Friday, October 23, 2020

Eastern Front Series River / Flotilla Clarifications

From Consim World forums:

I asked the following

No Retreat order rule on page 26 Crimea Book: 16.41 The extra step loss for a unit with no retreat and not German. Is that ONLY when you get a R result?

That is the way I read it. If I have a no retreat Order, but the combat result is say 1/1, I dont take an extra step loss if its say Romanian Cavalry? Or is bullet 1 and 2 IN ADDITION to whatever other result you get? I wouldn't think that makes sense. Also in the standard 6.2 rules PDF download heck I cant even find this anymore in that book am I losing my mind lol

Next: Flotillas and WHERE they can move. This may be according to game but not sure. Minor Rivers like the ones on the Kiev To Rostov map are they off limits? Or say the Crimea Map.(pictures attached)

The TEC chart in the later games says "Canal/River Hexside" In Army group North Canals have a specific look on the map. So are Flotillas limited only to Sea Hexsides and Major Rivers or are Rivers/Canal Hexsides in play as well. (the smaller blue lines that run along a hexside)

Answers:

The TEC chart in the later games says "Canal/River Hexside" In Army group North Canals have a specific look on the map. So are Flotillas limited only to Sea Hexsides and Major Rivers or are Rivers/Canal Hexsides in play as well. (the smaller blue lines that run along a hexside)

Canals have a 'hatched' graphic on one side of the 'blue' line that represents the actual canal. Flotillas CAN move along a canal but they have to remain on the hexside that has the hatched graphic (ie in the hex where the hatch extends into). With a river, they can move along either side (bank). A major river, like a river, can move along either side/bank with the addition allowing that flotilla to move along the 'opposite bank' and ignore the enemy unit ZOC on the major river bank.

Hello all. I have a question about the No Retreat order rule on page 26 Crimea Book: 16.41 The extra step loss for a unit with no retreat and not German. Is that ONLY when you get a R result?

Yes, only the 'R' result generates the loss, and no retreat. If German only, that's it. If any others, there is an additional loss, making two steps lost, however, certain terrain can cancel that 2nd loss.

d. Flotillas move on canals, the same way they do major rivers, but only on those hexes that include the canal graphic.

OK, look at this two PNGs. One is the TEC and the other is a piece of Canal.

Note the canal runs along the hexside and to the RIGHT of the canal is the hashed markings that denote that this graphic is a CANAL.

And while a Flotilla can travel along a canal but it can ONLY transit in the hexes on the right side of the canal and CAN NOT transit on the left side hexes.

So they travel on the HASHED side but not the non-hashed side.

Canal




Saturday, October 17, 2020

East Front Series Army Group North Tutorial

GMT has had a walkthrough PDF of the AGN learning scenario on their site for a while. It replaced the one in the playbook due to numerous errors and errata in that version. If you are the writer let me know as I went and added page numbers and a table of contents. This doc has been on their site for years I just don't know who the actual writer is. 

I have taken that document and exported it to word, added page numbers and a ToC, then reimported it to a PDF. I will share the link below 


Let me know if that doesn't work. To comment on my blog you have to have a legit Google account I was getting way too many spam posts. 


Friday, October 16, 2020

The little Romanian Cavalry Brigade that could

In my previous video I did a little combat example of a soviet flotilla and soviet infantry brigade taking on a lone Romanian Cavalry brigade by a major river. Backs pinned to a natural barrier and being attacked by soviet enemies from the water and land what would happen?

The odds turned out to be 1-1, and with a no retreat order placed the Romanians were prepared to go out in a blaze of glory.

"On 15 March 1942, the Romanian cavalry brigades changed their name to divisions, as well did the mountain brigades.

After the battle of Stalingrad, the 7th Cavalry Division was disbanded, because it had sustained heavy losses and the remaining survivors were joined with the 1st Cavalry Division and formed the 1/7th Cavalry Division. On 31 July 1943 it was renamed the 1st Cavalry Division.

Because the equipment and vehicles had to be ordered in Germany and the necessities of the Wehrmacht received higher priority, the deliveries of materials were not sufficient. Thus it was decided in 1944 that only the 8th Cavalry Division was going to be transformed into an armored cavalry division."

The result was a attacker 2 step loss and a defender 1 step loss (roll of 2 plus 1DRM for the No Retreat). The picture below shows the Romanian Cav with its step removed the attackers not so lucky....they only had one step. In a futile attack the Soviet forces disintegrated and faced annihilation.  

The 8th Cav Brigade is part of the Romanian 3rd Army:

On 22 June 1941 the 3rd Army comprised the 4th Army Corps (6th and 7th Infantry Divisions), the Cavalry Corps (5th and 8th Cavalry Brigades), the Mountain Corps (1st, 2nd, and 4th Mountain Brigades), two separate artillery battalions, a target acquisition battery, and the Air Forces's 3rd Army Cooperation Command


 


 

 

Thursday, October 15, 2020

Eastern Front Series Flotillas

The Danube Flotilla was a naval force of the Soviet Navy's Black Sea Fleet during World War II

 A Dnieper Flotilla was constituted in June 1931, but disbanded in June 1940.

Many vessels served with the Dnieper Flotilla. One common type was the BK armored gunboats. This type served in large numbers with the Dnieper Flotilla as well as other Soviet river flotillas. At the time of the German invasion 85 of these were in commission, 68 were under construction, and a further 110 were ordered on August 18, 1941, all of which were completed during the war, and about 90 of which were lost

Flotillas move on major rivers at a cost of one MP per hex entered. In the above example, the flotilla could move into hex A or E in this fashion. Flotillas can also move “cross bank” at a cost of one MP. The flotilla above could switch sides of the major river, moving into hexes B, C, or D at a cost of one MP. Flotillas can also move across hexsides connecting major rivers to canals.



Tuesday, October 13, 2020

Fallout 76 Patch Notes for October 13th 2020

 Fallout 76 Patch Notes for October 13th 2020

Allies
  • Customization: Ally apparel is now correctly unequipped when scrapping an Ally Station.
  • Settler Forager: Players can once again receive quests from the Settler Forager Ally.
Art & Graphics
  • Apparel: Corrected a texture issue for Straight Jackets that are equipped on Allies.
  • Apparel: A portion of the player’s left arm is correctly visible when reloading while they have a Straight Jacket and a Gauss Rifle equipped.
  • Apparel: The VTU Baseball Cap now displays the correct logo and colors.
  • Enemies: Addressed an issue that could cause normal Mutant Hounds to incorrectly display Glowing Mutant Hound visual effects.
  • Lighting: Corrected a lighting issue that could occur in Hornwright Estate’s upper levels at certain times of day.
  • Lunchboxes: Animations now play when opening a Lunchbox while wearing Power Armor.
  • Perks: Corrected overlapping art in the “Bow Before Me” Perk Card.
  • Sympto-matic: Now plays the correct animation while a player is using it.
  • Underarmor: Secret Service Underarmor no longer clips through Armor or other Apparel the player has equipped.
  • Weapons: The Blood Eagle paint now displays correctly on the Suppressor Mod for the Handmade Rifle.
C.A.M.P. and Workshops
  • Blood Eagle Nest: Players can no longer path through the Blood Eagle Nest in its destroyed state.
  • Blueprints: Fixed an issue that could result in an infinite loading spinner when attempting to create a Blueprint.
  • Collectron Stations: Fixed an issue that could allow players to build Collectron Stations that they have not unlocked.
  • Displays: Lunchboxes no longer clip into Display Cases.
  • Doors: The Nuka-Cola Secret Door now more effectively snaps to doorframes.
  • Exploit: Addressed an exploit related to blueprinting.
  • Statues: Adjusted the crafting requirements for the Animatronic Santa and the Snowman so that they better match the items produced. They now require circuitry, plastic, and steel, instead of concrete, plastic, and adhesive, and the total material costs have been reduced.
  • Turrets: No longer target or attack neutral wandering merchant NPCs.
  • Vending Machines: Addressed an issue that prevented proper snapping between Slocum’s Joe Vending Machines and Slocum’s Joe Counter pieces.
  • Walls: Wallpaper can now correctly be applied to wall variants that have windows.
  • Wall Décor: The Flying Witch Cutout no longer clips into Walls that have Wallpaper applied.
Items
  • Aid: Raw Yao Guai Meat can now be sold to Vendors for Caps.
  • Apparel: The Emmett Mountain Hazmat Suit can now be repaired.
  • Armor: Endurance bonuses offered by Armor and Underarmor now correctly grant +5 Health per point of Endurance.
  • Armor: Players can now correctly apply Mods to Solar and Thorn armor limb pieces.
  • Exploit: Fixed an exploit that could allow players to apply item mods without spending crafting materials under certain circumstances.
  • Flora: Fixed a case where previously harvested Flora would incorrectly appear harvestable when revisiting the area.
  • Headwear: The description for the West Virginia Drifter Helmet no longer incorrectly states that it protects against airborne diseases.
  • Headwear: The Captain Cosmos Helmet no longer removes facial hair when equipped.
  • Headwear: Wearing The Quack Mask no longer causes the Pip-Boy light to shine from an incorrect location.
  • Legendary Weapons: Addressed an issue allowing weapons with certain legendary attributes to deal much higher damage than intended.
  • Legendary Weapons: The Instigating legendary attribute now correctly applies its damage bonus additively instead of multiplicatively.
  • Mole Miner Pails: Empty Pails can no longer be dropped, sold, or traded.
  • Technical Data: Can no longer be dropped, sold, or traded.
  • Weapons: The Cryolator with the Crystallizing Barrel Mod no longer deals damage to the owner when firing at the ground or at objects that are very close.
  • Weapons: Applying a Scorched Killer’s Receiver Mod to the .45 SMG no longer results in a much faster fire rate than intended.
  • Weapons: The Flatwoods Fletcher Bow Skin can now be applied to Compound Bows.
Performance and Stability
  • Client Stability: Fixed an issue that could cause the game client to crash.
  • Loading: Joining a Daily Op from the location where it takes place and then attempting to exit now correctly removes the player from that Daily Op.
  • Performance: Implemented a fix to help mitigate hitching that can occur while cycling through items in crafting menus.
  • Server Stability: Addressed several issues that could cause a server to crash during normal gameplay.
  • Server Stability: Fixed a server crash that could occur during combat.
Perks
  • Awareness: Enemy resistance values that appear in VATS with the Awareness Perk Card equipped now correctly match the enemy’s One Wasteland adjusted resistances.
  • Nerd Rage!: Now correctly applies its damage bonus additively instead of multiplicatively.
  • Tenderizer: Targets now correctly take increased damage after being attacked by a player with the Tenderizer Perk Card equipped.
Quests and Events
  • Exploit: Fixed an exploit in which players could bypass a portion of “Daily Ops: Uplink” to access the Signal Repeater early.
  • Trade Secrets: Quest targets inside Hornwright Estate now point the player to the correct locations instead of the elevator.
Sound
  • Classic Jukebox: Sound effects no longer play over the music when repeatedly activating the Classic Jukebox.
User Interface
  • Buttons: Addressed issues that could result from the Scoreboard and Operation Report being mapped to the same button when completing a Challenge and a Daily Op at the same time.
  • Challenges: Added a Perk Coin icon next to the reward for the “Become Legendary” Challenge in the Challenges Menu.
  • Daily Ops: Added XP and in-game currency rewards to the rewards list that appears in the Operation Report at the end of a Daily Op.
  • Daily Ops: Adjusted the wording on the Operation Report when players have already earned tiered rewards for that day to “No more rare reward rolls available” instead of “None.”
  • Daily Ops: Addressed an issue that could cause the progress bar to stop updating when capturing an Uplink during “Daily Ops: Uplink.”
  • Inventory: Fixed an inventory item transfer issue that could occur after switching to Adventure Mode from Nuclear Winter.
  • Map: Exiting a world while the Daily Ops Operation Report is on screen no longer prevents opening the Map after joining a new world.
  • Map: Addressed an issue in which the World Activity tracker would open automatically when viewing the Map, even when no World Activity notifications were present.
  • Perk Cards: Equipped Perk Cards no longer visually overlap non-equipped Perk Cards when nine or more are assigned to the same S.P.E.C.I.A.L. category.
  • Pip-Boy: When joining an event, its objectives now appear and track correctly, and they are no longer automatically set as inactive in the Pip-Boy.
  • Public Teams: The icon for the “Daily Ops” Public Team type has received updated art that’s more specific to Daily Ops.
  • Scoreboard: The player’s current Atom balance now updates immediately on the Season Scoreboard when claiming a rank-up reward that grants Atoms.

Saturday, October 10, 2020

Weekend OCS results: Vitebsk taken on last die roll

Crabby Old Gamer and I decided to sit down and re learn Operational Combat Series by MMP Games. What we did was take the intro scenario where you have capture the two hexes of Vitebsk and we followed the authors walk through here:

http://www.ocsdepot.com/images/contentfile/Vitebsk_Introductory_Scenario_Ops_Mag_layout_2.pdf

We followed it to the letter and while we did not get the same results in terms of some die rolls we did manage to take the last hex of the city with one final assault roll that forced a retreat and allowed us to advance into the hex. All in all we lost one German Motorcycle unit that was used as recon. It took about 4 hours to go through the entire thing. In the end we both walked away knowing OCS pretty well but the games main complication comes in how to approach every attack and prepare ahead which I really stink at. 





Thursday, October 8, 2020

The OCS OverRun rule explained

Some new players, including myself, were confused about how overrun works and what hexes you can or cannot do an overrun in. This was not very clear in the rulebook. However if you think of it in terms of the ATTACKING HEX, NOT ONLY THE DEFENDERS it starts to get clearer. I read in a PDF document example of play on the OCS Depot about an overrun example and this cleared it up for me

Preparatory Moves:
I’d like to overrun along the road from 17.27 to 18.27, unfortunately rule 8.1c forbids the use of road
for overruns, as your units are actually maneuvering in the hex to outflank the defender. Additionally
rule 6.1d says you can move from hex A to B only if you could also move from hex B to A, this is
logical though a bit unusual. In the example below units using track or truck type MP cannot move
from 18.27 to 17.27 without the road as they are prohibited to enter swamp. So, in the other direction,
from 17.27 they cannot leave the road to overrun 18.27. All in all you cannot overrun from a swamp
hex with units using track or truck MP, although you could with leg MP type units.

This document is located at:

http://www.ocsdepot.com/images/contentfile/Smolensk_Northern_Pincer_AAR_v12.pdf

Example is on page 12.

Furthermore I got a clear explanation on the OCS Facebook page as well. It was as follows in summary:

 9.1f A unit can never attack a hex that the movement rules (see especially 6.1d and 6.2c) prohibit it from entering. This applies even if the TEC seems to indicate otherwise. Note also that if a hex can be entered in movement, but only by using a road, a regular combat is allowed, but not an overrun (8.1c).

To explain a bit better: the first thing to do when working out if an overrun is possible is ignore any roads/bridges (8.1c). That means no overruns into a hex which has a non-road cost of 4 or more.
The next thing is to remember 6.1d (while still ignoring roads): you can only move from A to B if you could also move from B to A. If terrain with a movement cost of "P" is adjacent to an open hex, that means no overruns in or out of the "P" hex. 
 
No ordinary movement either - but a road will make ordinary movement possible.