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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:


      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them


Popular Content

Showing content with the highest reputation since 03/24/2018 in all areas

  1. 21 points
    John Kettler

    Crater grogs rejoice!

    Brother Ed is happily making craters on a 3-D printer, and I unearthed this to help him. Turns out this is a blast from my past, in the form of a runway cratering study I used when doing a report on US rapid runway repair capability in my early days at Hughes. This is, in part, quite the tutorial on crater configuration from aerial bombs and addresses dimensions for a range of bomb sizes against both a range of runway types and against bare soil. It's called BOMB CRATER DAMAGE TO RUNWAYS and was authored by Peter Westine of the Southwest Research Institute. http://www.dtic.mil/dtic/tr/fulltext/u2/907456.pdf P.S. I give up! This post won't delete. Tried doing that after realizing I put it in the wrong place. Should be in CM GDF, not CMFB. Mods, please move it. Thanks! Regards, John Kettler
  2. 11 points
  3. 11 points
    You are heartless recalled Waterloo in a topic opened by a french !!! More seriously, I live on the ground where the kampfgruppe Engel campaign is happening I can not help thinking about the game when i move on the ground ! Of it there is in particular a hedge where I lost my jagpanther or I sigh as soon as I pass there it's there....
  4. 10 points
    I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”. It is in Beta testing now and is intended as player vs AI. Below is part of the Designer Notes that gives an overview. Followed by a few screen shots. This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment. It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements. A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol. Separatists scouting for vulnerable infrastructure to attack. Separatist mod created by @pquumm. Street fight in the town of Belz.
  5. 8 points
    Was trying to find the Soviet Armored Tactics of World War II book BFC once sold, when I came across this on Panzer tactics. Thirty rules for effectively using Panzers. https://www.feldgrau.com/WW2-German-Panzer-Tank-Tactics-Training-Guide Regards, John Kettler
  6. 8 points
    Saint Lambert /Dive at the time of Battlefront today in 1944 CMBN Same place today I speak with the inhabitant and he shows me that ... INCROYABLE !!!! the same place in 1944 in the real world
  7. 7 points

    The patch?

    Actually, it is quite good reasoning. I basically abandoned/put on hold my work on Ithikial's latest project (geared towards Single player) because 'fire few rounds of 60mm and HE, slaughter battalion of rats swarming in the open' was neither challenging, fun, or rewarding as a scenario designer to see. Before you go 'but you can plan the AI now and wait on the patch...' I've been waiting on the patch for quite long enough already, when I have other ideas I want to put down (such as my H2H scenarios in Black Sea) and it makes playtesting impossible, and functionally moving ahead also. I see no point in pumping out something that will be for all intents and purposes unplayable. Wasted effort. That's what the singleplayer and mapmaking experience is currently like in the series: un-play-able.
  8. 7 points
    SPOILING ATTACK AXIS ORANGE: I have enough information now to know for certain that the enemy units on Axis Orange are a support by fire position. My philosophy is to attack weakness, so I am going to concentrate at least a third of my available force against this formation in a spoiling attack. This will be led by 3rd Platoon and will also contain some of the 1st Platoon elements that have been, up to now, manning OPs and LPs forward of my main line. To prepare for this action my mortars and MGs are stepping up their fire to pin or attrit any enemy teams he has on the line. For example in the following image my mortars converged fire to eliminate this (MG) team (not fully identified) on his extreme right flank.
  9. 7 points

    Finally made it!

    Remember, your men's lives are pathetic. They know this; you know this. Their one hope? That you can give their poor existence some sort of meaning. They desire glory. They know their time is short. A glorious death is the best they could have. They only hope that they can somehow add to your reputation. They will be grateful if you allow them to die so that you can enhance your reputation. I'd have you ask my men, but, well, there aren't too many left at the moment. Or, you can do what the guys above me have suggested.
  10. 7 points
    Wanted to pass the word that all sorts of cartographic martial wonder is on offer right now, including a TOP SECRET-BIGOT map of Gela, Sicily, route of advance maps for named US divisions, ETO tour broadsides for others, Royal Ordnance Survey maps and even US and RAF silk escape maps for various theaters. For the space of a few hours, I held top bid (a stretch at $52) for a TOP SECRET-BIGOT 12 x 15" OMAHA WEST map, but people placed astronomic bids late in the game, and it sold for some $862.15! Regards, John Kettler
  11. 7 points

    When is Shock Force 2

    Totally agree your point, particularly when Syria 2018 is perfectly doable in CMSF and will be in CMSF2 to anybody who wants to click the 'Scenario Editor' button. I have a lot of plans for CMSF2 ...
  12. 7 points
    There, fixed it for you, domfloff and Erwin
  13. 6 points

    The patch?

    I built a grandiose display cabinet stocked with the finest liquors, then sealed it. On the glass, I applied a vinyl decal that reads "Break in case of 4.0 patch". I'm ready.
  14. 6 points
    Good day everyone. This AAR is based on a PBEM of a quite interesting scenario created by @Rinaldi, "Action at Chervona Hirka", and based on the (quite well-made, I would say) master map by @H1nd. SITUATION AND BRIEFING It's the early hours of June 11th, 2017. I have command of the Ukrainian 15th Mechanized Battalion of the 58th Mechanized Brigade, deployed to hold up the brigade's northern shoulder around the town of Chervona Hirka. My primary objective is to retain control of the town itself, as it sits adjacent to the enemy's MSR and controls access to side roads that could let the Russians bypass Krolevets. This is Objective Aleksej. A roadblock positioned astride the road to the south is a secondary objective, designated Objective Vasilij. It is held by the battalion recon platoon occupying Battle Position 1. I do not expect to hold the position for very long against enemy attack, if it comes to that. However, forcing the enemy to deploy to destroy the roadblock will cost him precious time, and hopefully, the recon platoon will provide me early warning of enemy movement. My third objective is to attrit and delay the enemy as much as possible: inflicting losses and forcing him to deploy a significant amount of forces to overcome my position will cost him time and weaken his ability to continue the thrust. In this case, the priority is to engage and destroy his infantry and their carriers, with armor and logistical vehicles to be engaged as targets of opportunity. At my disposal is the aforementioned 15th Mechanized Battalion, reinforced by a platoon of armor (BM Bulats) from the Brigade and a platoon of MT-12 antitank guns. The enemy force is a BTR-equipped motor rifle unit with armor support, and the incoming attack is likely going to be in battalion strength, though possibly somewhat diminished: a company-sized enemy force was repulsed yesterday, leaving behind several BTRs and T-72s. PLAN There are three probable routes for the enemy to attack down, by my estimation. Map is hopefully legible enough to interpret. My intent is to cover all three probable axes of advance: The field, Axis Alpha, is the fastest and most direct approach to the town. However, it is covered from three sides, forming a fire sack to attrit the enemy as much as possible if they choose to advance there. The Bulats and antitank guns will engage from BP 3, ATGM teams of the battalion antitank platoon are situated in BP 2, and the right flank is covered by infantry with RPGs as well as their BMP-2s, occupying BP 4. Axis Bravo, along the river on my left flank, would potentially allow the enemy to maneuver very close to Objective Aleksej while remaining out of my view. A rifle platoon is deployed on the north side of BP 2 to keep the area under observation. If the enemy chooses to focus his main effort down this axis of advance, that platoon is to act as a delaying obstacle so I can shift my forces accordingly. Axis Charlie, the road on the south, is the third potential route for the enemy to take, and the one I judge to be least likely: it is constricted and forces the enemy to drive straight along a fairly narrow path, directly into any potential ambushes. Nevertheless, if the enemy chooses to move through here, my intent is, much like with Axis Bravo, to delay them with the limited forces I have at BP 6, to buy time for shifting around other forces to BP 9 at the south end of Chervona. The artillery has pre-registered target points on positions on the east edge of the field: these are where I expect the enemy to position support by fire elements in case of an attack along Axis Alpha. Artillery fire on the TRPs will hopefully obscure the vision of and damage/disrupt any SBF elements on these positions. Phase Line Forward is the first position where the enemy is likely to be engaged, by the battalion recon platoon at BP 1. PL Midfield is the forward line of the battalion's main body. PL Stop is the no-pass line. If the enemy attacks along axis Alpha: Forces at BP 2 and BP 4 are to put flanking fire on enemy forces as they move across the field, and then withdraw to contract the line when the enemy approaches PL Midfield: the forces at BP 2 will move to BP 8, and the units at BP 4 to BP 9. Alternatively, units at BP 2 and BP 4 will be kept in place to strike at the enemy's trailing elements, if he chooses to pass them by. Forces in BP 3 just past PL Midfield will be the first to engage the enemy when he breaks into Chervona Hirka from the field, and will if necessary cede the edge of the town and attempt to conduct a fighting withdrawal to BP 12. BP 8, 9, and 12 are the final fighting positions, being directly in front of PL Stop. If the enemy attacks along axis Bravo: Forces at BP 2 will engage the enemy first, and fight to delay the enemy as long as possible. They may attempt to conduct a fighting withdrawal toward BP 10, and then either fight in position there or withdraw a second time to further strengthen BP 3. Units at BP 3 and BP 8 will reorient to face a thrust from the northeast. If they can be safely pulled out of their position, forces from BP 4 will move to BP 12. If necessary, forces at BP 8 will conduct a fighting withdrawal to BP 12. If the enemy attacks along axis Charlie: Forces at BP 6 will be the first to engage the enemy, to delay and attrit them. Units at BP 4 will move south to strike at the enemy's flank where they are strung out along the road, and units at BP 8 will move to BP 9 to receive a thrust from the south. In the event I fail to stop the enemy and lose control of Chervona Hirka, I am counting on inflicting enough losses to leave the enemy unable to effectively take advantage of the ground they have taken. My briefing does not indicate that force preservation is a critical concern, but ideally, I want to keep losses below 30%, to ensure the battalion remains capable of further combat operations. And well, that's it for the opening post. The next update (and first actual AAR content!) should be along fairly soon.
  15. 6 points
    John Kettler

    M4 & M4A1 gunnery optics surprise

    Have a plot twist to the story, and it involves the CMBN side of things for the CW. Just got off the horn with brother George, who informed me the British, for reasons he didn't understand, did not do the upgrade kits that put the wide mantlet and the all-important telescopic sight on what had been narrow mantlet Shermans with their associated optical deficits. He thought this was pretty shocking, considering it was the British who raised a ruckus about optics in the first place. He further noted they didn't fit the protective plates to the near vertical driver and bow gunner bulges in the glacis and didn't always have sponson armor added, either. Said the overall situation was the norm in Normandy, and that they were still campaigning narrow mantlet Shermans at Arnhem! Seems to me this is something which ought to be looked into because of its potentially substantial impact on combat performance and also addressed by scenario builders. He sent a photo to my phone of a British welded hull Sherman in Normandy in June 1944, and that tank is very much the OEM first model with the narrow mantlet. Not sure what the situation was for the Canadians and the Poles. Regards, John Kettler
  16. 6 points
    OK I finally loaded this up and figured out what is happening. TLDR: The gun teams are *not* suffering any casualties. Therefore nothing wrong here regarding HE or ricochet effects. They are abandoning their guns due to the game feature / limitation of casualties suffered in one team of a platoon effecting the morale state of the entire platoon. Even though the effect on other team is not large when you have teams in a very bad morale state, like these guns were, it can be enough to push them over the edge. The full analysis: First things first the guns do not suffer any casualties - they abandon their guns and the gun get a red base when that happens. So if you just quickly look you can mistake that for a casualty for sure. See images 5 and 6: notice the red base on the gun in the game screen but also notice all the members of the team are fine. The ammo bearers reacted the same due to poor morale just like the gun crews. Also there is a 5s time span for the events in question. There is a game feature / limitation whereby the combat stress, especially casualties, that happen to one team have morale effects on all other teams in the platoon. Someone did a nice post that showed this effect but I cold not find the post - I thought it was @MOS:96B2P, or @Bulletpoint or @Josey Wales - if anyone can find it please post the link. Basically casualties effect the morale of a squad but it turns out it also effects the morale of the rest of the platoon too. This happens regardless of if other teams can see the casualties happen of if C2 is maintained. Frequently we do not notice this for two reasons: 1) platoons are often located near each other so if a squad is taking casulties the sister squads can see those casualties too, so we don't really find it surprising that the suffer too. 2) frequently morale effects are not as drastic or cut and dry as abandoning a gun, so we are not surprised if squads in a bad way become shaken. In this case we have teams that are separated by a significant distance and we have a noticeable event, the abandoning of the guns, that is an important and significant change. Here is the condition of the teams and sequence of events: First we have the team that will take the casualties 4 Squad / Team B. They are shaken and will be under fire from a several enemy units during the turn. 01 Team that gets hit: The two guns are in the same platoon as the above team (1 Battery). Both gun crews are broken. 02 One gun: 03 Second gun: At 31:34 the Sherman shell explodes near 4 Squad / Team B and three men become casualties. 04 Team take the hit and three casualties: At 31:31 the gun Squad / A Team are shaken and have had enough. They abandon their gun. 05 One gun abandoned: At 31:29 the other gun (also called Squad / A Team) become shaken and abandon their gun. 06 Second gun abandoned: So, the bottom line is this even is due to the way the game works and is not a problem that needs to be fixed. Although I suppose we could debate if the game should work that we or not. Frankly I am not sure that would be a worth while use of our time though
  17. 6 points
  18. 6 points

    AAR - A Lesson in Defense

    Hey fellas, ScoutPL here. Bil asked me to chime in. This fight is from awhile ago (over a year I guess), so my memory for the detail is rusty but I think I can give you an idea what I was thinking. Key to my plan was the open ground that existed between what I assumed was Bils front line (based on scenario intel and confirmed in the first few turns) and the actual objective. Essentially, his line of communication from his forward trace back to his main position could be interdicted with fires. So I set up a pretty strong Support By Fire position with my machine guns, Forward Observers, and one STUG. I dont remember precisely, but I think there was an infantry platoon there for security, as well. The main attack would consist of an end-run to my left, what Bil has labeled as AOA2. I felt it offered the most cover and concealment and would force Bil to fight in two directions at once. I had one ace in hand that made such an aggressive move possible: a few heavy trucks. After the STUGs and a dismounted platoon proofed the route, I was able to move most of my company by truck to the Attack Position in two quick trips. Then it became a slug fest as I pushed up the hill hedgerow by hedgerow.
  19. 6 points
    Game mechanics of a Separatist’s Base Camp: All active base camps have a stationary security element. An active camp has at least one maneuver unit assigned. The unit leaves camp, conducts operations and then returns. On the next scheduled reinforcement turn, the unit receives reinforcements, in the base camp, that are assigned to the same AI group. The unit then conducts additional operations. A Separatist (red) exit zone is in the camp but is blocked by a combination of no-go terrain and barbwire. The Separatist maneuver unit’s movement paths cross the exit zone. While the exit zone is blocked the Separatists path finding AI goes around the exit zone. US/Ukrainian forces can eliminate the camp by destroying whatever forces are present, destroying the shacks (small barns that are red preserve objectives) and then destroying Separatist supplies. The supplies are located next to the barbwire. By using demolition charges on the barbwire the supplies are also destroyed. An actual Separatist supply dump would have been more appropriate to use however with CMBS v2.1 Engine 4 there is an issue where the OpFor ammo dumps are invisible except in Hot Seat play (issue reported). So instead flavor objects of pallets and crates were substituted. The supplies next to the barbwire are just an excuse to Blast the barbwire. The barbwire is the key. Because after the barbwire is destroyed all future Separatist maneuver units & reinforcements will enter the exit zone (never reaching Order #4) eliminating the camp as a source of Separatist units. The only reliable way US/Ukrainian forces can remove the barbwire is with demo charges. This compels the player to enter and clear the camp instead of calling in arty from a distance. There are also inactive base camps. The inactive base camps are present since the player may, in addition to the three types of intelligence provided, use a 4th source of intelligence. The fourth source would be IMINT (Imagery Intelligence) used by flying the camera low over suspected base camp locations. So to confirm an active vs inactive base camp will require boots on the ground. Another more realistic and cool way to attempt to make the ID would be through the use of the one provided drone. Then send in a QRF! @IICptMillerII @Bil Hardenberger @Gumshoe @SLIM @Combatintman @Oleksandr Just FYI. Bil I tagged you because IIRC you were SIGINT back in the day? Or had some connection to Intel anyways.
  20. 6 points
    Bil Hardenberger

    AAR - A Lesson in Defense

    TERRAIN ANALYSIS Okay, for this AAR I am going to provide several maps to help orient you to the terrain. Here is the base map with elevations turned on: That is clear as mud isn't it? You can loosely make out the road net, but the bocage map and even the elevations are tough to decipher. I added the 100 meter grid in Photoshop. ELEVATION TEMPLATE This map was created specifically to highlight the elevation on this map. Blue indicates low ground, while red is high, you can clearly see that the terrain rises from the bottom left corner to the top right. My forces are arrayed on this ridge and will have great visibility. OBSTACLE TEMPLATE This map clears up the terrain and clearly shows the obstacles in this scenario. I will use this map periodically to help you orient the actions throughout this AAR. This template includes the general location of my initial dispositions in blue. BOCAGE TEMPLATE This map clearly shows the road net, and the bocage map. It helps to keep these types of maps clear of clutter for planning and for analysis throughout a game.
  21. 5 points
    Bil Hardenberger

    AAR - A Lesson in Defense

    This is a true After Action report (AAR). I played this game last year against one of my most skilled opponents (ScoutPL). The scenario was Green Hell, my goal was to protect the Farm and Cafe objectives, and if possible, try to take the la Madeleine objective. Simple no? This was the first time I had played this scenario and the scenario and sides were chosen by my opponent. I will give a general overview along with a quick and dirty METT-T analysis, then I'll get right into the action. A word of warning though, there will be no long range tank fights in this AAR, it will be a tough costly mainly infantry slug-fest for both sides. I do hope however that I can at least show my philosophy when on the defense. I will be honest, I struggle the most with the defense, I am very offensive minded and just can't help myself sometimes and overextend, right Baneman? MISSION The mission is simple, hold the enemy at bay and force him to waste his combat power on the drive to my objectives, so that when he arrives he will have a spent force. My main goal is to protect the two objectives in my zone, and preserve my force as much as possible. ENEMY I have been told to expect German FJ troops in unknown strength, though if I go by the tactical map above I can expect a combined force of infantry and armor. All I really know is that they should be entering around the a Madeleine objective area... if the tactical map above is correct. TERRAIN My force is sitting on a ridge-line, so I should have good lines of sight across the entire map. Whether that means I will be able to spot much is another matter. The map is also broken up by bocage lined fields. However they are easily penetrated, so will be easily flanked, also those fields will mask movement wonderfully, for both sides. TROOPS I command Baker Company, with a weapons company (Dog) in support. I will get into my initial plans for this battle in a future post. Initial deployments are shown below.. Baker is spread across the entire ridge-line and Dog has been broken up evenly to support Baker's Platoons. TIME I have 1 hour and 20 minutes to hold off the enemy. That is a long time, but will also mean that ammo supply could be the deciding factor at the end.
  22. 5 points

    The patch?

    Apparently you are too busy being your contrarian self ("opinions that are not my own are rubbish, but do not take me to task for my rubbish opinions") to truly grasp the point being made: AI is objectively broken, making even the most fine-tuned AI plan impossible to evaluate in testing. This is a direct result of AI cutting and running after the lightest of indirect fires; a botched, if well-meaning, implementation of additional self-preservation features. This guts singleplayer play, and trivializes it. Which brings me back to the salient point of: why bother wasting my time attempting to code AI plans in that environment? Which is a key part of single-player scenario design. Note I didn't say I've stopped designing maps or indeed even scenarios for head to head; which if you spent more time walking around with your eyes open you'd have noticed: a map has been published and a second scenario based on another's map is currently being playtested. I don't make maps for the piss of it, I create them for a scenario, and the current singleplayer projects I was helping create are impossible to evaluate with 4.0 in its current form. Was the AI plan trash, or did the human tester fire some off-map 105 and make an entire platoon cartwheel into a MG? Do I need to draw a picture for you? Yawn. Not when the issue is fundamentally beyond the scope of a scenario designer. Next time you have a go at me, or decide to call something I say rubbish, make sure all your synapses are firing, your contrarian drivel is truly starting to bore me now.
  23. 5 points
    Time for an update. It's been a hard, very busy week, and finally I found a little moment to add some comments about the force I brought to this game, and my initial plans. Force The force I brought to this battle was a full 1943 CDN Infantry Bn, with its full complement of support weapons. I bolstered the "Carrier Section" (a bit of a misnomer really) with a few Bren MG Sections and added another section of engineers to the Pioneer Section. Bringing along the AT guns was sloppy QB purchasing on my behalf: I just forgot about them. On this weather and visibility conditions they could only be marginally useful as I would need to carry them pretty much to the thick of it, Napoleonic style. The Canadian guns come with a few HE rounds allotment so I wasn't going to be pulling my hair just yet. At least they could shoot at stuff. Commonwealth Infantry Battalions are interesting for various reasons. First, they are made up of 4 rifle companies. Other than the pre-1944 Red Army, which eventually dropped this off and rarely kept their establishments up to their "paper" strengths, I am not sure any other combatants with 4 coys in their infantry battalions at all throughout the war. I find the 4-coy structure to be significantly more flexible tactically than their 3 coy counterparts. Not that this matters much in CM other than for the purposes of sharing intelligence more effectivel. If you wanted to deploy 4 coys, say, with the German army, you'd have involved 2 different battalions requiring certain arrangements to make sure those two command structures share spotting information etc. Second, they have a pretty comprehensive support company tossed in there, with AT, Mortars, Machine Guns, Engineers and Scouts. It is a very convenient arrangement. In terms of equipment, this is 1943. So my guys are bringing to the battlefield the Enfield, the Bren MG, those iconic watercooled HMGs, their 3in mortars and hand grenades. And optical binoculars. That I think imposes very specific constraints on how to conduct reconaissance or do battle, which are very different from other titles by Battlefront. Initial Plan As is the usual case with QBs you start with pretty much 0 information about the enemy dispositions. This requires to conduct battlefield reconaissance to "feel" the enemy positions. In the real world, a couple platoons would have engaged in some aggressive patrolling in the hours before the main gig started. Chris setup the game in a fashion that such a thing could be played out. So the first part of my plan was to learn where Chris forces were. For that I detached 1 platoon from each of A and C Coys, which would sweep forward through the avenues of approach that Chris identified in his opening video. On the map below, you can see my initial moves: The scouts of the "Carrier Section" + Bren specialists would be screening the left flank. I had no real intention to be very aggressive on the extreme left, as I had instinctively prioritised the other four targets. 1 platoon of A Coy would advance towards Casa d'Antonio 1 platoon of C Coy would advance towards the general direction of Casa Fanella and stop at the ditch On the map I indicate where I suspected Chris to have deployed forces. The map is cut in half along the West - East direction by a ditch, which I expected to be Chris' first line of defence. I wasn't sure whether he would try to setup some LPs/OP's on the orchards on my left, it felt to me like an ideal position to stall any advance and threaten the flank of any advance on the targets on the rightmost half of the map. Coys D and B, and the guns, would be kept in reserve. I split the HMG platoon into two groupings, augmenting the firepower of coys C and A, which I had earmarked to be the tip of the spear. And that was all the planning I did initially. I was pretty much convinced I would have to change it quite soon.
  24. 5 points
    So I know you guys are really not particularly interested in any of this stuff but I thought I might post some WIP Beta shots from the upcoming CMFI Rome to Victory module. You know, cause I have nothing else to do and no one will ever notice this stuff anyway but I need to put it somewhere...
  25. 5 points
  26. 5 points
    John Kettler

    AFV Show & Tell

    Andy, Hate to break it to you, but sometimes, the real thing is wrong, too! If you don't believe me, check some of the various measured armor plate thicknesses on the T-34 vs what the design plans specified. And that's a pretty tame example. There are others far worse. Unfortunately, that's the best I can do for now. Dfwtd, I love the LRDG trucks as well, but they aren't AFVs. They are simply standard trucks which have been specifically reconfigured for desert operations. Great pics, though. DerKommissar, Renwal made a model of the M56, which I always thought was a butt ugly AFV, especially after I saw the Russian equivalent and simultaneously felt my guts knot and my heart leap. Love the ASU-85. At the time I encountered it via the Renwal model, I thought the Ontos was the weirdest AFV ever. Later in life, I came to appreciate the tiny little tank killer for the marvel it was when it came to street fighting. Whip around the corner, blast the snot out of the problem area and reverse out of sight to reload. Regards, John Kettler
  27. 5 points
    Great to see this starting @General Jack Ripper In this particular instance, the randomness of the QB created a quite interesting tactical situation for me to deal with. The QB generator assigned me to the 1st Canadian Division, which sort of explains why were attacking with an unsupported Infantry Battalion against a well entrenched German position in rather awful weather. Defended by a Battalion of light infantry, no less. Many letters would have to be written to Canada. From Chris' commentary I see we both read the map similarly and pretty much we both identified which were the two sensible avenues of approach. Yet I had something going for me, and it was quite big: visibility was down to about 150 meters (until the firing starts). My experience of night battles with CMx2 is that when the balloon goes up and every body starts firing, you really want to have fire superiority on the point of contact. Being the Canadian a Commonwealth army, this posed a number of very specific challenges. The CW sections are really anaemic when it comes to direct firepower, for which they make up with their little mortars and judicious use of their HMG platoons to bolster sections firepower. Pretty much any attack plan revolves around those guys being brought forward to take potshots at the enemy positions in a timely fashion, not too early and not too late, so follow up riflemen can dash into the breach. As Chris says, this wasn't going to be a fast moving battle. The weather conditions are bad and the terrain is bad, with lots of linear obstacles orthogonal to my approach. Having precisely 0 knowledge of Chris' positions required caution and also a plan that allowed for maximum flexibility. I didn't really want to be hauling ass laterally, with flanks up in the air, in the snow and in the dark, creating an opportunity for an enterprising German to infiltrate and ambush my platoons with those LMGs. I leave it there - if I have time I will be posting the odd screenshot from my POV to contrast with Chris' video exposition.
  28. 5 points
    I apologize for the delay on this AAR, I've been distracted recently... AXIS RED We are now in the 8th minute of action.. not a lot has happened as my opponent is shuttling troops to his jump off positions. On the back road he is running trucks back and forth, each one dropping off a platoon of infantry with each load. I guess he now must have close to two full companies of infantry with support arrayed against me on AXIS RED along with the two STuGs. My three teams acting as my lead scouts in this sector are doing a wonderful job keeping the enemy at bay in this sector. I doubt they are causing many casualties, but my opponent is being very cautious and has not advanced in the past several turns. Once he does start his advance, and now that he is bringing more troops up, I expect it soon, my scouts will fall quickly. AXIS ORANGE AXIS ORANGE is definitely a Support By Fire (SBF) position, all of the units that have been identified have been MG or mortar units, along with the STuG of course. In the image below is shown an artillery mission aimed at the corner of my ridgeline defense. This did cause several casualties, but it was not as bad as it could have been as many of the rounds fell in front of my positions.
  29. 5 points

    Stryker vs Bradley

    This part is true. This part is not. No to both. Roads, off-roads, it really doesn't matter. Before the Stryker, the Army had two types of forces: very light, and very heavy. Very light forces can be deployed extremely quickly (anywhere in the world with only 24 hours notice when on alert status, etc). The downside of light forces is they have little to no offensive combat power (operationally speaking). Heavy forces take a long time to deploy, generally 3 weeks is the earliest heavy forces can be moved to a new theater. However, heavy forces are where all of the decisive offensive combat power (operationally speaking) lies. During the Cold War, the Army had all of its heavy forces already in country, thus did not have to redeploy them to counter the Soviets. Everything else that happened in the world was essentially left to the light forces to take care of, or at least take care of long enough for the heavy forces to arrive. So, for roughly 45 years, the Army had no issue operating light and heavy forces against the threats they were arrayed against. This changed in the 90s with the fall of the Soviet Union. With new threats popping up in other locations of the globe (Iraq 1991, Bosnia 1990's, etc) it was apparent that the US Army needed to be able to rapidly deploy all of its combat power (both light and heavy) around the world quickly. However, they found they could not do this, because heavy forces are called heavy for a reason. They are hard to strategically relocate, and they have a large logistical tail that must be set in place to keep them functioning as well. (Note: ALL heavy forces, regardless of the country they are from, suffer from this.) Enter the Stryker. The entire idea behind the stryker is to have a 'medium' force. Essentially, light infantry with operational mobility. The stryker as it is excels at this role. It does what heavy and light units both cannot (deploy rapidly while being able to be operationally mobile in theater with a smaller logistics tail than a heavy unit while still packing a tremendous amount of organic firepower). There are other benefits the Stryker brings to the table as well, such as increased C2 capabilities, etc. The point is, the stryker has a specific job to do, and it does very well at its job. No vehicle is perfect. No a stryker isn't great at climbing a mountain off road, but then again neither is a humvee or a tank. Again, the thing has flaws, plenty of them. But the main point is that it achieves its operational (read: most important) goals, and it achieves them very well.
  30. 5 points
    Have always loved this sort of thing, but just imagine were this to be done US EOD style. Other than the EOD and maybe HAZMAT and ATF teams, no one would be allowed within, say, a mile of the proceedings before the all clear is given. Would imagine the explosive ordnance wouldn't be removed but blown in place, spoiling the tank restoration plans permanently! Can anyone translate the song? P.S. Discovered this is on the wrong game forum. Mods, please move to CMRT. Thanks! Regards, John Kettler
  31. 5 points
    AXIS ORANGE I have another scout team, made up of a recon team and an HQ unit (from Dog Company) deep on Axis ORANGE. Towards the end of this turn the STuG on this axis drove straight towards them... However, I don't think these two teams have been spotted, as the STuG appears to have turned between two buildings, appearing like it was simply trying to get a better angle on my defenders. I could be wrong as I lost sight of this vehicle right after this shot was taken, but it looked like it was starting to turn left. AXIS RED On Axis Red I decided to try to take a long range shot at one of the STuGs to my front. It is literally a long shot, but taking out or damaging one of these things now could really help in the long run, right Captain Obvious? My AT Team rushed across the danger area to the hedges on the other side... Once in position they organized to take a shot...note in the following image that the STuG's flank is facing my team. Unfortunately... the rocket hits the trees and the STuG keeps moving.. I don't think they ever knew they were threatened... Both STuGs ended up facing Axis Yellow and appear to be guarding the flank of the Axis RED infantry, which can be seen linking up with the STuGs on the right edge of this image:
  32. 5 points
  33. 5 points
    INITIAL MOVES I moved a small portion of my units into picket positions, and a small scout force of two jeeps down what I identified as AOA RED. The intention with my pickets, which are very small units made from splitting squads, is to get close if possible to the enemy's lines and setup listening and observation posts to identify movements. My scout force is a bit stronger and the idea is for them to be my first defense along AOA RED, they have one bazooka on hand. They are meant to be a speed bump and to slow, not stop, any enemy advance down this approach. Scouts disembarking: ENEMY CONTACTS It didn't take long for me to start identifying enemy units, and with these contacts and subsequent movements I will put together an intelligence picture of my opponent's intent. The intial enemy contacts were two STuGs and one UI infantry unit, which was moving, otherwise I doubt I would have seen it. One STuG (identified as STUG 01) is sitting on the AXIS ORANGE road and facing my ridge-line. Right now it appears to be a support by fire asset, but more information is needed. Also along AXIS ORANGE is the moving UI Infantry unit. I can't make any assumptions about what he is intending on this axis yet. I will await further information. On the AXIS RED road sits another STuG (STUG 02), this vehicle did not move this turn, but just sat facing up the road. The white carrots in the following image indicates facing for the enemy armored vehicles. STUG 01:
  34. 4 points
    This thread will be a repository for videos showcasing a PBEM game I had against @BletchleyGeek which had finished about 4 months ago. Do not expect quick or timely updates, this is a free-time only type of project, and is mostly me trying to shake off my lethargy after running three PBEM games concurrently, which left me feeling a bit burned out for a while. Without further ado, stand by to receive your mission briefing! Feel free to leave comments, or ask questions, but I would ask that ancillary discussion be kept to a minimum.
  35. 4 points

    The patch?

  36. 4 points

    Lend-Lease stuff coming soon?

    That is a pretty harsh assessment of a 2 person team. How did you come to the determination that they were no longer listening versus just really busy? Periodically we get these “BF really hates their users” posts and they just don’t add up. You don’t produce this game with just a couple people who could make much more elsewnere if they really had this level of regard for their client base. They just don’t think the constant cries for a regular information cycle are near as important as some folks try to claim they are. BF has for a very very long time expressly said they do not believe in giving constant updates if they don’t have anything important to note. This is not at all new behavior and is a simple reflection of their work priorities. Would we all like more info, yes. What I don’t need is monthly updates that are just - “nothing much new here..... still working on stuff. See you next month” I personally prefer that they focus on producing and letting me know if there is something significant it isn’t gonna change my life to know that 4.0 patch might be out next week versus a month from next week.
  37. 4 points
    At the moment I'm reading Panzerkrieg volume 1 German Armoured Operations at Stalingrad by Jason D. Mark, published by Leaping Horseman Books. As all books by this publisher it is very, very good. This volume concentrates on the Panzerabteilungen 103, 129 and 160 during the 1942 summer campaign and the following struggle for Stalingrad. Lots of excellent new pictures and lots of thorough, well researched info. Highly recommended. Volume 2 is in the works and will concentrate on the 16. PzD. I really hope we will get a Stalingrad module for CM one day. It is such a fascinating period of the war.
  38. 4 points
  39. 4 points
  40. 4 points

    When is Shock Force 2

    "Whenever is most inconvenient to Erwin" seems like a fairly reliable estimate, to be honest.
  41. 4 points
    Oliver_88, The first case is unambiguous. The attempted shot is 5 meters shy of the 60 meter Rmin, so is impossible. In the second case, and only two total were provided, it also is inside Rmin, but this time short only 3 meters. Am of the opinion, based on what axxe has shown, is the only issues here are an incorrect label for the second shot (target not beyond Rmax) and incorrect data on the mortar icon. Clearly, since neither shot worked inside the real world Rmin, the game engine has the weapon range parameters correct, but there was a typo in the graphics for the weapon. Believe these two items should be fixed ASAP. Regards, John Kettler
  42. 4 points
  43. 4 points
    I've noticed over the years that there is often a disconnect between the things discussed by wargamers and the things discussed in manuals and memoirs. Wargamers (and history buffs in general) often turn tactical discussions into technical ones that focus on gun size, armour thickness, etc whereas tactical instructions stress things like speed, surprise, coordination, and violence of action. On defence the main things points are usually fire discipline before opening fire and volume of fire after opening fire. One of the many good things about CM is that the increased fog of war compared to most wargames (both board and computer) can lead to a more realistic mentality in my opinion. More overall planning and less micromanagement, if you will. I quite like real/continuous time for this reason.
  44. 4 points
    This TV series is overall well done, thought provoking, moving, even entrancing at times. The show is called Night Swallows and is in Russian with English subtitles here in the US. The Germans called the members of Stalin's secretly assembled Night Aviation Bomber Regiment die Nacht Hexxen (Night Witches) because of the misery and bedevilment the unprecedented in the Red Air Force female crews inflicted. The Germans dubbed their fragile looking Polikarpov Po-2/U-2 (no, not that kind) biplanes "sewing machines" because of their characteristic engine sounds. Reading a proper book on these amazing ladies (unless you consider flying 1000 missions unremarkable) has long been on my to do list, and watching this has reminded me afresh. Courage, cowardice, devotion to duty, shirking same, careerism, loyalty and betrayal are all on display. The show is about Russia at war, the Party at war, the Russian people at war, the clash between Communism and deep Russian Orthodox religious beliefs. Above all, it is about these young women, operating in a man's world, doing the riskiest of flying, yet remaining women with hopes and dreams, triumphs and tragedies, strength and fragility, throughout. And overarching it all are Russia herself and the Russian soul. There are some wonderful toys (way too many Landser armed with MP38/40s, a common problem in western war dramas, too) and also "forest brothers" AKA Spetsnaz! Should say, too, that I got to see a real Po-2 in Night Swallow configuration at Paul Allen's Flying Heritage & Armor Museum in Everett, Washington a few years back. That museum also has the only flying Il-2 on the planet. Amazon Prime offers a free 30-day trial. Might want to jump on that! Image Credit: Flickr via Wikimedia Commons Regards, John Kettler
  45. 4 points
    Bil Hardenberger

    AAR - A Lesson in Defense

    Heh, funny story there... I neglected cover arcs on some important units in this game and I come to grief over it, my stupid AT Team in the scout party fires a rocket at some infantry in the next minute for example... blowing the surprise and making them a priority target... there is a lesson in there for all of us to not get too complacent and lazy.
  46. 4 points
    So some of you may wonder what’s the story behind the story here. This is a PBEM game against a friend of mine. One who loves infantry as much as I love armour. In countless battles, he’s always been a step or three ahead of me when it comes to using infantry. I’d win often enough, but that’s because I had armour to compensate. Despite our fairly equal win-lose ratios, I really wanted to up my skill with infantry. So I’ve been reading infantry tactics, studying @Bil Hardenberger‘s fantastic blog (link in his signature) and generally giving a lot more thought to what I do with these little pixeltruppen. To test this, my friend and I devised a challenge for me. Crossing a defended line with limited access points. This map, which you can largely see in the first post, has only a bridge and a ford to get to the other side. My mission: take the bridge. Nothing else matters. To accomplish my mission, I was restricted to only what infantry can carry. No heavy weapons. No artillery. Not even on map mortars. My points outnumber his 2.2:1. Sounds easy, right? What flowed from that was a small scenario, which makes it ideal for a CAAR. Less things to capture and turn into a comic. Then I decided to go with another idea. Rather than tell the tale of the whole battle, I was going to show you the story of just one platoon. The platoon that was going to take the ford. And here we are...
  47. 4 points
  48. 4 points

    map of quick battle ?

    On the quick battle setup screen you can change the type in the top left: In the scenario editor its on the mission tab under description at the top:
  49. 4 points
    Bil Hardenberger

    AAR - A Lesson in Defense

    From my post above, when playing on the defense I always try to find opportunities for: Counter-attacking with a force large enough to cause serious damage Conducting spoiling attacks on targets of opportunity whenever possible I am not saying whether or not an opportunity presents itself for either of the above in this battle, but yes, I am prepared to act if it does. It is too early in this fight to start thinking that way right now.
  50. 4 points
    The Area of Operations is approximately 7.5 square kilometers. To make it easier to find locations a pattern of grid lines was placed on the map using a blue occupy objective. The grid numbers are displayed (land marked) on the edges of the map. A basic understanding of how the grid system works is necessary to understand the intelligence reports you will receive during the mission. Below is a brief explanation of this modified military grid system. During the setup phase or in the first few turns you can locate your mortar pit at the FOB and then use the below directions to determine the grid coordinates of the pit. After you understand how the coordinates of the mortar pit were found you will be able to find any grid location on the map. The action spots are easier to see and count if you hold an infantry movement cursor above the map which will highlight the action spot it is above. The mortar pit, located in Forward Operating Base Apache, is in grid square 4431. The center action square of the mortar pit is grid coordinate 44133108. 1. To find the grid square of the mortar pit start from the left and read right along the south map edge until you come to 44, the first half of the coordinate. Then read up to 31, the other half. The mortar pit is in grid square 4431. 2. 4431 gives the grid square, but there are a lot of action spots inside a grid square. To make the grid more accurate, add numbers to the first half and numbers to the second half so your grid has eight numbers instead of four. (Place a zero in front of any single digits. This is the modified part) To get eight numbers, count the action spots inside grid square 4431 running east from vertical grid line 44 until you reach the center of the mortar pit. This number is 13. So, the first half of the grid is now 4413. Next count the number of action spots running north from horizontal grid line 31 until you reach the center of the mortar pit. This number is 8 but we will record it as 08. So, the second half of the grid is 3108. Put the grid together and you have 44133108 which is the center action spot of the mortar pit. If the center of the mortar pit was exactly on line 31, the second part of the grid coordinate would be 3100. Reminder: The action spots are easier to see and count if you hold an infantry movement cursor above the map which will highlight the action spot it is above.