View Full Version : Hank2 vs Mangus
General Staff
20 Jul 06, 15:06
Yes. Worked fine. I'd encourage others to look at the turn too.
This is actually a very good one from the German point of view. In fact, from this I'd say you've a good chance of winning if you play it right.
Firstly, try to draw out interdiction using AA guns. Don’t use units with 88mm’s in them- you need these as tank busters. Start maybe with the unit in 32,14 (3/1058 Inf Bn-1058/91 Inf). Find somewhere it could end up useful- say 22,15 guarding the bridge over the river. Move to 24,13 to use 9MPs, then to 22,15 leaving 1 MP left to dig in. You may get struck, you may not. Next unit would be in 79,35 (996 Flak Bn) with no 88’s either. Break into 3 pieces. Best place for this is 79,40, defending rail/road bridge at Caen so reinforcements can train through west. Your artillery are perhaps your most important assets aside from armour (relatively immune to interdiction)- so always move it last.
Before you move note hex 81,36 with 9 units in it- maximum allowed. You’re going to need to get a unit in here to drive down the left bank of the Orne. 2nd/10/736 Cod has lost its other 2 pieces whilst the others can be recombined. Disband it- it’s only got 1xRifle Squad AT, 1xSMG squad AT, 1x50mm AT Gun and 1x50mm Mortar which will go to the replacement pool. Now when moving your AA units up and down if they get put in retreated mode you can move them here, set up an attack, cancel it and have them in mobile mode again to move back.
Starting at the Eastern end. Put your coastal guns that have been 'dug out' and are now on mobile in Tactical Reserve Mode. This way they will at least defend themselves if attacked from the sea. Around Merville I'd just put those fortified units on 'Ignore Losses'- let the Paras exhaust themselves against these strongpoints, especially since you have a good chance to retake Pegasus Bridge (if you take it blow it) and cut them off. Use 744/711 Inf east of the Dives to get across and isolate the paras- break into 3 keeping one unit behind.
You really need to get rid of the unit in 85,39. I’d break Troarn unit in to 3 to cover eastern 3 hexes, break 2,125 in 83,38 into 3- put one piece in 84,38 and the other 2 move up to 83,36. This way you can start reducing it pretty much immediately. Your 21 Div arty- all 3- south of Bourgebus Ridge should go in the woods in 83,37 on Tactical Reserve so they can support attacks on Pegasus and the para unit SE until their MP % use allows them to be used in direct fire. 2/22 Pz- break into 3. 1 piece goes to 84,39 and when it can it takes over attack from the 2/125 piece. Another piece goes into 83,36 taking over from 2/125 piece when it can. The last piece keep in reserve. Put a piece of the 200 AG Bn unit at 74,40 in Benouville, another in Douvres. Pull the arty in the front line out where you can near here.
1/22 Pz I’d use up near the Creully Gap until you can get the SS Division there. Break down and mix with infantry behind the river line and in hills NW. Anything with 88s in it, break into 3 and parcel out with infantry in front of tanks, preferably in bocage, urban, good AT terrain. 192 PzG- break both into 3 pieces, combine with broken down engineers and start digging on Periers Ridge and on NW spine as far forward as possible.
A classic example of retreated units is in 79,30- 5/736 Inf in 3 pieces, all retreated. They can’t dig or recombine. Set entire stack to attack 78,29. Cancel attack. They’re now all mobile and can dig. In fact now 5/736 can recombine into 1 piece. And if you break the arty in Douvres into 3 pieces you can put 1 each in 79,30 and 80,30 and the last in 79,31 and then pull what units you can back to 79,31 (arty out last), then recombine the arty unit with MPs left. Plus the 2 infantry units can still get either into Douvres or one can even head south a bit.
For routed units I’d leave on minimize losses and always try to give them some chance, especially arty, even if it’s just a friendly unit dug in adjacent. If hit they’ll generally run, but at least they’ve got somewhere to go. The unit in 50,24 for example. I’d tend to try and form a line that either incorporated the unit or used a hex S/SW/SE.
Anyway, sorry if this is a bit of a ‘stream of consciousness’ rant. I don’t want to play your game for you but for one sector it should give you and other players some ideas. You can extend these principles to the other sectors.
This is great stuff , so much to learn from here and I really want to thanks Heinz and those who created this wonderful workshop.
One point here , Hank2 , dont just follow what General has suggested , try to understand why is he doing this and that. If you dont understand the logic behind or disagree , post questions - that way you will learn much more ;)
Good start here , and at least we have one probable German victory :smoke:
I didn't get to my move last night ... RL got smack in the way of the more important wargaming time I had hoped for.
But tonight ... it will happen and I'll post up my turn for you to see what I did.
dang ... the pressure is on ... already I'm predicted to win.
Later
Hank
my 1st complete turn
I tried but couldn't take either pegasus bridge or one of the bridges north of Carentan.
I'm already in trouble I think. But I did sink a cruiser (I think).
later
hank
my 1st complete turn
I tried but couldn't take either pegasus bridge or one of the bridges north of Carentan.
I'm already in trouble I think. But I did sink a cruiser (I think).
later
hank
Did you wait till you had already used a few combat rounds before you used your coastal guns to blast that cruiser? You have to remember that using your coastal guns will burn your turn, meaning if you fire it the first time you end our turn, you will only get one combat round.
When I played this against the PO I never got more than one round as Axis on turn-1. This turn I moved all my units into the positions I wanted them in; divided up/dug in/tac reserved/adjusted loss limits; set up the attacks I wanted (thinking I would only get one round); then resolved attacks. ... and of course I only got one round. Against the PO I even took great care not to attack with low MP units but this time I just threw everything at 'em I had ... but no luck on the bridges ... this time.
My opponent didn't make as much progress as a couple of the other games I've watched. I just got lucky.
I'm hoping next turn I'll have more opportunities to counter attack since I've set up forces the way I thought was best to block off the invaders routes of advance.
for better or worse ... that's my 1st move ... I hope to improve next turn
When I played this against the PO I never got more than one round as Axis on turn-1. This turn I moved all my units into the positions I wanted them in; divided up/dug in/tac reserved/adjusted loss limits; set up the attacks I wanted (thinking I would only get one round); then resolved attacks. ... and of course I only got one round. Against the PO I even took great care not to attack with low MP units but this time I just threw everything at 'em I had ... but no luck on the bridges ... this time.
My opponent didn't make as much progress as a couple of the other games I've watched. I just got lucky.
I'm hoping next turn I'll have more opportunities to counter attack since I've set up forces the way I thought was best to block off the invaders routes of advance.
for better or worse ... that's my 1st move ... I hope to improve next turn
For your next turn save the game right after you have set up all your attacks, and then either myself of Dicke, or General Staff can take a look and see what's happening to you. :)
General Staff
22 Jul 06, 06:39
my 1st complete turn.
Hank,
This seems to be the PBL you're sending to your opponent. What we need is the PBL he sends to you so we can see what you see at start or the SAL saved at the end of your turn so we can see your dispositions at the end of your turn.
Best.
GS
Oops, Sorry
Is this the one ... it says "don't send ... "
its a *.sal file
Crap, I was hoping to wake up to a critique by the General. Now I have to wait.
later
Hank
General Staff
22 Jul 06, 19:55
This looks real good. There's something of a defence in depth here that I think is going to work and win for you.
For others, I moved 243 Infantry up to Cherbourg to be the final garrison, along with the 7th Army 17th MG Bn, which I think is ideally suited for urban warfare- a lot of MGs a little AT and some mortars. I don't know how big Cherbourg is or was, but with 36 MGs the streets should have some interesting fields of fire. Anything else that makes it back on the long withdrawal will be welcome. Otherwise all hands on deck south. The Allies will almost certainly push up the east coast with their main thrust, if only because they can use their naval guns here once they clear out the Coastal Arty positions. They'll put a few runners up the other roads but the main push will be here. And it looks like most are making a go for Cherbourg.
I'd probably- in fact did against Elmer- defend in the bocage south of Montebourg, because bocage is such brilliant- and especially AT- country. Plus you can incorporate the Coastal Arty in defences.
I wouldn't bother using any armor in bocage- your infantry have enough AT ability for the terrain. I only put armor in towns in bocage country, and even then preferably assault guns or AT guns, not pure armor, which I tend to keep for open hexes or hills or if I need in reserve for that rare counterattack.
East of the Douve, I'd probably have disbanded the AT units I could- they're really overruns waiting to happen. The 3/1058 Inf Bn in St Come du Mont I would keep to try to hold for a round or so. I think I broke it into 3 in my game and dug it in to try and add MP costs to Allied units trying to make a quick start. I'm not sure it did much good.
The units on the blown bridges East of St Saveur could probably be best dug in in the bocage behind the river line. And the armor in it probably best used near Carentan and the Taute River bridge for local counterattacks. 34,29- I'm not sure what an arty unit is doing so far forward but it should always be in the rear whenever possible. Best place 37,31 where it can support all 3 bridges in the area (note mortars in unit only range to 4 hexes). I'd break the paras into 3 pieces each and start digging. You might want to look at my dispositions around here for ideas, particularly on arty placement- my arty in 40,27 can support out to Carentan and up to Grandcamp.
Omaha. Again, similar to my situation, and you might find some ideas there. But there's something of a defence in depth here and that's great. I put 3 88s in the towns here, and sent 3 towards Bayeux to help there IIRC.
1/22 & 2/22 Pz & 200 AG Bn & AG 352 (Omaha). I'd break the Pzs down and parcel out in open terrain- or urban, hills for the other AT- in combined arms stacks. I'd have kept 2/22 back to retake Pegasus and help clear out the paras. You've got to deconcentrate and defend in depth to have a chance. I know we all want that knockout blow that reduces a beach to another Dunkirkesque scene, but it's not practical here. There is a scenario -Normandy Rommel 1944- that allows for wild fantasies like this. And you do have a chance in it, just not here. It's defend and look for targets of opportunity for your arty, while conducting a fighting withdrawal and keeping them away from VP locations for 12-13 turns.
I worry about Sword Beach- you may miss some of those Pzs. I'd parcel out 125 PzG and 192 PzG into 3s. Again look at my game for some ideas here. You've a chance to start clearing Pegasus and some paras here, but you need to site your arty for maximum coverage. Also remember arty in mobile mode doesn't support anyone.
Use your Coastal Arty to hit Naval targets BUT ONLY on your LAST round or your turn will end. I tried this and crippled:
1 Battleship
4 Heavy Cruisers
2 Light Cruisers
2 Destroyers
Well worth the effort and 2 guns lost.
But overall turn looks very good and I think you should win if you keep it up.
Hope this helps.
Thanks!!
I got my second move from Mangus. Here it is before my reply.
I haven't even looked at the move yet ... but as soon as this is typed ... I will.
hank
better luck that turn
I was able to run the invaders off the bridge to the north of Carentan AND off Pegasus bridge ... yee ha!! ... plus I got two battle rounds so I was able to blow both bridges !!
Well, not much else ... except I got lots of holes south of Omaha, Juno, Gold and Sword. Not good.
Hole plugging will be tough
I hope I'm attaching the right files. Let me know if I'm not.
later
hank
Ok, since general Staff is smart and is sleeping, here goes:
First: Go man, go! Looks like you have a strong position to deal from.
Utah:
Utah looks fabulous, too bad for that one bridge they manged to keep. Um...your defence looks pretty good from the coast north of Utah all the way down to Carentan. Now, you've blown the bridge north of Carentan, so they can't cross there, but they still have a bridge to the west, if your opponent fails to re-enforce the paras on that bridge (which he won't), I'd think about moving your Paras from Carentan over to try to take it. However, since the RCT of the 90th Infantry is likely to come screaming over that river from St. Come du Mont, I'd move the Paras ver there to try to contain them. Once he crossed that bridge in force, or looks like he'll advance at all, blow the bridges over the Vire to the east of that last bridge over the Taute, they aren't providing you supply, and it will make it a hell of a lot harder for him to link Omaha and utah up. Just ensure that you make him pay fro that Marshy terrain between his Taute River crossing and Carentan. With the aid of the Paras you coudl hold that for a while.
Omaha:
This looks good and bad. First thing I notice is the Schnelle(Bicycle) battalions not dug in!!! Better to be one hex back and dug in than one hex further forward and undug. Hopefully you won't pay too high a price for that, but I fear you may...
Omaha on the right is looking decent, Omaha on the right, however looks pretty wide open. you're collecting two Battalion of the 6th FJ Regiment next turn, might want to get them up to that area as it seems in desperate need of re-enforcements.
Gold:
First, the line is there, but weak. I would split the 22nd Pz Regt p and spread it out over the line, help you stop the 8th Armoured brigade.
Juno:
The gap between Gold and Sword is that beach called Juno and, well, it's large, and empty. You're getting lots of re-enforcements next turn in that sector, they could go a long way to filling this gap. The 12th SS Panzer Recce and the 125th PzGren 200th AG Bn will have to be split up and provide some defence there, until you can re-enforce the area.
Sword:
The 25th PzGren will have to be split and spread along the ridge northeast of Brettville, since I imagine that yor next turn will include the destruction of much of those forces north of the 25th. Otherwise, north of Caen looks very good, juest keep falling back to the line you've prepared send nothign forward.
East of Sword:
AHHHHHH. Sun of a gun. if you look at hex 84,33, you'll see your worst enemy. An Allied Engineer Battalion. This has allowed for the crossing of some enemy armour to the Paras. If your enemy pours a lot more men across at this point, be prepared to start digging in and falling back, slowly. If he doesn't pour much through this crossing point, do your damndest to clean the area up and then beat that engineer.
Grand total: Very nice, I think you'll do fine. And I'm sure General Staffer will have some good advice to give when he crawls out of bed and takes a look.
EDIT: And, of course, our other veterans, Foggy, Telumar, Dicke, are welcome, encouraged to give advice, too. (get to work, lazies:P)
EDIT: And, of course, our other veterans, Foggy, Telumar, Dicke, are welcome, encouraged to give advice, too. (get to work, lazies:P)
Well ,there are two of us who are still toawless thanks to some sleeping guys over at Matrix thus unable to open the .sav and .pbl files of our fellow commanders..
Well ,there are two of us who are still toawless thanks to some sleeping guys over at Matrix thus unable to open the .sav and .pbl files of our fellow commanders..
Well, that would exlain it, wouldn't it? i forgot about that. :laugh:
General Staff
23 Jul 06, 05:24
Ok, since general Staff is smart and is sleeping...
Well, looks like I'm up just in time to take the baton. We could make this some sort of global relay. Veers, do you ever sleep? :D
Well, looks like I'm up just in time to take the baton. We could make this some sort of global relay. Veers, do you ever sleep? :D
I asked this myself, too...:laugh: Well, we're three guys with Euro time and two with US time, so a global relay (LOL) should be no problem . We=Veterans or guys that have some experience.
I also posted the pic Lary sent to me and outlined my plans so far, i think this might help also all the newbies, further i have decided not to panic in the face of the allied advance...:nofear: A big advantage for the axis is the high unit proficienca compared to the allies. So far my random thoughts.
Actually I was just doing up some turns before i hit the sac, GS. When Dicke and Telumar do finally get their TOAW III, we should have no problem giving real time feedback to the newbies. :D
EDIT: Wait...US time? I'm offended.
EDIT2: I demand a formal appology to be here when I awake, damnit. :laguh:
General Staff
23 Jul 06, 05:55
Veers has hit the nails on the head here. Notice we're both saying de-concentrate and break down those Pz Divs. Just a few pointers and a Q:
1) Given how successful your defence in depth is west, why are you concentrating the 21 and SS Pz assets east as opposed to breaking them down and doing the same east? You've only got to form a decent line in depth and hold for 12-13 turns and you have an overwhelming victory.
2) The 21 Pz Recce unit with its high reconnaissance value is ideal broken down in to 3 for use clearing the paras east of the river near Caen. It can get through holes other units can't to set up surrounds.
3) Omaha. I'd have put the AGs in Formigny. And broken down into 3 with the other 2 pieces in Trevieres and Isigny. I think armor/SP/AT guns are wasted in bocage. Infantry with Rifle Squads with AT Panzerfausts can make short work of tanks in this terrain. Or at least as well as anything mech.
4) Arty unit in Trevieres. Classic example of range issue. It shows 5 on the counter, but a look under the hood shows half the unit is mortars with range 4. 51,26 and 55,27 coverage is half what you might think. I think I'd have split the units of 30 Mobile Brigade into 3s for defence in depth and put arty with one of them in 51,27 or maybe 51,28. A little close maybe but arty in the bocage ain't fun either.
5) Carentan and FJ Arty. Bear in mind this formation is Internal Support which means they just look out for themselves. So arty may not support other formations. Maybe take a look at my game for what I think is optimum defence around here. It frees up the 352 unit guarding the Taute for example and BTW be careful of 40,27- he can get through here with a high recce value unit.
Excellent job, and I hope you're having a lot of fun. I'm pretty sure you're going to win. Also you seem up against a pretty timid opponent, as I'm sure you've guessed by some of the blitzkriegs in other games.
General Staff
23 Jul 06, 06:42
When Dicke and Telumar do finally get their TOAW III, we should have no problem giving real time feedback to the newbies.
LoL. Maybe we should forget forums, and open up a 24 hour chat room...
" ... and a Q:
1) Given how successful your defence in depth is west, why are you concentrating the 21 and SS Pz assets east as opposed to breaking them down and doing the same east? You've only got to form a decent line in depth and hold for 12-13 turns and you have an overwhelming victory.
... "
I suppose I'm still apprehensive about breaking units down ... I have this concern about breaking units down to individual weaker units. I mentioned this in a post before so in many cases I just divided them into 2 units.
These SS Pz regiments break down into stronger units than the other regular forces (like the bikers). When I break down the other units into 3 units, the defense strengths are never more than 3 def pts ... so my guts tell me they will be overrun with little effort from my opponent.
I'm going to do what you suggest since this is a learning experience. My SS regiments will break down into 4 or 5 def. strength units /3; and 5 to 7 if /2. (I just see these 12 attack strength units coming at me and I'm scared my guys will get eliminated) ... Looks like I'm going to have to because I've got some significant gaps to fill.
Sorry, I was born in Missouri, the "show me" state; so my hard head has to observe a situation before I believe it - a character flaw I'm sure. :-) Please forgive my stubborness but I WILL follow you and Veers advice on breaking them down.
thanks
hank
ps - I wish I was in Paris this weekend ... fun and frolicking at the Tour de France ... wine women and song ... celebrations and partys ... and I'm not there :-(
General Staff
23 Jul 06, 10:41
The other issue is that these big units make an awfully tempting target for an Allied player. Round up one of these stacks and he's got a home run. Not to mention you just don't have the luxury.
Also I think in the military they say for an attack you should have 5x the defender's strength, so a 3 would match a 15.
Heldenkaiser
23 Jul 06, 10:41
I have the same concern. I also broke down almost all my teeth arm battalions into 3 companies each, as suggested, but in the playback of my opponent's T2 I saw a lot of my units being overrun without serious combat. Isn't it because they are so tiny? :surprise:
General Staff
23 Jul 06, 10:48
I have the same concern. I also broke down almost all my teeth arm battalions into 3 companies each, as suggested, but in the playback of my opponent's T2 I saw a lot of my units being overrun without serious combat. Isn't it because they are so tiny? :surprise:
Are they properly covered by dug in arty? They need arty cover or they won't last long. And it depends what terrain. In bocage/urban with arty support they should at least with a unit behind hold the line for the turn, even if routed or retreated.
These units are expendable at the end of the day, and it's all about delay not necessarily survival. You've got to stop a Pattonesque breakthrough where they go racing through your lines and you're finished. IMO this is best way to try to do it and it's worked for me many times before.
LoL. Maybe we should forget forums, and open up a 24 hour chat room...
That would be interesting...:)
Here's move three. He sneaked in and took Bayeaux and he's got an engineered bridge across the the Orne north of Pegasus bridge. :(
I'm going to try posting a map image. Never tried it before so we'll see ...
I'm going to try posting a map image. Never tried it before so we'll see ...
Yeah, that would even allow me to give you some advice...If you need help in posting youre image, just ask.
General Staff
28 Jul 06, 15:21
Here's move three.
Try and smother with surrounds and LA/ML and direct arty the units around Troarn and Merville. Damage control. Also if you get a chance hit 84,34 with direct arty in support of a LA/ML ground attack. This is a target of opportunity if ever there was one- a lot of infantry milling around in the open with not a blade of grass to hide behind.
HQs up front one hex behind to support- those in Caen for example. 88s in front line in combined arms stacks.
I think you can retake Bayeux- surround and LA/ML with direct arty. Maybe some SP guns.
Everything broken down except as noted elsewhere. 88s should always be in combined arms stacks (e.g. 50,30). The only digging they're really capable of by themselves is their own graves.
34,26- some units it's worth to disband and move equipment into replacement pool. Also treat engineers as specialists- read up on them. Use to dig rear positions and if up front put on ML so they get out quick if attacked.
Watch 28,26- there's an engineer unit here just dying to rebuild that bridge and who knows what will rush over it?
26,15- 206 Pz Bn. Obsolete equipment (1940 French). Break unit down and parcel out in combined arms stacks at crossroads in open terrain. Use SP guns for urban.
There's more advice out there with other games but I hope this helps some.
Can you cut and paste a jpg into the post?
It asks for my url. Can I just type in the file path w/file name?
help
hank
Yes and No. :D You can attach it to your post just like the .zip file of your save.
Or you can upload your image somewhere and have it displayed in the post (hope it's not too big). For example at http://imageshack.us/ . Larry Fulkersson has made an illustrated briefing how to do it: http://www.strategyzoneonline.com/forums/showthread.php?t=41457 , but i'd use this (red marked) url between the Image tabs:
http://img223.imageshack.us/img223/4875/a1ph6.png
http://img87.imageshack.us/img87/5709/mangushankt3b12winlr2.jpg
If this works ... its the end of turn 3
... this the the area south of Omaha ... the plan is to set up a killing field along the Aure River ... the Allies will have to make their way through the bocage then I hope to have enough infantry to add to the 88's I've got digging in while waiting, to hold a line along the edge of bocage
my first post of a pic .... hope it works
http://img207.imageshack.us/img207/3306/mangushankt3b32winvr1.jpg
... and this is Caen ...
Oh, sorry for the delay, i promised to say something on your situation.
First of all, your opponent seems to be very timid, i have seen deeper penetrations and advances in my (yet) short toaw life in this scenario, so you can hope to pull out a victory or at least a draw.
Operations:
You know, once he has arrived at Bayeux in strength a defense along the Aure and on the hills north of Bretteville wouldn't make much sense anymore due to exposed flanks. You have a good chance to contain him east of the Orne once you have finished his two isolated units there and spread out the freed-up units to your defence line. Regarding the Aure line: I hope you can bring in infantry from the south fast enough, i estimate you have two turns time to do so before he has reached the river and don't rely on your infantry retreating out of the bocage towards the Aure, once forced to retreat or route they won't be able to make a stand anymore. Be carefull that he doesn't sneak through small gaps with armoured cavalry. Shadow with own recon if possible (this is a general advice, don't move any units now from the south over the Aure.)
Tactics:
Artillery on support status for the enemy turn: Always on ignore losses. Build more combined arms stacks, especially in the area around Bretteville (if you have units availale - i.e. the SS AA unit at Caen)
Blow the bridge four hexes north of Carpiquet. Attack his isolated units (certainly..;)). Maybe you can bombard the fording hex over the Orne river, with a bit luck he will lose some bridging equipment which will lower his valuable major ferry capability thus increasing movement point costs for him to cross the river.
Maybe someone who can open the save files can give you further advice.
Hank - your second opponent is L’Emmerdeur - the game should still be in its early stages. Check with him via PM to exchange e-mail addresses.
Good Hunting!
Mark
Hank - your second opponent is L’Emmerdeur - the game should still be in its early stages. Check with him via PM to exchange e-mail addresses.
Good Hunting!
Mark
Oh, have i missed a dropout? Was my advice useless effort as the opponent from this game has dropped out?:surprise:
Fei Hung and Pdqport dropped, MarcA is taking over against Fei Hung.
here's my move 4
I got bayeaux back
and drove out some other invaders via counterattacks
my next line of resistence will be along the Aure River (xcuse spelling pls)
I'm lucky my opponent is not pushing hard ... I may be able mount some fairly significant counterattacks to make things interesting ... but then maybe I should think about that first ...
Hank - your second opponent is L’Emmerdeur - the game should still be in its early stages. Check with him via PM to exchange e-mail addresses.
Good Hunting!
Mark
"Oh, have i missed a dropout? Was my advice useless effort as the opponent from this game has dropped out?"
Is L'Emmerdeur still my opponent? this last comment confused me
Let me know and I'll email him or you can tell him to
No, no you shouldn't be confused, i was the confused guy. I have no influence on pairings and haven't looked into the 'Any dropouts?' thread for days now, so i just wondered about your second opponent..it's alright there...just do what Heinz57 says.
I still have the slight feeling that something is still unclear...:nuts:
Can I create a new topic here for my game with L’Emmerdeur ... or does a moderator have to do it?
I got Billy's (aka L'Emmerdeur) move today so tomorrow I hope to post the first turn here. ... so I need another thread ... please.
thanks
hank
Plus, Mangus' down for the next few days due to technical difficulties ... Please Stand By ... thus I really need this second game ... or I'll go into Withdrawals ...
:scream:
Can I create a new topic here for my game with L’Emmerdeur ... or does a moderator have to do it?
You can create a new topic here (and everywhere in the forums). Hey, you already created this thread, so just do it again...
Edit: Sorry, just looked at the first post, GS created this thread. Okay, just click the Add topic field on top of the axis team thread, on the left side above the thread title bar or however this is called. A normal text window will appear, just like the one when you reply to a post in a thread. Don't forget to give your new topic a title.
Here's move 5. Still battling for Bayeaux. Other sectors still falling back very slowly ... in a few areas counterattacks netted some positive results
hank
both my games have ground to a screeching halt. I've got two games going and I can't seem to get more than one move a week from both.
I've been returning my move within 48 hours max.
Just thought I'd let you know Its not me holding up the show.
Heldenkaiser
21 Aug 06, 09:58
Maybe the Axis team is simply too good for them. :laugh:
Mine has slowed down, too ... considerably.
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