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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 12/21/2017 in all areas

  1. 13 points

    The Night Before CM-mas

    Twas the night before CM-mas and all through the bunker not a 'truppen was stirring they were all down and hunkered The frags were all hung by the rifles with care In hopes that Santa Steve soon would be there The 'truppen a snoring and dreaming away of the hookers they'd met, on leave last May When out in the minefield there arose such a clatter, I sprang from my bunk, my skivvies all tattered. Away to the gun sites I flew like a plane, pulled back the bolt and steadied my aim. When from mod weary eyes I spied from afar, Some northern Maine dude with a brain in a jar, Santa Steve! I shouted with excitement and glee but in response, just some bitching about TO&E On Stragglers, on Sicherungs, Luftwaffe and Herr on Jagers and Gebirs, and others more rare He droned on and on as the brain kept a coding and I knew deep inside this was no normal foreboding For once in a while a reference to Syria and with that little gem I was sent to hysteria For amidst all that heavy WWII talking Toward Shock Force 2 I knew he was walking Patiently on the desert I'd waited and soon it'd be real and my lust would be sated Back to the sand! Nato, Uncons and pals but with 4.0 flare and friggin' hit decals! My head filled with war and the toys that it brings I was hoping I'd see it before G**D*** spring! Then brain in arm, he turned toward the west to continue ever onward the Combat Mission quest Teeth clenched and jaw set against the snowy wind he trudge into the night, a phantom again And as he passed by the bunker and out of our zone I chewed on the annual Christmas bone. Merry Christmas, fellas! Mord.
  2. 12 points

    Thanks Steve :)

    Hello names Hector. i live in Puerto Rico and you may know what hurricane Maria did to our beautiful island. We have no power only 3 hours a day, and as a CM fan had really missed playing. I had a little problem with the game installation since they were downloaded (i had the cds also) and tried to contact battlefront but was hard with no internet so I managed to get on for a bit and found a phone number and called Steve whom I really dont know who he is but he answered. I want to say Thanks for the conversation we had. He offered to help and eventhough I got everything working offline after, it was refreshing to hear he was available to help. I really appreciate his gesture and will continue to support Battlefront knowing that behind this company are great and caring people. Again Thanks Steve . Hector
  3. 8 points

    just to say: MERCI

    Hello it will be a year now that I discovered CMBN and this forum and is time to intervene to say thank you I'm not the only one to do it but the repetition is good Since my childhood I have a dream, a desire, to see with my eyes this battle that has rocked my childhood, imagining to travel the battlefield like a drone. I was born in Falaise in 1970 and my family suffered the battle : 4 killed, the house bombed, the exodus on the road, the strafing of the bomber fighters, the artillery, the fighting but also after the battle, the destroyed houses, the burning vehicles and corpses littering the battlefield were all family meal conversations. Here in Normandie this was an important trauma. It always impressed and interested me, in a word: fascinated. I constantly asked for clarification and to question civilians or soldiers who had experienced these events. All the film reports on the subject, I watched them. I think I have seen ¾ images known from the battle. I never stopped walking the battlefield, collecting vestiges and remaining some hours to imagine the events. I used every means to immerse myself in this battle and the battles of the second world war in general. Movies, books and even games Squad leader then Close Combat that I practiced a long time. But although this battle has become my daily life because I have made it my job (I am a guide of museum and even considered as an expert of fighting led by the Poles during the Battle of Falaise pocket), the time passing my imagination has declined. and little by little the image of these fights in my mind was becoming more and more abstract. I ended up consoling myself by telling myself that if I go to paradise there I will can achieve this wish i was not counting on CMBN What a shock and even if it remains a game, my imagination work and as in my childhood events come to life in my head. After a year of practice my enthusiasm is not blunted my dream is somehow realized. So for that: thanks for this formidable game thanks to the moder who improves even more are aspect, thank you to persons who animates this forum thanks to the battle designers (for the anecdote I live on a map of the game !) I'm begining to smoke again and to say some nastiness on my neighbors, paradise has lost its appeal !!!
  4. 8 points
    Drifter Man

    CMBN weapons effect tests

    Over the past few weeks I've been extensively testing the firepower of different American, British and German rifles, SMGs and LMGs in CMBN 4.0. I originally wanted to make a complete series of tests before 'publishing' the results, but I understand that there is an update in the making that will, as a minimum, adjust the rate of fire of some weapons, so for my work to have any impact, I should show them now rather than later. I am posting in general CM discussion. Although the tests were CMBN-specific, I believe that the same patterns in weapons effectiveness will be found in other titles as well. Method 13 lanes, target troops in foxholes (4-man U.S. medium mortar ammo bearer teams, regular, fanatic, no ammo). Walls are used to separate the lanes over the last 40 meters only, to prevent ricochets from affecting the results. In each lane, one firing team (regular, normal motivation, no leadership modifier) engages the target troop unit using a target arc order. The firing team is so set up that there is only one man in the team with the tested weapon, and he is the only one firing. Ample ammo is provided from supply trucks so the firing unit does not run out of ammunition during the test. There always is a leader in the team with binoculars to aid with spotting at long distances. 13 firing teams with the same weapon are tested in parallel at distances from 40 to 600 meters. The test runs for 10 minutes or until all target troops are eliminated, whichever comes earlier. The total time in action for the 13 teams (between 0 and 7800 seconds) and the total casualties (between 0 and 52) is evaluated. Each test is repeated 26 times, therefore each weapon is tested 338 times at each distance. An example of the test file is found here: https://www.dropbox.com/s/d5b7qoex6cmigm0/Weapons effects BAR (Gunner) 400m.bts?dl=0 In total, there are 106 files like that one, each run 26 times for up to 10 minutes. About 10,250,000 rounds were fired by the firing teams and 72,530 casualties taken by the target troops. Distance to target is the average distance of the 13 firing teams to the target action spot (as the firing team's action spot is 8 m wide, this needs to be adjusted for) Firepower is here defined as the average number of casualties suffered per unit time by the target troops. Minor wounds do not count. The unit is bpm, "bodies per minute". Rate of fire is taken from ammo consumption during the test, averaged from 26 instances. The unit is rpm, rounds per minute. Accuracy is the number of casualties per round fired. It may not fully correspond to the number of hits per round fired as one casualty may receive multiple hits, especially with automatic fire. The unit is bpr, "bodies per round", multiplied by 1000 to make the numbers easier to interpret. Tested weapons MP40 (Leader), Sten Mk II (Leader), Sten Mk IV (Leader, Soldier), M1A1 Thompson (Leader) - distances 40-192 m MP44 (Leader), MP44 (Soldier) - distances 40-320 m Karabiner 98K, Gewehr 43, Lee Enfield No 4, M1 Garand (all Soldier) - distances 40-320 m Lee Enfield w/scope (Marksman) - distances 40-600 m MG42 LMG, Bren, B.A.R. (all Gunner) - distances 40-600 m [I am going to break up this post here, results come next]
  5. 8 points

    Naughty or nice... here's some bones!

    Believe me, it feels like a completely different game. So many things have changed that you can't even begin to go through them all - stupid little things like walls with gaps that weren't in CMSF. Map development will be a whole lot different with all the new capabilities. Moving flavor items with alt-click. Moving way points after you've placed them. Then you get into things like target briefly which didn't exist. BF reworked almost everything so yeah you have to buy it again at a discount. You thought it should be free? Damn I need you to come over and work in my yard digging trenches if you think labor should be free. Let me know when to expect you. The big items are ToEs, models etc and ALL the CMSF content that is available. However don't be fooled. the small things are what will catch you probably more than the big items. Try building a map with the same level of detail as the later titles and you'll quickly find yourself frustrated by what you can't do that you take for granted now. Ooh did someone say overlays? I get that everybody has their favorites and we all want our favorites at the top of the list, but those that revel in CMSF have waited the longest for an update over any other title. You've been waiting 3 years since CMBS release for a module? 4 Years since Gustav line for CMFI? It's been over 7 years since the NATO module and NONE of the version improvements have been applied to the BEST CM game. So get the hell back in line and wait your turn. If CMSF isn't your fav then so be it, but don't crap on those of us who have waited all this time as the LAST title to get 4.0. You know what the title will have. 4.0 and all the stuff that made CMSF what it is. Not to your liking? No one is making you buy it. However if like me you find CMSF as the most appealing game of the CM titles, then you really really want CMSF2. Even at full price it would be a deal.
  6. 7 points
    With much talk centering on CMFI and the upcoming (hopefully soon) release, I played out a scenario that had some great action. I thought I would share it. It is December 6, 1943, 2:15 PM local time, and Obersoldat Rolf Schenk peers through his binoculars at Villa Roggati. His uniform is soaking wet, the cold rain running in rivulets down his neck and back. It drums off his steel helmet with maddening consistency. He wipes the smears of rainwater off the end of his binoculars, letting out a sigh of frustration. Things are quiet now, way too quiet. He was in town when the Canadians attacked, and his unit had to retreat. They took up positions just outside of town, and now he has his MG team set up where they can just barely see the town. He has been tasked to support the coming counter-attack, but Hauptmann Esch has also given him the job of providing intelligence from his vantage point. He has not been given a radio, so he will have to break away one of his ammo carriers for this task, leaving him a man down. He is not pleased. He quietly waves over one of his ammo carriers, gives him specific details, has the man repeat them, and then sends him to the rear with his observations. Time is ticking inexorably towards the attack time of 2:30 PM. The attack begins, slowly at first. Artillery begins to fall on the town at precisely 2:30 PM. Off to Rolf’s left is a PAK, set up to cover approaches into the town. Suddenly two Sherman tanks are spotted by the PAK gunners. The tanks ease out from behind a large white building – they are barely visible. The PAK gun is pointed straight at their location, but a hail of MG fire from the tanks causes the gun crew to duck for cover. Then they are slowly picked off by the deadly hail of lead, one at a time, until they are all dead or wounded. Schenk can hear the wounded moaning in pain, but he dares not move from his position to help. The tanks have that location zeroed in. Rolf hears the distinctive squeal of tank treads as panzers move up to try and duel with the Canadian tanks. The Germans didn’t have tanks earlier when they were thrown out of the town by the Canadian attack. Now they do. He wonders where HQ managed to scrape them up. If they’d had them earlier, then they would still be in the damn village. One of his crew mutters that the tankers will deal with those upstart Canadians. The panzers roar and 7.5 cm shells launch towards the enemy tanks. The lead tank trundles forward under cover of the following tanks. Oberstleutnant Fuhrmann is trying to gain a flank shot on the enemy tanks. He has his driver ease past a small shed, his turret already facing the right direction. Fuhrmann is confident they will get the first shot off. As his tank barely clears the shed, Fuhrmann stares in shocked horror down the barrel of one of the enemy tanks. The tank spouts fire, and the first shell rips into the lower front of his tank. Smoke instantly fills the interior. He can hear screaming from the driver and radio man positions. His gunner is already ripping at the side hatch, self-preservation overtaking any thoughts of return fire. Fuhrmann is counting down numbers in his head. He knows a good tank crew can reload in about 5 seconds. He yells “Everyone OUT!!!” as he reaches up for the…4…hatch. The lever swings…3…and he throws his back against the hatch. The hatch flies…2…open and he is looking up at grey sky that immediately bathes his face with cold rain. He starts to…1…clamber up into the cold rain and he hears the roar of a tank gun. He realizes that if he hears the gun, the round is already on the way…his last sight is a boiling roar of red flames… View from the Canadian tank – a catastrophic explosion as the kill shot ignites the enemy tanks ammunition loadout. There are no survivors. In the space of a mere five minutes, the Canadian tank gunners knock out three German panzers. This view is from the Canadian held town. Funeral pyres of the flaming steel coffins rise into the grey December sky. Fuhrmann’s tank lies in a crater in the road, caused by the giant explosion. Schenk sees some badly burned survivors run from the other tanks. He immediately sends his runner back to Hauptmann Esch to inform him that the initial thrust up the center is being blocked expertly by the Canadians. Hauptmann Esch slams his fist down on the hood of his Kubelwagen. He didn’t rush the armor in. He was cautious. Still, the verdammt Canadians are putting on a show. His right flank is getting blasted by very accurate artillery fire. He sends out the orders – Left Flank, GO! Several remaining panzers veer off to the left flank. They take a circuitous route, bogging at times, but somehow managing to pull out of the sticky Italian mud. They arrive in time to support the Landsers who are trying to overwhelm stubborn Canadian resistance. The cowering ground-pounders find new courage with the arrival of the steel monsters, and they rise up to push through the warehouses on the left flank. Pioniere Unteroffizier Hardenberger leads his squad up the same road as Fuhrmann. He is confident they can work their way along an embankment, concealing their approach. As they near the flaming wreck of Fuhrmann’s panzer, 7.5 cm shells and machine gun fire tear into his men. He screams “VORWÄRTS” and sprints towards the shed that appears to be the only real cover available. Two more of his men crash through the door and throw themselves on the floor, panting with exertion and adrenaline. Hardenberger can just see the Sherman tank through a crack in the wall. How the hell did it see us? he wonders. “These Canadians are possessed by the Teufel,” he mutters out loud. The unlucky Pioniere caught by the enemy tanks… Fuhrmann’s tank still burns on the road. Hauptmann Esch receives reports that the left flank attack has broken through into the town. He orders his command staff into their Kubelwagen and he heads around the left flank to see the progress. Hauptmann Erwin Ruckdeschel leads the push into the town from the left flank. His Mark IV Panzer takes a right turn on the first street and eases slowly towards the town center. He is careful not to outpace the infantry. Like all panzer men, he hates fighting in the close confines of any town. Dead Canadian soldiers lay in the street as a reminder that nothing is safe here. “Feind Panzer, Eins Uhr!” shouts his gunner. Ruckdeschel’s eyes immediately snap to the one o’clock position. His gunner had already pointed the turret in this direction moments before, as the driver slanted the tank at a slight angle to increase their front armor effectiveness. He sees the barrel drop ever so slightly as his gunner lines up the shot. He has a very good crew. Following tanks are covering flanks with HE, and he had his loader keep AP in the breech. He calls out “115 meters.” This is knife fighting for panzers. They are so close. Erwin sees the enemy Sherman tank starting to round the corner. Their turret is already turning in his direction. He smiles, knowing they will be too late. “Fire!” he shouts, the roar of the cannon rocking the tank. Smoke fills the interior and then begins to vent. “Treffer!” shouts the driver. Now Erwin can see the explosion. Flank shot. It is a kill! Two more Sherman tanks will try to work around their flaming comrade and will meet the same hideous end, brewing up after taking one or two hits. Ruckdeschel’s crew is putting on a clinic. A forward MG crew has set up in a blown up gasoline station. The pumps are still standing but the building is rubble. They took casualties and one of the crew tries to stem the bleeding of his comrade. In the distance to the right, another squad of Pioniere are also attending to casualties. Smoke from the three Shermans brewed up by Ruckdeschel are ahead to the left. Ruckdeschel and the crew of a Wespe, commanded by Unteroffizier Thylin, systematically reduce the buildings that are sheltering the two Shermans that blunted the initial attack. Their handiwork can be seen by the MG team, as a field of rubble that used to be buildings now stretch out before them. Stabsfeldwebel von Pannwitz tried to ease his Mark IV Panzer slightly past the bus station to get a flank shot on the enemy tanks. Again the cursed Canadian tanker somehow was already watching. Von Pannwitz took a shell in the turret, knocking out his main gun. Obergefreiter Lorenko is now in command and Ruckdeschel does not know if his friend, von Pannwitz, is dead, dying, or merely wounded. It tears at him but he keeps his focus on the dangers all around him. There is some confusion now, as the battle grinds to a halt. The two Canadian tanks at the front of the village are stopping the frontal assault and have now stopped the flank attack too. They are perfectly placed to interdict any movement towards them from the front or from the side street where Ruckdeschel sits. And, unfortunately, they are very good at their craft. Hauptmann Ulrich is given hand signals by Unteroffizier Franz Witt. They are at the front edge of a vineyard and can see the enemy tanks, maybe 100 meters to their front. Ulrich sees that Witt wants a smoke screen dropped on the enemy tank position. If that happens then perhaps the tanks in town can get the drop on them. Franz has something more daring in mind. He plans to lead his squad into the smoke for a close assault of the enemy tankers. The Hauptmann doesn’t get that part of the message. Ulrich calls in the smoke. The FO is one of the best, and the smoke rounds start to fall in about 3 minutes. The smoke is now building all over the enemy tanks. They will be blind. The tanks on the flank will now be able to advance and once the smoke dissipates, they will have the drop on the Canadians. Ulrich sees Witt leap to his feet, and start sprinting towards the wall of smoke. Witt’s squad instantly rises as one and they pound after their squad leader. Hardenberger sees the smoke and immediately has the same idea as Witt, even though he has no idea what Witt is planning. One of Hardenberger’s survivors has at least one satchel charge and they can use that on the blind tanks. He roars to his two men to charge the tanks. They leap to their feet and begin the crazy charge towards the wall of smoke and probably certain death. Rolf Schenk and his men see the smoke dropping. There is a silent Mark IV right next to their position, yet another panzer vexed by the skill of the Canadian tankers and knocked out with a single shot. All the crew got out of this one though. In front of the berm protecting his men are two dead soldiers from an earlier attempt to sneak through the vineyard. They have no idea what is being planned, until Rolf sees Unteroffizier Hardenberger and his two men, greatcoats dark against the backdrop of white smoke, pounding across the wet field from the left, heading right for the smoke. He catches his breath at the daring attack, and one of his men shouts “Sind Sie verrück?” This echoes his own thoughts – they must, indeed, be crazy. They don’t see Witt and his men off to the right, as the smoke has already obscured their equally mad charge. It is chaos and madness in the smoke. Hardenberger can barely hear anything from the loud pounding of his blood through his head. Machine gun fire rips the smoke, as the Canadians fire blindly. He barely hears the screams of one of his men, and he finds himself running just under the barrel of the enemy Sherman. He has no idea that Witt’s men are also rushing into the smoke. Witt himself is crawling towards the misty bulk of the enemy steel monster that lashes out at the host of tormentors that mean to do it harm. Hardenberger rues the fact that he didn’t take the satchel charge himself, as he is now in the perfect spot to attach it to the enemy tank. But all he can do is run in the smoke, hoping the enemy tankers focus on him and don’t see his men trying to assault it with the satchel charge. He now seeks some sort of cover as the tank flails the smoke with its machine guns. Franz Witt’s men are among the two enemy tanks. There is some slight cover from the rubble of a building and some craters from artillery fire. The smoke is dissipating way too fast – the rain is settling it too quickly. Dammit, Witt thinks, they only have seconds to live now. Witt takes cover in a crater and hurls his grenade. The man to his left – Max, he thinks but can’t be sure – is about to shove a grenade into the front tracks of the tank. Karl, off to his right, is about to hurl yet another grenade. All he can do is hold his breath now. It occurs to him that maybe this wasn’t such a great idea after all. Witt’s grenade goes off, a cascade of sparks and smoke lighting up the side of the tank. Two more grenades are heading for the enemy monster. It is time for them to get the hell out of this deathtrap. He screams to his men to run. The enemy tanks open up with their machine guns. He hears some of his men scream as they are hit. Everyone runs like frightened rabbits in every direction to confuse the enemy gunners. Erwin Ruckdeschel sees a Feldwebel in the captured bus station to his right. The man is waving through an open window, trying to get his attention. He throws open his hatch and slightly pokes his head up to try and hear the man. The Feldwebel shouts that Landsers are attacking the two Sherman tanks, running into the smoke screen. Ruckdeschel had seen the smoke dropping, but in the absence of any instruction, he had remained in his position, covered by the wall of the bus station. As the smoke clears fast, the Feldwebel gives Erwin a running blow-by-blow as he describes Witt’s and Hardenberger’s men being cut down by the enemy tanks. This is too much for Ruckdeschel. He gives his orders fast. He has the turret swung to the 2 o’clock position, and he orders his driver to move forward smoothly about 15 meters. He tells the crew they are going to try and hit the two enemy tanks in the flank, just like von Pannwitz tried earlier, but his crew is going to succeed perfectly. The men nod quietly and grimly. “Now!” he orders, and the tank slides smoothly out from cover, gun turret already lined up in the right direction. A soldier, incapacitated from his wound, lies helplessly in the street as the giant panzer rolls past him, missing him by centimeters. He can only scream, knowing that no one will hear him over the roar of the panzer engine. He stops screaming when he realizes he has not been crushed. Then new terror fills him. What if the tank turns? What if the tank is blown up? Horrors flood through his mind but he is powerless to do anything. Mercifully he passes out from blood loss and fear. Erwin’s gunner has two perfect flank shots, just as predicted by his commander. The Sherman on the left starts to turn its turret. That makes the choice for the gunner. The first shot is a hit. Is it a kill? No time to judge. The second Sherman is now trying to turn the turret towards them. Ruckdeschel lets his gunner turn the turret smoothly to address the 2nd target. The second shot – this is a certain kill. The second Sherman is torn apart in a massive explosion. Still no time to breathe or think. The gunner gently sweeps the turret back to the first Sherman. They have to be sure. Moments count. Seconds tick off. Erwin is not aware that he has stopped breathing. The tank is utter silence, save for the clang of the ejected shell casing on the floor of the tank and the schick of the new round being slammed home into the breech, then the slam of the breech as the shell is rammed into the gun. The loader cries out that the gun is ready. Unvented smoke is wafting through the interior and the heavy smell of burnt powder is tickling the back of Ruckdeschel’s throat. The gun roars again, and sparks and flames gush from the 1st target. It is a kill too!!! Smoke is already pouring from the burning wreckage of the other Sherman. “Damn fine job, Comrades, Damn fine job!” shouts Ruckdeschel. The crewmen smile and bask in their commander’s praise, while still watching the enemy ahead. A figure is seen leaping from the burning tank on the left. His uniform is blackened and smoking. A second man falls from the Sherman. Then a third. All are burned and covered in soot. They are too far away to see any blood. Ruckdeschel sees the faces of his men turning towards him, questions on their faces as they wait for orders. “Let them go,” he says quietly. “Don’t fire.” He thinks he sees relief in the faces of his crewmen as they turn back to their stations. He knows the Canadian tankers have fought with skill and bravery, just men doing a horrible job. The survivors deserve a chance to escape. With the destruction of the two enemy tanks in their crucial defensive position, the Canadian opposition wanes and they fall back to defensive positions outside of the town. Oberleutnant’s Gloser’s command squad emerges from the vineyard and joins with Rolf’s MG team. They are bloody and grim from attending to all the wounded in the vineyard. Pioniere Harzer, the sole survivor of Hardenberger’s attack in the smoke, finds his squad leader bleeding in a shellhole, wounded as he fled the attack on the enemy tanks. Harzer still has satchel charges that he didn’t use in the attack, as he faltered at the last minute when they entered the smoke and he found cover to hide. Hardenberger is bleeding and unconscious. Harzer shoves the charges under some nearby rubble and attends to dressing his squad leader’s wounds. No one will know. Witt and his entire squad are wiped out. They will never know if they immobilized the one tank in their attack. The two tanks are destroyed so it wouldn’t matter to anyone but Witt and his survivors if their attack was for nothing. Witt is badly wounded, as are two others from his squad. Three are dead and the attending Sanitäter remove identity discs from the fallen while others patch up Witt and move him and the rest of his wounded squad to the rear. Ruckdeschel knows that the attackers in the smoke played a vital part. He saw that the two enemy tanks were distracted by the brave Landsers in the smoke. This was what gave his tank the edge, that and the skill of his crew. He is so proud of them – the crew can see it in his eyes. Rolf Schenk sees a very different skyline of Villa Roggati now. It is a scene of carnage and destruction. He shakes his head at the stubborn Canadians. They fought with skill and honor and they died when overwhelmed. They have surely given his comrades a bad blooding this day. He wonders why they didn’t just retreat out of the town. Why did they stay and die? Do they owe The Queen and England their lives? One of his comrades gives the Canadians an off-handed compliment. “I sure don’t want to come up against these bastards again,” he mutters. Rolf quietly concurs. The war goes on. Heinrich505
  7. 6 points
    Lefties hate the IDF? I'm a lefty and have immense respect for the IDF (I've even been to Israel twice on business, amazing place, visited Masada). That doesn't mean I agree with all Israeli policy, or all my own country's policies. Stringing up lefties? You mean the ones who believe in an evidence-based world, not fairy tales? The ones that know that climate change is real, as is evolution, and the world is not just 6000 years old, and that people with non-white skin are also people, as are women? You mean them? The ones that know that war is real and real people die in them (which is totally cool as long as it is not one's own precious self, yes?)? The ones who actually know history because they read books instead of watching TV all day? You mean those folks? Some of them have a full lifetime of interest in military history and therefore love what CM offers. Keep your insults to your f(*&ing self. Let's stick to CM on this forum, there's folks of many differing views of the world here.
  8. 6 points
    Drifter Man

    CMBN weapons effect tests

    First of all, some more notes: there is no discernible difference in MP44 and Sten effectiveness whether it is fired by a Leader or a Soldier. I am showing Leader data only. similarly, there is no conclusive evidence that Sten Mk II and Mk IV are any different. I am showing Sten Mk II data only. MP44, Bren and B.A.R. switch from full auto to semi-auto fire above 150 meters, so there is a step change in the results between 120 and 160 meters where I ran the tests the statistics may still not be good enough for weapons achieving few kills at long distances, so the results for rifles at the edge of their range are indicative rather than accurate. Firepower First note: the vertical axis is in log scale, otherwise the drop in firepower with distance would drown out all detail. I'll post the excel file so you can make any graphs you want. Bolt-action rifles are at the bottom, Lee-Enfield appears to be superior to Kar 98K. Semi-auto rifles are better, both M1 Garand and Gewehr 43 are on the same level together with the MP44 (when fired in semi-auto mode). All SMGs are better than all rifles over their entire range up to 200 m. MP40 and Sten have very similar performance, Thompson is the most powerful SMG. MP44 is less powerful than SMGs but is in the same league with them until the 150 m mark. Bren and B.A.R. are generally in the league with SMGs as well but, of course, keep going beyond 200 m. The B.A.R. is inferior to the Bren, apparently due to its smaller magazine, and therefore lower average rate of fire. MG42 beats everything by a wide margin except the sniper rifle. The scoped rifle benefits much less from closing the range than the other weapons. The only problem from my perspective is that SMGs keep their high performance out to 200 m. Their firepower does not fall much with distance in the outer part of their range, and as we will see, their accuracy (on "bodies per round" basis) is constant or even rises between 120 and 200 m. [more to come]
  9. 6 points

    Stryker vs Bradley

    See Mr. Burke, what you fail to understand is that if a vehicle exists, and its in the military, it has to be a tank. Its a simple concept; army vehicles go boom boom with big guns. Trying to apply any logic or reason to this simple equation just gives everyone a headache. And remember, the Bradley is such a good IFV, why not have a knock off version of it rolling around? Seriously though: Fetishizing some of the worst armored vehicles ever made to justify making the Stryker worse to be like them. Now this, Mr. Burke, is how its done.
  10. 6 points

    Naughty or nice... here's some bones!

    There was a lot of upgrading of the CM games over the years to get us to where we are now. The below list is some of the improvements that the up to date titles have. There is actually more but below is what I could remember or looked up. This must be a massive undertaking to add even some of the below to CMSF. So in theory the below is some of the stuff that BFC might add. I say in theory because it is so much stuff that it is kind of hard to believe they would do all this work and think about offering it to preexisting CMSF1 customers at a discount. * HULLDOWN COMMAND: This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving. * IMPROVED INFANTRY SPACING: While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will spread out laterally on the move when possible. * PEEKING AROUND BUILDING CORNERS: Infantry units positioned adjacent to building and tall wall corners will now automatically post some soldiers at the corners to observe and fire around the obstacle. Machine guns and anti-tank weapons have priority for positioning at the corner. * COMBINE SQUAD COMMAND: When a squad is given the Combine Squad command, the squad will reorganize itself into two teams (if it originally had three teams). The Combine Squad command can only be given to Squads that are un-split. * EXPANDED WAYPOINT DESCRIPTIVE TEXT: More special unit commands (such as Hide and Deploy Weapon) will now be marked with white floating text above the waypoint they are assigned to. * CAMPAIGN BRIEFING: The overall campaign briefing is now viewable during any campaign mission by going to the Menu Options Panel and selecting "Campaign". * FORWARD OBSERVER KILL CREDITS: F/O’s now get credit on the AAR for any casualties caused by off-map fire missions called in by them. * SCREEN EDGE PAN TOGGLE: Using the hotkey ALT-E you can disable camera panning by touching the screen edge with the mouse cursor. * AI AREA FIRE ORDERS: The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated. The AI will attack the target zone with suppressive area fire if it doesn't have any spotted enemy units to engage or other important tasks to do. * AI FACING ORDERS: Each AI Order can be given a location for it to Face towards. When the AI Group reaches its destination, it will pivot or rotate towards the designated point. * AI WITHDRAW ORDERS: AI Groups can be ordered to Withdraw. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them. * CAMPAIGN RESUPPLY: Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions. * 3D FLAVOR OBJECT CLONE TOOL: While in the 3D Editor, a flavor object can be cloned. A duplicate of the flavor object will appear a short distance away. * 32 ORDER AI PLANS: Each AI Group can now have up to 32 Orders, increased from 16. * Stream terrain: Small streams can now be placed on battle maps. * New tracer and muzzle flash effects. Quick Battle TO&E options have been improved - Mouse text for targeting: too close or out of range - Improved TacAI logic for placing teams along walls - Very heavily-laden soldiers cannot use Fast or sometimes even Quick moves - Ground units are now able to fire at attacking aircraft - Ammo Dumps allow platoons to have reserve ammo stored separately on map (automatically distributed for certain Skill Levels) - Three different sets of camera controls; Standard (traditional), First Person Shooter, and Real Time Strategy - Optional graphical Command and Control link tracing - KIAs are shown in the Soldier/Crew Panels to track soldiers lost during the game - Ability to create AI Triggers that execute actions based on other units or interaction with Objectives - Maximum map size increased - Customized "Mod Tags" for most graphics. - Ability to specify specific mods be used for a specific Scenario. - Hit impacts to vehicles and bunkers now shown graphically ("hit decals") - Water animates for fording units * Map editor elevation changes can be "sharp" by holding the control key when clicking tile elevations. This allows the creation of realistic ditch contours. * Computer player may use "Ambush Armor" plans. - Waypoint dragging. A waypoint can be clicked on and moved by dragging it to a new location. - Hotkey Unit Groups. Select units and assign them to number keys for quick navigation during gameplay. To change the camera's location press Alt and the number of the group you want to navigate to. The camera relocates and the highest level unit of that group is automatically selected. In Iron Mode, only HQs can be assigned to hotkey unit groups. - Grouped Spacebar Command system. Instead of getting all of the commands in a big list when the Spacebar is used, instead you get four groups of commands: Movement, Combat, Special, and Administrative. - New Load New Game dialog screen. The list of scenarios can now be sorted by size, length, or alphabetically. Details are presented in text form instead of icons. - New Saved Game dialog screen. The list of scenarios can now be sorted by newest file, oldest file, or alphabetically. You can also filter between single player saves and PBEM saves. Save games can be deleted from this screen instead of having to flip back and forth between the game and your desktop. - Visual Hotkey binding. A new dialog allows you to specify and view key assignments. Players can still manually edit and exchange Hotkey.txt files as before. - Special Equipment icons enlarged for better readability. The enlargement reduces the number of icons from 12 to 6. Multiple items of a single type of equipment are now represented by a single icon with a number specifying how many of that item the unit has. - Auto-Assemble linear terrain tool. Roads, walls, fences, and hedges can now be automagically drawn across the map instead of placing them one tile at a time. The old manual selection interface still exists to allow tweaking specific Action Spots. - BMP map overlay. Instead of having to create game maps by freehand you can now trace over a real world map within the Editor. Four different levels of transparency make the process easier by adjusting for different needs as work progresses. - More AI Groups. The number of AI Groups available has been increased from 8 to 16. This allows for greater fidelity of AI Plans and their assigned units. - Copy and paste AI Plans. Create a solid AI Plan, copy it, and paste it into an unused AI Plan slot. Once done the copied Plan can be modified to make a unique variant without having to build the Plan up from scratch. - Improved terrain elevation/contours, smoother and more intuitive. - Target Armor Arc Command. Instructs units to engage only armored units within the specified arc. As with nearly every Command, outcome varies greatly depending on unit quality and battlefield conditions. - Target Briefly Command. Tells a unit to fire all it's guns on a designated spot for 15 seconds, then cease fire. Conserves ammo and reduces the need for player management when short suppressive fire is the desired outcome.
  11. 6 points
  12. 5 points


    I blow up the buildings that have balconies. That way it keeps my men from using them and it kills the enemy who may have been in there.
  13. 5 points
    I'm sorry...but i really don't see the problem here... After all...the tread title is "2018 look ahead"...It seems to be a fairly OK place to share ideas for future Projects...even if they are not done by BFC... Many members are looking forward to some Irak/ Afghanistan...and anti Taliban/ISIS kind of scenarios using CMSFII...Good to know some are in the making It's not like he is going to charge money for his work...Simply mentioning that this is something we can expexct to see the comming year... As for this i think it simply was an answer to a forum member that found his initial annoncement intresting...
  14. 5 points

    Happy New Year's Day! 2018 look ahead

    No, because if they had to expand it we would not have gotten it at all. This is one of those where you either see the glass as having something of value, or you simply get no glass. Considering BF is already going to be discounting this for all current CMSF owners and they aren’t even sure financially how it is going to work out, the fact that they even decided to do this for all those who are avid CMSF fans is pretty awesome. It is an amazing demonstration of their appreciation for their user community and a major undertaking on their part. To try and put a negative spin on that is kind of lame.
  15. 5 points

    Happy New Year's Day! 2018 look ahead

    Goodness, my apologies if I misunderstood this. I am very sorry about that and to have sullied you in any way. I was surprised to see someone call for lefties to be killed here and perhaps over-reacted since I didn't understand it. Some of us in the US are a bit sensitive these days when, for example, man that can actually start nuclear war tweets about actually starting nuclear war. I'll leave it and that and return more to listening to the forum than talking.
  16. 5 points
    I'm starting to believe you might actually be an old English oil painting who gets on the computer when the lord of the manor is away...
  17. 5 points
    You'd be surprised. Some lefties play wargames too
  18. 5 points

    Reshade Graphics Post-processor

    I said I'd make an illustrated guide, and I did! Hopefully it helps some of those who were asking me about it Step Zero is to download the Reshade distribution at the bottom of the page here: https://reshade.me/ Steps 1 through 8 are in my guide here: https://drive.google.com/open?id=1LG9Og33Re95sPx4KyKtk98DjyUyK-Qcn And my preset is here https://drive.google.com/open?id=1dQ5zgLkyS5RRI559yJG929QFs2YqnRdb Hopefully the archive works, I didn't really do extensive testing on it.
  19. 5 points
    Drifter Man

    CMBN weapons effect tests

    Rate of fire Not that much to see here, bolt-action rifles have the lowest rate of fire (including the scoped Lee-Enfield), semi-auto rifles have a higher one. You can see the difference between the Bren and B.A.R. as a result of magazine capacity (30 vs 20 rounds). MG42 has about 2-6 times higher RoF than everything else. Accuracy I want to highlight again that we are talking about kills per round, not about hits per round. The green line on the top is the scoped Lee-Enfield. It's accuracy is super-high but does not increase that much with decreasing distance, so there is little advantage in getting close. Bolt-action rifles are more accurate than semi-auto rifles, although this cannot be confirmed at long distances (sample size issue, I believe). Bren and B.A.R. achieve more kills per round than over 240 m. The SMGs are at the bottom but as you can see, their accuracy is flat or even rises with distance above 120 m! Excel file link (individual data is on hidden sheets if you need to see them): https://www.dropbox.com/s/qeltpvi732w91bt/CMBN weapons effects.xlsx?dl=0
  20. 5 points

    Stryker vs Bradley

    If all the infantry the carrier is meant to protect are hors d'combat, it has already failed in its primary mission and everything else is a moot point.
  21. 5 points
    While waiting for the New Year hubbub to die down and for my buddy to get me his turn, I tried making a video! (Spoilers to Ambush if you haven't played it already) I've got the introduction and the first 5 minutes. I can say making videos is a lot more work than the text AARs - so let me know if you think it's worth my time! Oh, and happy new year to everyone!
  22. 4 points
    Seems it worked this time. Less narration than I would've liked, but I've had both little time to record and am still a little horse, as you can probably tell. There is a minor editing bug at 4:26, but ignore that!
  23. 4 points
    John S

    Book - Battle Hardened

    Just a quick suggestion - if you have not read the recent book "Battle Hardened" by Craig Chapman, you really should. I have read a lot of WW2 histories over the last 55 or so years and I cannot recall a book that gave me so much "real life" information regarding front line infantry tactics and weapons use. The author's father served in the U.S. 4th Infantry Division and was on the front lines (except for the two periods when he was recovering from wounds) from D Day thru VE Day. He was an officer who first commanded a mortar section, then a heavy machine gun platoon and finally served as commander of an infantry company. The son has reconstructed the details of his father's service through summaries of his father's recollections, battle reports, letters home, interviews, review of Field Manuals etc. In the process, he describes in detail the manner in which the squads and platoons used mortars, machine guns, artillery, tanks, etc. at the squad, platoon and company level. He describes German tactics as seen by the US infantryman and the learning curve which brought increased use by the US companies of combined arms tactics and provides, anecdotally, a whole range of information on the methods and methodology of WW2 infantry combat. In addition, the author provides an excellent description of his father's experiences and great examples of the sacrifices and dedication of the WW2 infantryman. A very, very worthwhile read. As I read it, I consistently had the reaction of ------ "Interesting how that reflects on how I should be playing scenarios in Combat Mission."
  24. 4 points

    How CMBN made me enjoy WW2 era

    I never liked WW2 era in gaming. Mostly due to its overuse for decades and how games, namely of a strategy genre, represented it. Vehicles were little more than variations of same stats and shared the same function, be it a light tank or a heavy tank, they just dealt a different amount of damage, chipping off those health bars or armor digits. Most were just destined to be discarded as you raced for the best tier to rule the battlefield. Yes even Men of War was quite guilty of this. Same very much goes for Steel Panthers, Close Combat and CMx1 games - because of all the abstractions, even grounded in reality, but still abstractions, that these games had. Sure enough Graviteam Tactics made WW2 just 'acceptable' to me, mostly due to its awesome representation of tank combat, but I always felt like something was amiss. That's why I like a modern era a lot more. Even in simpler games like Wargame series or Call to Arms due to era's sheer difference in weapon design and technological imbalance every side always felt like it had its own style. I was always playing Steel Panthers MBT and hardly ever touching WW2 versions. Even mediocre Close Combat Modern Tactics was interesting to me. And CMSF and CMBS just set the quality bar absolutely high. But then I got CMBN. And for the first time in my life I felt excited about WW2 era in games. Due to a sheer realism and precise representation of everything - every single vehicle, or even every firearm soldiers carry feels unique. No "better tiers", even light tanks can have their moments of glory versus bigger and meaner brethren when lucky or used cunningly. All the weird looking armored cars, these boxes on wheels can contribute a lot to battles. If it takes part in a mission - it can and will be used and it will matter. And due to all the variety of OOBs that a full CMBN bundle currently offers - it delivers what Graviteam Tactics does not: countless ways to have the same battle in - and an amazing infantry gameplay to boot, making tank battles actually feel superior in Battle for Normandy compared. Furthermore CMBN is, because of how many WW2 games are there and what they are, an example of why realism matters, why just having an abstract "frontal armor" receive less damage before an invisible health bar runs out, or just shrug off hits from calibers below some predefined penetration threshold - will never make an important difference that makes a game truly memorable. Exactly that difference between 75mm tank cannons of USA, Germany and UK. Damn it, I'll have to buy all WW2 CM titles now, right?
  25. 4 points
    Saying the Soviet Union defended 'us' is a bit of a stretch I think. They defended themselves and just happened to be fighting against the same opponent, but the Soviet Union wasn't too concerned about 'us' when the Germans were overrunning Poland, Denmark, Norway, Belgium, Holland, Luxembourg, France, Greece, and Yugoslavia. Good thing the Soviets sent the UK all that Lend Lease equipment during 'The Blitz'. Oh wait. Nobody knows how a conflict between the Western Allies and the Soviet Union would have gone, but the Western Allied Air Forces would have been difficult for the Soviets to deal with. I don't know how many fighter aircraft each side had available, but I don't think that the Soviet Union had anything close to the type of heavy bomber force that the Western Allies had. The Soviet air forces were probably not as tactically adept either. The Western Allied ground forces were smaller, no doubt, but the manpower reserves of the US had barely even been tapped yet and there were still several new divisions ready to ship by the time the war ended. There were also millions of US troops fighting in the Pacific who, once the Japanese surrendered, could have easily gone into the Soviet's Pacific coastal areas and the Soviets weren't going to be able to leave those areas undefended. US Air Force and Naval Air Force assets in the Pacific were substantial. The Western Allied ground forces were also much more mobile and mechanized than even the Soviet forces were by the time all those lend lease trucks made it to their motorized forces. It is difficult to imagine how mobile the Soviet forces would have remained once the Lend Lease faucet was turned off. Certainly after a few months of fighting the reduction in mobility would have become more and more noticeable. I don't think it would have been a cake walk for either side.
  26. 4 points
    OK This one is the best one so far. I've been fascinated by the idea of modern constructions as 'urban fortresses' (of the sort that so often seem to feature in news stories of war zones) - this one is based around a football stadium, but includes some rather robust apartment blocks and shopping centres (featuring multiple modular buildings to give them interesting interiors and make them difficult to destroy), as well as suburban shops and houses and some wide open spaces (such as car parks). I took quite a long time clearing out interior walls in the larger structures, making doors match up and so on. There are few structures where you have to blow your way through interior walls, and some of them (the stadium in particular) feature large amounts of open space, long corridors etc. which I think is realistic. I also spent several hours adding street lights and one or two other flavour objects (streetlights in particular make maps feel really immersive IMO). There are aspects I'm not quite sure about (I haven't play tested all the interiors, so I don't know how much fun they'll be). The zip file contains the master map and some of the slices - not all of which are equally useful (just playing around at the moment). Maps download: https://www.dropbox.com/s/7fk4g2xz9v43mi6/Stadium_Map.zip?dl=0 Apologies for rough edges - I hope you enjoy it Here are some images:
  27. 4 points
    Thanks both for digging out these references. One of the matters discussed in that thread is how match-up between the spotter and the firing unit affects response times. I did a bunch of tests with on-map organic 60 mm mortars and off-map 155 mm howitzers, with the following spotters: Battalion HQ Mortar Section HQ (the lowliest HQ but in direct command of the 60mm mortars) FO, assigned to the Battalion FO, assigned to the 60mm mortar section (tested for mortars only). All were regular, no leadership or motivation modifiers, and the missions were point-target medium duration/medium intensity approximately to the same spot on the map, with perfect LOS. I measured: "Receiving" phase duration - until the fire mission request is confirmed by the firing unit "Preparing" phase duration - until the first spotting round falls on the map (not applicable for on-map mortars, where I've included this phase in "Spotting" "Spotting" phase duration - until "fire for effect" order is given "Delivery" phase duration - until the first for effect round hits the map (for on-map mortars, until the round is fired) Below are the averages of (only) 3 tests for each case. It appears that Mortar Section HQ can reach its own mortars by about 1 minute faster than Battalion HQ, but in the three tests I did, it needed more spotting rounds (4-5) than Battalion HQ (3 in all three cases), so the delivery time was 6-7 minutes. Declared delivery times were 6 minutes for Battalion HQ and 5 minutes for Mortar Section HQ. Matchup with respect to force structure matters for on-map mortars, but not much. The FOs had a short receiving phase and needed between 2-4 spotting rounds. I can't say if it matters where in the Battalion the FO is attached. Force structure matters but not much. For the 155 mm Howitzers, there doesn't seem to be a big difference between Battalion HQ or low-level Mortar Section HQ in response times. Both have declared 13 minutes and achieved between 11:20 and 14:32. Battalion HQ needed 2, 7 and 4 spotting rounds, Mortar Section HQ needed 5, 5 and 3. The FO cut both communication time and spotting time by about a half, his performance matching the declared 8 minute delivery time. 2, 3 and 3 spotting rounds were needed.
  28. 4 points
    Yup I agree it definitely does. Since making video compared to screenshots I've really noticed how wonky infantry movement still is, even after BF's patch. In other news, I got a new microphone. Be sure to tell me if you miss the fishbowl effect! Why 7 minutes? I thought I found a nice breaking point compared to the 5/10 minute points I had before.
  29. 4 points
    Hey guys, here's a bright idea: why don't you pay attention to the rules of the forum and keep the politics out of it?
  30. 4 points
    Cheers, mate. Yes, back in 2012 I did a CMBN scenario based on the 27th Division's landing on Makin Atoll (contemporaneous with bloody Tarawa), since it was very well documented and a reasonable scale of action, plus there were no flamethrowers available (as was the case with CMBN version 1). Once you reach high water the atoll is pooltable flat other than manmade taro pits, so to prevent ridiculous amounts of keyholing through the overgrown palm plantations I used randomly scattered Low Bocage tiles. It worked out quite well and was a challenging fight. Rapid exhaustion of Green troops means that the US commander needs to advance in 'waves' (as historically) rather than just many-on-fewing the massively outnumbered and outgunned Japanese out of their holes. Hand grenades are a massive killer; also the lack of bazookas and FTs to bust bunkers forces you to rely on armour support in spite of the bogging risks. So I can't offer the Sergeant Sledge Marine bloodbaths you probably crave, but it can scratch the itch. Fanatical (modded) British forces stand in quite nicely for SNLF rikusentai. Alas, the mods (wireframes, faces, voices) were done in engine version 1 and were never updated for the new naming convention. Not much new to add on the hoary topic of 'does the CM2 engine work for Pacific?' but the bipolar AI infantry movement consisting of either 'slow painful crawl' or 'run straight at 'em howling' actually reflects Japanese tactical practice tolerably well....
  31. 4 points


    I had the following notes on buddy aid and radios. It is from Engine 3 however still works the same in Engine 4.
  32. 4 points

    Happy New Year's Day! 2018 look ahead

    You guys really need to get past the pics. This is beginning to look like an Otaku site with a bunch of nerdy kids wanting anime manga girls. Yes there are female CM players and no this does not improve on the image of male players.
  33. 4 points

    What a beautiful game!

    Hi everyone! This is not an official AAR cause I was enjoying the game too much to take screenshots during the scenario. I only managed to save after the battle ended so all the screenshots are front the end of the scenario , but I would like to share my recent experience with black sea. After trying out the Demo and playing the training mission twice (lost the first time) I noticed at the end of the game the AI retreated to the woods when i was closing in on the town. I thought that was kinda cool and realistic. After all, the logical path was to retreat to the woods. Later, after reading more about the game's AI, I was somewhat surprise that it was based on trigger and that the AI had 3 levels. strategic, operational and tactical. I believe the strategic level is the one that is trigger based. So I bought myself my first CM copy. I played through the training campaign while following the guidelines on the manual which i had printed out. In the last mission I realise that it was the same scenario from the demo so I thought I would do fine but this time I followed the manual by splitting my team and all. First, I noticed when I sent my riflemen scout near the observation post alone they were engaged by snipers from the forest, which I kinda knew was there. However, this did not happened the first time I played in the demo, and I don't quite remember what I did. I made some mistakes on the way and ended up losing my observer, HQ and and 1 squad. So I restarted the scenario again but this time I did it my way instead of following the manual. I sent one of my Bradley to to the side of the sunken road to engage the snipers which I know would shoot my guys near the woods at the observation post, but nothing happened I sent the same rifle squad to scout the woods and I got no engagement from the other side, no snipers, nothing. I sent he rest of my assault troops to assault route 1 without incident only engaging 2 squads on the way to assault route 2. By the end of this scenario, I caught the Russians retreating to the woods again just like in the demo, however this time I had 2 Bradleys near the entrance of the woods, getting ready for a massacre. Guess what, only 2 squads came out and after getting shot, the rest of them decided to stay in the buildings surrounding the chapel. They refused to come out until they surrendered, i managed to only take out 1 squad out of 4-5 that attempted to retreat back to the woods, mainly because I believe they turn back after the first two squads were engaged by my Bradleys After this, all I can say is that I am very impressed with the AI reaction to what do in the battlefield. It could just be random luck that i trigger or did not trigger certain triggers but this is the most realistic AI opponent I have seen. In most games if the AI retreats if that even happens then it will happen no matter what, even if they are running into a meat grinder, but not in CM. All that remains of the Russian forces. Made a mistake and lost a full squad, I was hoping to get full score. Some Russians who died to my Bradley flanking them from the back of the town. Bradleys are beasts!
  34. 4 points
    As far as the Aachen campaign goes- it’s helpful to divide the maps into “sectors”. This could be a single city block, for instance. Have a plan for the order in which you will tackle each consecutive sector, ending with the intended objective. Like any battle, if you have a fresh reserve, that can handle any mop-up or unforeseen circumstances. If not, focus your available forces in roles like "support", "assault", etc. Know the capabilities (fatigue state, etc.) prior to the battle. This will help with figuring out how to use them best, and which forces can do the heavy lifting of clearing any surviving defenders from VLs. Have an AFV and some heavy weapons and a few squads to lay down suppressing fire, then have a few squads as assault forces. I generally split these, and basically do the same thing as the “assault” order, but I’m choosing which men enter the building, and with which buildings. I generally play RT, so I am not splitting forces extensively. I am also surprised when I watch the great AARs on Aachen about how much covered terrain is underused. When I made the campaign, I figured people would be using a particular stream, or a particular route of attack- but they rarely do! As the maps are based off of period maps, these "covered routes" are maybe not as obvious as maps made "from scratch"- but they are out there, as they were when the battle was fought.
  35. 4 points
  36. 4 points

    CM2 on iMac27?

    FYI, I have heard back from the Helpdesk and these guys are the BEST! When they aren't working on BF games, they should be giving courses to others on how to run a customer support service. They have given me as much help as they possibly can, and there might have been a way to get my info back, but there are too many missing pieces at my end (and that's all on me, not BF!). They are still trying to work something out, but in all fairness, I've decided I will will simply re-purchase the games. The bundle package is not expensive (especially considering how much work they've put into these games), and that encompasses most of the games I want. The others I'll pick up as well separately. So thanks to BF's support and for the help here. I'll be back once they games are on . Glenn
  37. 3 points
    Vanir Ausf B

    Bug? MG can't fire from bunker

    Yet a LMG42 can shoot out of a shelter bunker firing from the shoulder. Seems like an inconsistency so I'll report it.
  38. 3 points

    Unofficial Screenshots & Videos Thread

    I'm working on two scenarios, one at NTC with Bil NTC map and the other one is the 3ABCT/4ID arriving at the battle field in Ukraine. They picked up their vehicles at the European Activity Set at Mihail Kogalniceanu Air Base, Romania. The vehicles were still painted sand color. Need to finish up on the rest of the vehicles.
  39. 3 points
  40. 3 points

    How CMBN made me enjoy WW2 era

    Oh how I wish to buy them all and hug them in my sleep~
  41. 3 points
    From the Horses Mouth. All QB Maps have multiple AI plans for both sides... typically 3 Plans minimum. Master Maps are not made by me. They are beautiful and historically accurate. They Do Not have AI plans
  42. 3 points
    Yeah really. If this is limited to just BF replies then they might as well lock up the thread and start a new one when they have news. Some people just go through life with a chip on their shoulder. Anything that generates additional excitement for the products BF has commented on here is a win as far as I see it. Looking forward to what you do next with CMSF2 @Sgt.Squarehead Mosul was fantastic, with all the new options the next will be even more so.
  43. 3 points

    Combat Mission: Pacific Storm

    Ok, you have a right to your view but I don't get the disdain. As a CM playtester, do you have some under the hood info we don't about how nationalities are treated in game which would make 'real' Japanese infantry behave totally differently from modded 1944 British infantry? I'm pretty sure Steve has said repeatedly that they don't "übermensch" anyone, or the reverse. At squad level, the weapon sets are broadly comparable provided you avoid the Sten-intensive sections and assume the Japanese type 99 service rifle. Nambu and Bren have little to differentiate them. Light mortars, same. You run into more trouble with ordnance weapons, sure, but there are workarounds. And it's not like there are piles of scenarios out there featuring British troops with Fanatic morale. But whatever...
  44. 3 points

    Combat Mission: Pacific Storm

    Yes, please! Hummm. Perhaps we should pitch an idea to create a CM game that combines the late ware CMFB, and CMRT forces into a new game family. Once the end of the war module of CMRT and Commonwealth module for CMFB are done all the units will be there with the appropriate TO&E.
  45. 3 points
    Bulletpoint, Not that it's a good look, certainly not from today's perspectives, these were two small cartridge boxes made from thin cardboard, not today's monstrosities with individual plastic cartridge wells, etc. That was all: no pop bottles, cans, or anything else. All we were thinking of at the time was having moving targets. This said, I was still suppressed and traumatized from nearly getting my head blown off, Indeed, it was so overwhelming at the time, the real import registered a bit later, after I'd had some time to process it. At the time, I was afraid Dad was going to die of a heart attack because he was so shattered and full of anguish over nearly killing his firstborn. A bunch of us learned some hard lessons that day, and I'm sure no one present ever forgot how close we came to my brains being blown apart. People have been turned off firearms forever by far far less. I came out of it with, shall we say, a unique perspective on the dangers of accidental shooting and the need for unceasing SA while in a situation with firearms in use. Regards, John Kettler
  46. 3 points

    Looking for urban combat gameplay/AAR

    I'd also suggest figuring out if any of your units have demo charges. "Mouse holing" between buildings without connecting doors is a good way to move into advantageous cover without having to expose your forces. "Stay out of the road if you want to get old" is a good phrase to remember. Count on any road as being a fire lane for your enemy.
  47. 3 points

    Happy New Year's Day! 2018 look ahead

    This is great Steve but when can we expect some kind of a patch to correct the problem that was introduced with version 4.0? I am referring of course to the fleeing of troops from buildings and fortifications when a HE round lands anywhere near them! We have been waiting over a year now and many of us have had to revert all our games back to version 3.0 to get a decent game.
  48. 3 points
    Soldiers pull security while another tends to a fallen comrade injured during a brief altercation with the enemy. As seen during the first mission of the excellent TF Spartan Resolve campaign
  49. 3 points
    Thanks, George! I mostly just read your briefing with some omissions and word edits to get it to make more sense when I read it out loud in this context haha! Yup! Learned some more effects in Lightworks. And found a better location to record - less echos and more consistent. Still probably need a better microphone. My fiancee heard me reviewing the video and told me "that doesn't sound anything like you!"
  50. 3 points
    If anyone ever wonders why there aren't more bones, here is the reason. No good deed goes unpunished, especially on the internet.