaissance (LAR) Company (Alpha), and two Host Nation (HN) mixed battalions (4th Bn and 5th Bn, each consisting of two tank companies and two mechanized companies). The HN battalion are battle-hardened and capable of most basic missions. The brigade is supported by a battalion of direct support (DS) artillery. Your USMC forces are equipped with M60A3 tanks, LAV-25/LAV-AT, HMMWV-AT, and AAV-7 AMTRACs, the HN is equipped with Leopard 1A5 tanks and M113 series APC's. Your AT weapons consist of TOW, Dragon, and HN Eryx and Milan. Situation/Friendly/Higher Intent: Move with all due haste west along Highway 30 to secure the bridges in the vicintiy EMAMIVILLE-GUNNINGTON-PAGETON, or at least deny the those crossing sites to the enemy until relieved. You forces will enter along Highway 30 in the southeast corner. The lead unit is the LAR company and the 1st Bn. The remaining forces are staggered and will appear based upon player availability. RED Situation: During a movement to contact, friendly forces have met a significant enemy force along the trace of the Tziepov River. Due to prohibitive terrain to the east, both forces are pushing units to the west in an effort to flank each other. The Tziepov River and its are approximately 400m in width. The riverbanks do provide for fording by amphibious capable units. The terrain is rolling farmland. While there is good trafficability in the lowlands (clear), higher terrain is considered slow-go (rough1). Key Terrain in addition to the waterways consists of the east-west Highway 30 in the south; the east west Highway 18 in the north, crosses the Middle Brach at Heradia Bridge; the south-north Highway 7 in the west, crossed the Tziepov at Fouse Bridge. Highway 7A branches of to the northwest just north of the Tziepov; The south-north Highway 9 in the east, crosses the Tziepov and the Middle Branch at Thorpe Bridge and Clarkson Bridge respectively. Lafferty Heights in the west, north of the Tziepov. Leon Ridge - center map, south of the Tziepov. Towns of Gunnington and Pageton in the south as well as Emamiville in the north. Situation/Enemy: The enemy has been stopped along the trace of the Tziepov River. They are equipped with M60 series tanks and marine APC's. They are expected to have moderate indirect fire support. Situation/Friendly: Division has dispatched a regimental-sized force to locate and exploit the enemy's left flank. The regiment consists of a Three mechanized rifle battalions, a tank battalion, an artillery battalion and one MLR battery. You have T-72M and BMP-2 IFV's. Your reconnaissance consists of the regimental reconnaissance company (BMP/BRDM-2). Your AT missiles are essentially AT-5 and below. Situation/Friendly/Higher Intent: Move with all due haste west along Highway 18. Attack south to cut Highway 30 vicinity PAGETON-GUNNINGTON. You forces will enter along Highway 18 in the northeast corner. The lead unit is the reconnaissance company and the 1st mechanized battalion. The remaining forces are staggered and will appear based upon player availability. Questions?
  20. Today's CPX was based upon the April 1999 Marine Corps Gazatte's Tactical Decision Game 99-4 Battle Along the Tziepov, by then Major John F. Schmitt USMCR. The general situation was that Blue Forces "(advancing north with the mission of destroying 'Red Forces' en route to an operational objective some 30km north)" and Red Forces "(advancing south) have clashed head to head along the trace of the Tziepov River." The OOB's were essentially as described in the TDG. "Upon contact, in an effort to sieze the initiative, both forces have started shifting forces west, trying to turn the other's flank and establish a bridgehead on the far side of the river." Map997c This map is my interpretation of the map features in Tactical Decision Games #99-4 Battle Along the Tziepov, and 99-6 Battle Along the Tziepov Continued authored by then Major John F. Schmitt, USMCR. The TDGs can be found in the April 1999 and June 1999 editions of the Marine Corps Gazette respectively, published by the Marines Corps Association. http://www.mca-marines.org/gazette/PDF/9904.pdf http://www.mca-marines.org/gazette/PDF/9906.pdf Terrain is as follows: E0 - Clear E1 - R1 Towns - Town/R2 Woods - Woods/R2 Orchards - Woods/Clear. Map997c will be submitted to Paul Csokay for posting on tacopshq.com for future use. The RedFor Players: Anthony Eischens - 1st Mech Bn (rein), Regt'l AT Battery, Regt'l Reconnaissance Company Henk Stoffers - CO, 3rd Mech Battalion (rein), Fire Support Coordinator TimA - T-72M Tank Battalion, Regt'l Anti-Air Battery 2nd Mech Battalion (rein) was planned but went unemployed. The BluFor Players: Frank 'Brains' Moody - 1st Battalion (Tank-heavy), Alpha Company 1st LAR (rein) Bernard Cousin - CO, 2nd Battalion (Mech-heavy) Brad Leyte - 4th Host Nation Battalion Matt 'Rattler' Olmer - 5th Host Nation Battalion, Fire Support Coordinator 3rd Battalion (Motorized) was planned but went unemployed. Neutral Observer: Paul Csokay Both forces had a battalion of artillery in direct support, 152mm for RedFor and 155mm for BluForrespectively. RedFor also had a 122mm MLR system in DS. Air Support was essentially what comes automatically from the TacOps engine. Friendly Fog of War was in effect RedFor consisted mainly of the BMP-2 w/AT-5 Spandrel combo, T-72M tanks, BRDM2 recon, BRDM2-AT, and ZSU-23/4. USMC BluFor consisted primarily of AAV-7P, M60A3, TOW HMMWV, 81mm Mortar HMMWV, LAV-25, and LAV-AT. The grunts anti-tank weapon was M47 Dragon. Host Nation BluFor consisted of Leo1 tanks, M113 APC, Milan ATGMs. The HN forces also had the only BluFor air defense assets, "Javelin" shoulder launched SAMs. At the start, both forces start in the extreme eastern corners, RedFor in the NE and BluFor in the SE. For whatever reason BluFor seemed to more out of its assembly area somewhat quicker, although that may have been a function of RedFor be restricted somewhat by bridges to their close proximity west and south. In what seemed like forever, the two forces advanced toward the two Tziepov crossings at Thorpe Bridge and Fouse Bridge. Red seemed to be feinting toward the closer Thorpe Bridge while sending what appeared to be their main body around through Emamiville and onto the Fouse Bridge. Blue seemed to have a somewhat balanced advance toward the two bridges although there was what appeared to be a slight weighting toward Thorpe Bridge. Within the firt 8-10 turns as Blue's lead elements were closing on Thorpe a Red Recon-by-Air-Strike on the bridge actually took it, the Umpire Tools/Engineering Bridge, down. Most of us seemed surprised, I for one had not seen that before. An urgent request from Blue asked for bridging support, so I added two M60 AVLB's to the rear of their main force. Despite my careful placement while viewing the map in terrain analysis mode, Red was experiencing some difficulty crossing some of my bridges, the so-called "pile up routine" taking its effect. In the spirit to keep things flowing I magic-moved some Red, and later some Blue, units that were hung up for what seemed to be inordinate amounts of time at bridge crossings. In the end, time was our collective main enemy, and after 4+ hours we called it a game. Prior to ending, Blue's Alpha LAR, and 1st Battalion had effectively used artillery and mortar smoke to cover its crossing of a AVLB at the then destroyed Thorpe Bridge site, as well as "concealed" AAV-7 amphibious crossing, and had pushed 1-1.5km north of the crossing before entering in a sharp engagement with Red tanks and BMP's. 4th Host Nation occupied Leon Ridge while Blue 2nd Battalion held the Fouse Bridge site, and even crossed some AAV's across the river and up onto Lafferty Heights. Red units were somewhat non-descript in the scenario so I hope that individual red commander's chime in with who actually did what. It appeared to me that Tony went west-southwest while Tim and Henk went south. In the shortened end, it appeared that both sides effectively contained each other, although given another hour or so blue may have punched through along Highway 9 toward the Clarkson and Heredia Bridges as Blue seemed to be beginning to take a toll on the Red units. Only time would have told. Technical Issues: This was only my second attempt at hosting a Tacops Multiplayer CPX. TacOps did crash three time in the course of the scenario which I'm sure amped up frustration on the part of the players. Despite the first time surprising me, all three I can trace back to using the umpire tools to add a player, change a PIN, Magic-Move a unit, or add something requested. I wanted to try to save each individual players orders that they had already input. It appeared that if I tried to use the tool that pulls in an individual player's orders, in the attempt not to lose them when I send the SitUpdate, if they had not yet "finished" their orders, a fatal error would occur and TacOps would have to close, causing me to have to restart with the last autosave and have everyone rejoin. The question is that if a Host/Umpire does something that now causes the engine to require a SitUpdate to all players, how does the umpire send the SitUpdate without overwriting player orders, or causing this fatal error when selecting a player who had, according to the "Network Status" not finsished his orders? One other point was the somewhat slowness of the combat turn. Realizing that the turn does not end at the same time for all computers, overall the turn does not end until everyone's computer completes the turn. Both sides and on the admin channel various people called out to others to ensure that "clicks" vice "animations" were selected for combat resolution, so without inspecting everyone's computer, I can only guess that everyone had selected "clicks". All in all I enjoyed it. I enjoyed reading the communication and teamwork between players. It was also amazing to see how many unit markers were flowing across the map.
  21. TacOps v4.0.6AH Scenario: USMC Custom Map: Map997c sent to players who respond here or have already rogered up on the mailing list. Comms: mIRC Server: comms.tacopshq.com Port 7024, #tacops Subject: Mid to late 1980's. Could be described as actions immediately after a meeting engagement Time: 1700 GMT (1300 local New York) There will most likey be room for additional players. As it is now there are some units slated for employment, but may be ordered elsewhere by Higher not wanting to overwehlm those already playing. Pete
  22. pmaidhof replied to CV32's topic in Shore Leave
    Rangers lose to Pens 5-4 after leading 3-0 early - good grief!
  23. Looking at a potential 1700 GMT start time, provides a late GMT for those east of me. That's 1300 local for me, possible two others, 1200 for another. Units will stagger on map so it will facilitate not overloading a small number of players, and allowing for anyone else who may just show up game day. Please let me know if there are any complete show-stoppers. Thanks
  24. Stalin - You have TacOps? If so, I'll have to convince you to participate next time.

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