Awhile back I posted about a scaling issue that I had with the Airborne Assault games (Highway to the Reich, Conquest of the Aegean, and Battles from the Bulge). It even affected the new game back when I tried the core engine. Those games worked fine on my Windows 7 machine up until sometime in November 2014 when the scaling issue reared its ugly head. I had thought it was an issue with my AMD video card, however several driver updates had gone by without a resolution.
Showing posts with label Battles from the Bulge. Show all posts
Showing posts with label Battles from the Bulge. Show all posts
Forward to the Past
Given the myriad of issues that I am having with some games in the Windows 7 environment (as well as AMD video card specific game issues), this weekend I began the process of rebuilding my Windows XP computer. I had tried a dual boot option with my Gateway however it didn’t work, and even if it did in hindsight it would not have resolved the scaling issue with Command Operations (and other Airborne Assault games) as I would still have been playing off of the same GPU and drivers.
Command Ops Scaling Issue
I am not sure when this occurred, but it had to be some time after the last post I made about this series of games. All of my Airborne Assault engine games (Highway to the Reich, Conquest of the Aegean, and Command Operations) now have what appears to be a scaling issue where the text and graphics on the left side of the screen image are out of alignment. I have checked several forum threads from what remains on the Matrix site and attempted to adjust monitor scaling but to no avail.
Command Ops Return to St Vith
The following after-action report is for a hypothetical scenario that takes place on January 5, 1944 between the Axis I SS Panzer Korps and the Allies III Corps in the Belgian province of St. Vith, the last supply route available to the Germans in the Bulge. The American 4th Armored Division is approaching from the south and the German 12th Volksgrenadier Division is defending the area. Both sides have reinforcements available during the scenario which will last four days.
Highway to the Reich Nijmegen Historical Campaign
I have recently reinstalled the game and find it runs perfectly in Windows 7 without the need for any compatibility wizard tweaking. The screen resolution can be adjusted to full screen by changing the Quick Start icon properties target from "C:\Matrix Games\Highway to the Reich\HTTR.exe" to "C:\Matrix Games\Highway to the Reich\HTTR.exe" -resolution 1920x1080 (or wherever you installed it to and to what resolution you want). It looks great full screen at 1920X1080 without any aspect ratio issues.
Battle of the Roadblocks
Unternehmen Wacht am Rhein (Operation Watch on the Rhine) was a massive German offensive supported by multiple subordinate operations with the ultimate goal being the recapture of the harbor at Antwerp, a secondary objective the severing of the American and British line which they hoped would allow for the encirclement and destruction of the various Allied forces in theater. Although American intelligence predicted a major German offensive, a precise date was not known and the Axis forces achieved almost complete surprise.
Crossing the Dnieper 1943
This semi-historical scenario begins at 04:00 on September 24, 1943 with the German forces comprised of the 38th Infantry Division that was depleted to at or below regiment strength. Hitler had allowed elements of Army Group South to fall back across the Dnieper, and faced Soviet forces that consisted of a refreshed and refitted rifle regiment whose goal was to establish a bridgehead and prepare for any possible counterattack.
Command Operations Across the Tartar Ditch Soviet AAR
It is interesting to note that (although I am playing as the Soviets) the German forces include the semi-infamous 73rd Infantry Division, a group that was destroyed, reformed, destroyed again, banished, brought back from the dead to reform yet again, and ultimately destroyed a final time during the fighting around the city of Danzig in 1945. In a brutal final knife in the back , the surviving officers of the divisional staff went down with the liner Goya in April 1945.
Command Operations Objective Taganrog Soviet AAR
The Soviets have several elements of two rifle divisions at their disposal and must attempt to hold the objectives for as long as possible to delay the Germans while the front line behind them reorganizes for the larger picture. The Red Army is represented on map by the 9th Army HQ and the 31st Rifle Division, along with a battalion sized reinforcement along with two tank companies.
PACOPS Type 94 37mm Anti-Tank Gun
The Type 94 began production in 1936 with approximately
3,400 units produced. It could fire both HE and AP rounds and was usually
assigned in groups of four to combat infantry regiments. Although the weapon
had performed well against Soviet light armor, it was obsolete when facing
Allied armor such as the Sherman tank.
Tactical Battle Series: Armor Operations
On Day 2 of each scenario the Axis will receive a full
complement of their starting force (another regiment if they started with a
regiment, etc.) There are multiple reinforcement lists for the Axis side so
that these additional forces will arrive at one of three possible entry points:
far north, far west or far south. These three points will be randomly selected
by the game engine.
Tactical Battle Series: Airborne Operations
On Day 2 of each scenario the Axis will receive a full
complement of their starting force (another regiment if they started with a
regiment, etc.) There are multiple reinforcement lists for the Axis side so
that these additional forces will arrive at one of three possible entry points:
far north, far west or far south. These three points will be randomly selected
by the game engine.
PACOPS Type 93 Flamethrower
The original concept was to field these weapons in
flamethrower companies comprised of between 6-20 units, and these companies
were organized into engineer regiments within a typical infantry division. The
base unit contains 20 soldiers with 20 flamethrower weapons, with an infantry
value of 20, a recon value of 4 and an engineer value of 2 (based on guidelines
set forth in the estab editor manual).
PACOPS Type 89 15cm Cannon
For this effort I will clone the American 155mm M1A1 gun and
edit various parameters in order to mutate it into a plausible weapon for the
Japanese forces. For the aper and the bombard ammunition I will use the
existing JPN Type 1 HE Shell. Several sources reference that the shell was
considerably heavier than that used in other 150mm howitzers; however I have
not located a specific reference to the shell weight to make a credible change to the cloned data.
Race to the Volga AAR Soviet Union
I am in command of the Soviet 62nd Army with
9,351 personnel, 55 armored fighting vehicles, 1,281 non-armored fighting
vehicles and 153 guns with a combined anti-personnel firepower rating of 3,519,
anti-armor of 31,474, bombardment of 666 (pure evil), armor of 348 and an
infantry value of 4,809. These 113 total starting units are facing a German
press into the city that I must repulse or delay as much as possible to collect
the Victory Point locations my forces are presently arrayed upon.
Progress Report and Alpha Build 1.0
I will also be posting the first alpha build of the PACOPS
mod which contains battle specific Force Lists for use in the Scenario Editor.
A sample mission that mimics the landings by US Marines on Green and Red
Beaches on D-Day, June 15 1944 and the tragic counterattack launched by tanks
of the Imperial Japanese Army’s 9th Armored Regiment is also included.
Operation Hubertus Part II
What had occurred in the original play through until midnight was that the German forces had blown open a hole (or rather my poorly designed defensive front allowed them to) between the Tank Factory and the Brick Factory leaving the Skudri Crossing Objective wide open for the taking, however they had failed to exploit that advantage properly (I suspect a human opponent would have surged there).
PACOPS: Type 97 Chi-Ha Medium Tank
Just after midnight on June 16, 1944 the Japanese forces made a large counterattack against the US 6th Marine Regiment on the beachhead near Charan Kanoa and were soundly repulsed due to inexperience in mounting tactical armored engagements. The Marines were able to concentrate their firepower on the assault and were augmented by naval gunfire.
Operation Hubertus Part I
I am playing this scenario as the Soviets, in control of the 62nd Army which is arrayed on the west bank of the Volga River with several artillery units on the east bank providing indirect fire support. There are a total of 13 objectives during the scenario, and each one is active from the start until the finish with many of them being a mix of occupation/completion point accumulations.
Force List Progress
Fortunately a great deal of the ground work for the Marines (1944 version) had already been accomplished when I created the I Marine Amphibious Corps HQ previously (which serves as the backbone of the current Marine Corps 2.0 mod). Additional work needs to be done as some of the sources I have referenced seem to have minor conflicts in data.
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