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Tman last won the day on February 7

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  1. I agree Fiambre. With so many flags (and abundant supply) on the map and both sides seeming to take more care to have proper fallbacks - I see the lack of HC on having even less of an impact than in previous camps. Add to that 1 AO most of the day now.... Volunteer OIC's and Reserve Korps HC are the answer. These guys can change AO's and that's what's really missing when no HC on. Axis HC will be rolling a new Reserve Officer Korps in the next 30 days. It will be a great way to "ease" into HC
  2. Excellent work men! Still a lot of hard fighting left to go. See you all on the battlefield.
  3. Mouzon was 4 hour battle so there was more to it than just cap timers.
  4. Axis side will be rolling out a revised Reserve Officer Korps. Details coming very soon. We envision a Korps of properly trained volunteers who will be in HC but will only have HC responsibilities when there are no other HC on. Stay tuned to Axis forums.
  5. Ce: You can still oversupply -
  6. @malvoc and @saintJ - I totally agree. I remember before this current axis streak when dfadd was CinC for 3 or 4 campaigns.... It was the exact situation you describe Malvoc but on the Axis side. Not enough players, unable to sustain an attack, Never owing the FB's, No guards, no FMS's. It takes something... special operation ... sustained push - something to turn the morale around. It happens but I think less than 50% of the time. Both sides have pushed back from their factories to win in the past, but I can't place what factor caused the turn around. I remember a map where it changed after a few day map stalemate. Allies mounted a few good attacks and the map went the other way.
  7. @poker "Stop advancing, and understand that your opposite MOIC is probably lacking in some obvious knowledge. Its not impossible, I’ve done exactly this before when the shoe was on the other foot." Sorry but I could not disagree more. What do we say to the Axis PB when we stop advancing? Allies making poor decisions so for the good of their morale we will stop our advance? ... This is virtual war and sorry but we take no prisoners and don't hold back. A vast majority of the Axis PB want their opponents weaknesses exploited and that's exactly what we instruct GHC - exploit allied weakness wherever it is - I won't apologize for it. Next month is 10 years here for me. I play (and move flags) whether we are winning or losing - I have been on the receiving end of allied breakouts and great allied flag movers and I know there will be more. I have regretted not pulling back flags faster to cover a hole thinking we could cut you instead - most of those are fails by virtue of a morale swing. Once a side starts talking breakout or cutoff the morale boost is incredible. Players and squads thinking and acting ahead of the MOIC. Staying in game, playing longer. On the other hand When your getting rolled you can't get anyone to do anything lol. Things can and will turn that is a given. Like thi
  8. Allies started the camp with 4 divisions south of Haybes. Allies captured Lux on day 1 and were pushing east toward Bitburg-Trier. Stretching themselves out instead of punching north through Arlon or NW through Habay. Axis started day 1 with one objective - cut the south to force a pullback or cut allies off in the south. This objective was not designed as a breakout it was simply to force a pullback of at least one allied division. We started on Sedan day 1 without success. All caps day 1 were allied. Day 2 (yesterday) - 3 Axis caps in TZ1 - morning hours - Haybes and Revin. Then Rocroi........ At 11:30 AM EST Hierbart notified Axis HC through Slack that we had opened a hole at Rocroi and to get in-game. For the next 9 hours we attacked targets to move Chimay-Hirson-Laon. So with all the bashing here what did you think was going to happen after Rocroi fell and we were unopposed? You had flag in Couvin and never moved it into Chimay - Chimay the key town to south cut off was a softcap for us. In mid-afternoon Allies attacked Merzig - look at Merzig on the map and explain the purpose of that attack? At least when you changed and started to head Wiltz to Bastogne you had us concerned but you never followed through. 2 British divs never moved further west than Longwy-Arlon. If Allies had pulled 1 division or 1/2 division back toward Laon when we opened a hole you would have stopped us. 33ID was the spear and by time it was at Laon 33.3 had 35 rifles left. I don't understand why Allies do not see the threat and react to it? I'm not suggesting you need to pull all 4 divs back but pull one back and get in front of our advance. When hours and hours go by without any real defensive flag moves then what do we do? stop? start attacking a new area of the map? Hell no. The Axis PB would crucify us if we showed mercy. Stop blaming HC. Get in and help change things!
  9. @kgarner : The maneuver warfare game has been dummied down to slow the effects of a real breakout. First the behind the line timers were shortened to 15 min to allow a defender more time compared to 1 hour front line timers; this allows more time (faster moves) for a defender to pull back and plug a hole. Next, the no softcap rule during 1 AO periods which is now 8 to 10 hours a day. Third, longer cap timers to slow the time it takes to "roll" a town during an overpop breakout. Those things specifically have been implemented by CRS to slow the map down and prevent a breakout or a run to factory towns. The reason: the real effect breakouts have on the rest of the campaign. Almost never does the receiving side of a breakout come back to win a campaign. Most breakouts 10 towns or further away from a factory will never make to factory before being too stretched and vulnerable to cutoff. Especially when you have only 12-14 hours a day of 2 AO's. The last couple Axis breakouts took 24-48 hours to complete. That's a lot slower then when they could happen in 6 or 8 hours. So always a risk of starting something as a map oic that you can't finish. The "vision" you had when you left is usually totally tossed aside by time you log back in.... Morale is such a huge part of the game that is almost in no one can control. Everything contributes to very high or very low morale. Fact is when your side is taking towns comms are high, vets thinking ahead of the map oic on FB's and pre-camps, etc. things move along like a well oiled machine and most importantly I think players player longer. Stay in game longer or log in earlier. An all that contributes to a high pop breakout or roll. The opposite effect happens when finding a TZ3 roll after you worked so hard to take or hold a TZ2 target. That hurts morale no matter who's side it happens too. Jokur and the allied TZ3 crew rolled in TZ3 for 3 maps when dfadd was CinC. I got up earlier (for TZ3 play) or stayed later from TZ2 just try and help but a low pop roll is a low pop roll. So smaller pushes that force pullbacks or small cutoffs happen more often. With brigades routing in 6 hours after cutoff and returning from training in 6 hours instead of the 12 and 12 - the effect of losing a division or even too is usually pretty minimal. Brigs can be manually moved to training after cutoff if the are below 50% infantry strength (used to be 10%). Returning divisions from training can destroy any cutoff plan or factory push. Imho allies need to hold Maasricht line area before they look for north factory push or risk too high for cut.
  10. It wasn't one map move bmw. It was the lack of defensive map moves over a period of many hours that lead to the unopposed breakout. The exact same thing that cost the allies so many times. The unwillingness to recognize the breakout and all that comes with one. Superior attack morale - offensive players playing longer, smarter - squads thinking ahead to FB's and next spear targets, etc. Defensively it is so easy to look at map and say "aahhh we will just cut them." In actuality once a breakout has started it very very rarely succeeds. Doesn't meant we won't try but at the same time pulling a division from the line to blunt the breakout would prevent the loss of the map. Let's see which side learns this lesson first......... Nicely played dfadd and crew- I wasn't on this weekend but watched the webmap.
  11. The communication is horible. No matter how much we complain its the same every reset. SILENCE Many comms when we having fundraisers though................ Ya I did....
  12. 3 Panzer was very isolated covering Geel - Diest and Hasselt. Key was to get Turnhout back and move 4 PD to cover Turnhout - Geel. WHen I left yesterday afteroon we had kicked allied brigades and I assumed ([censored]) the cap would be ours. Our supply would have held (better) until 16.1 and 16.2 came back from training. With 4 flags on Ciney I moved half 2 Panzer from Huy south - that meant 33 ID couldn't help Hasselt it had to cover Huy and Waremme.. Maybe overall that was bad move as Ciney was repelled handidly and didn it didn't need extra supply. Shout out to Sudden who was at your FB and broadcasting each time one of your 25 laffies spawned.... we knew it was a big attack... Well payed!
  13. Agreed. Need better communication from CRS! S!