sorella

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Everything posted by sorella

  1. big bug the zandvliet pocket. should have surrendered long ago. waste of time in game.
  2. I think its actually 60 Days not 60 Seconds if you are in contravention of Rule 23. But it could just be me.
  3. how the players view the opposing HCs:
  4. thx for the info and quick reaction and fixes.
  5. Y'alls must be playing a different game than me.
  6. lmao. I'll go look at that Creed video clip again then. but thx.
  7. On behalf of the OT Senate Standing Committee of Literally Standing Around we would like to share this summary of our recent unredacted 400 page report from the OT Very Special Prosecutor's Investigation into TGTCWTF (The Game That Comes With This Forum). To wit: Thanks to CRS 2.0 Thanks to all the volunteers For all the work and changes moving the game ahead with 1.36 Despite all the roadblocks and whining and When will trains be in-game? You can read the full report here: Seriously, Your Friends in OT
  8. I like the dots I like them lots but What are your thoughts About the dots? - Dr. Delems
  9. Sure. AG B was north, went into Belgium; AG A through Lux/Sedan/Dinant and/but AG C was Verdun and south, kind of static masking the Maginot Line.
  10. +11
  11. May Reminder: Nominations are still open for this spring's Supreme OT Order of Mike (1st Class) including a strong draft class of retired HCs. MikeAZ himself will be selecting the winner at his own whim. BE LIKE MIKE.
  12. By the power invested in Off-Topic, by no one in particular, we have hereby nominated - for the advice & consent of the OT Senate - MikeAZ for the first-ever medal for Distinguished Conceptual Thread Bravery (DCTB) in the line of fire; to wit: The Supreme OT Order of Mike, 1st Class, with Flaming Hearts & Stars
  13. Following through on this idea, specifically for Axis as outlined by Delems and Asimov above, for example: NOW >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> NEW 3 PZDiv HQ ....................................................... 6 Armee HQ (or IVK /6A HQ) 3PZ.1KG (inf) .................................................... 15 Inf Div (actual IVK) 3PZ.2KG (inf)..................................................... 205 Inf Div (actual IVK) 3PZ.3KG (arm)................................................... 3rd Pz Div (actually was XVIK/6A along with 4Pz and 4th and 33rd IDs) (or go full 6 Armee / XVI Korps with 3PZ and 4th and 33 IDS) 4 PZDiv HQ ..................................................... Pick a new Armee HQ - say 4 Armee HQ (or XVIK/6A HQ as above) 4PZ.1KG (inf).................................................... 12th ID (actual IIK / 4A) 4PZ. 2KG (inf)................................................... 32nd ID (actual IIK/ 4A) 4PZ. 3KG (arm) ................................................ 5th or 7th (Rommel) PzDiv (actual XVK / 4A) **12 and 16 Armee had no PzDivs attached so for 3rd unit group might have to go with PzGroup Kleist or add a PzDiv to 12A or reuse 4 or 6 Armee with a different Korps designation ** ***actual 16 ID was in VIKorps/12Armee w/no PzDivs*** 16 ID HQ .............................................. PzGp Kleist HQ (or a fake 12A/VIK HQ) 16ID.KG1 (inf) ......................................... 2nd ID (motorized - actual XIVK/PzGp Kleist) (or 16thID / VIK / 12A) 16ID.KG2 (inf) ......................................... 13th ID (motorized - actual XIVK/PzGp Kleist) (or 24th ID /VIK/12A) 16ID.KG3 (arm) ......................................... 1st, 2nd, or 10th PzDiv (actual XIXKorps (Guderian) / PzGp Kleist) (or just pick a PzDiv to add to the 12A) Kind of moot, as its ahistorical due to the real configurations of the various sides/countries' Armies/Corps not matching the abstracted WWIIOL model of unit groupings being: 1 HQ + 2 Inf + 1 Arm component. You could also abstract stuff in by calling KGs Korps instead of IDs/PzDs one supposes. Or go down a level (like where we are) and simply pick 3 divisions and use their component regiments/battalions as the sub-units linked to the Div HQ. zzzzzzzzzzzz.
  14. Good questions and great time for it, as some actual ingame priorites are shifting and being learned / re-learned by all of us with 1.36 patch and addition of static garrisoned front line towns and fewer moveable brigade units than before. Think Merlin answered a lot above and noted the shifting dynamics of the game overall and the in game specifics on AOs and missions. A few more comments on your specific questions: and I'm sure other players have more, better insights either here or in game - don't be afraid to ask any question on discord or on ops chat.
  15. go up a level all the way: if a/the HQ is an Army then below would be divs not brigades or battalions - though for most, like BEF you'd have Corps HQ in the middle. So in a simplified, modified, abstracted, semi-historical CRS 1.36 structure (HQ + 2 IDS + I AD) you could have for the Brits: > HQ = BEF (unless you wanted to choose I Corps or II Corps HQ) > 2 inf divs = 1st ID & 2nd ID (these were historically under I Corps which included a third ID specifically 48th ID ) > 1 arm div = 1st Armoured Div (though neither I or II Corps HQ had armour attached - this 1st AD arrived solo under BEF after May 10/40) In Kile's outline above across the 4 countries he goes up to the Army level for HQ so the units attached would be/could be historical divisions attached to that/those armies (bypassing the Corps structure in all 4 armies) and there would be no brigades/kampgruppe/regiment components at all. __________________________________________________________________ to be really boring and specific related to what exists now in a BEF example: NOW >>>>>>>>>>>>>>>>>>>>>>>>>>> NEW HQ 1st Inf Div ........................... BEF HQ (or BEF I Corps HQ) 3 Commando ........................... 1st Infantry Division Special Air Service ........................... 2nd Infantry Division 1st Guards Brigade (Armoured) .... 1st Armoured Division Could do same for French, US and Axis though someone would have to make the call as to keeping or bypassing any Corps structure under any specific Army HQ.
  16. But wait. If we can't blame HC who should we blame? Surely HC will still guard spawns and bunkers and drive fms, no?
  17. Quite a few old towns have Power Stations - like Leuven and so on. And one of the favourite fighting areas (at least for some) is Maubeuge north side where there is a Depot, Maubeuge Prison and City Cp in a kind of a walled cluster - lots of fun CQC. NorthEast Edge - there's a Machine Works in Druten and both an Engine Plant and Autobody Works in Duisberg that are fun - though Duisberg has a fairly big urban town layout. Both Meckenheim and Remagen have a 'Power Plant' facility - which may be what you're speaking of - both good sets of buildings and towns to fight in. And of course Mendig has the famous 'Maxxim's Workshop & Cigar Club' plus an AF to fight over. Log in one day DOC and we'll give you a custom opel tour - or maybe an escorted flyover.
  18. So all the players who wanted garrisons instead of TOEs now call capping a fully defensible garrisoned town a softcap? Or is a softcap now any cap that happens in TZ3? Or any cap when someone is underpop? Or just any cap if its the other side? Or any cap that doesn't allow for stat-padding? We need a glossary of y'alls definitions. I was told 18 years ago when I first played that 'numbers move the map - everything else is chrome'. It was and is still true. Hence the need for some form of Pop Neutrality - as outlined in Kilemall's post above and elsewhere. /+10. But sadly Augetout they do whine. This thread is proof. Ouf. J'en ai marre. Austerlitz bordel.
  19. Thanks to the brilliant > http://www.campaigncharts.com/ >> this info is available for right now if one wishes. (thanks choad!!!). And I didn't make a statement really, just reiterated Syd's numbers on TZ captures. I agree its a different game right now - but not that different - in that TZ town capture numbers/ratios for or within a campaign might be similar or within a given range.
  20. 1. so what? makes it invalid for analysis? 2. doubt it's much different in the last two months. 3. doubt it was ever much different (for either side) when a side is i) overpop and/or ii) on a roll and/or iii) has its act together as they say One can extract this info manually by using the current web map info but its a bit of work and must be kept up to date. Perhaps Wiretap or other programs have this info more easily available and/or stored. There are/were also a series of campaign videos (up into the 70s I think) recorded in fast time showing map progress and town capture. These used to be i) posted on barracks ii) linked to the wiki and iii) available via the Campaign & Videos link on the old Battleground Tools site. Can someone resurrect this? http://www.battlegroundtools.com/ http://www.battlegroundtools.com/documents/campaign.php It even has the old original TZ parameters way back when we used to call them 'timeslots' (TS). Eastern Standard Time GMT -5 TS1 7:00AM to 3:00PM TS2 3:00PM to 11:00PM TS3 11:00PM to 7:00AM Older info may be available on the old Lagus OKW MapViewer but not currently functioning.
  21. Ty info. Perhaps some of the deep thinkers in this thread as it relates to TZ3 will actually compare real results in different TZs.
  22. are you a video game therapist in real life or do you just play one here on the forums? lighten up a bit, get yourself some self-esteem - this is a game, this is the game forum and you're still commenting - surely you must think well enough of yourself that you wouldn't endlessly play and comment on a game so full of 'stupid' and 'negatives' and wounded feet and yet - you're still here? we love you man. woof.