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Showing content with the highest reputation on 07/19/2015 in all areas

  1. 3 points
    JonS

    Preview of the first Battle Pack

    Battlepack 1: The Great Swan Northern France and Belgium September 1944 In just two months, between 6th June and mid August, the Allied armies in Normandy destroyed the cream of the 1944 German Army. Following this resounding defeat the Allies bounded across France in just a few days. It is during this period of stunning advance that Battlepack 1: The Great Swan is set, following the advance of the British 2nd Army from the Seine River, through Belgium, and all the way to the high water mark of the advance along the Meuse and lower Rhine. The first phase of the Great Swan occurred when the 43rd Wessex Division seized a crossing over the Seine at Vernon in an opposed assault crossing. The battle here lasted several days, and the first 24 hours in particular were considered to be very dangerous for the British troops. However the bridgehead was stabilised and then gradually expanded to make room for follow-on forces. Prelude, the first battle of the Campaign Amiens Tonight, is a semi-historical examination of the difficulties of pressing back the determined German resistance which was able to make good use of the thick forests along the Seine river banks. Shortly afterwards the British forces exploded out of the bridgehead and began racing across Northern France and into Belgium. From the first German resistance to the breakout was weak and disorganised - they were too busy fleeing back towards France to form a cohesive front. Engagements during this period tended to be small scale, and highly confusing. The Copse is a tiny scenario that takes a hypothetical look at one of these minor engagements. Overnight the advancing Allies generally rested, and prepared for the next day’s advance, while the Germans continued their relentless withdrawal. Celer et Audax and Nulli Secudus look at what happens when small British force disposed in hasty defence finds itself in the path of some withdrawing Germans in the middle of a rainy night or on a misty morning. During the advance to Amiens the 11th Armoured Division was ordered to advance through the night without rest, culminating in an astonishing advance of 48 miles in just 24 hours. Tallyho follows the vanguard of this drive as they approach the location of a temporary halt at dusk. The next day found 11th Armoured at Amiens, embroiled in bitter city fighting (The Somme), and then pushing out of the city into the open ground across the river (To the green fields beyond). This was not the end of the war, and the Division soon found itself heading east once more (And the beat goes on). Within days the lead elements of XXX Corps, made up as always by the armoured cars, found themselves in the region known as ‘the Crossroads of Europe’, a place where famous battles to decide the fate of nations have been fought since time immemorial (A crossroads near Brussels). Soon after reaching Antwerp and the Belgian boder the advance petered out, stopped more by the logistical strain of leaping forward 200 miles in a few days than by increasing German resistance. Field Marshal Montgomery famously tried to kick-start the stalled advance with Operation Market-Garden. Those battles have been dealt with elsewhere in Combat Mission. However, in the weeks prior to the launch of Market Garden there were about a dozen planned airborne operations, all opf which were cancelled when they were overtaken by events. But what if the advance had been halted in the vicinity of Brussels? One of the planned and cancelled airborne operations was LINNET II, which was to seize bridges over the Meuse west of Aachen, and open a route into Germany. A group of “what if?” fictional scenarios looks at how this never-fought battle might have played out. The flat ground between the Meuse River and Albert Canal would have provided excellent landing grounds (Drop Zone CHARLIE), while securing the river crossings was dependant on holding the high ground just east of the Meuse against counter attacks (LINNET II). As this operation was never launched, the exact details of Operation Linnet II are vague, and this vagueness has been exploited to look at the effect of differences in the detailed organisation of British and American ground and airborne forces when given the same ground and objectives, fighting against the same enemy. Following the failure of Market Garden the British made a concerted effort to close up to the Rhine along its lower reaches before the onset of winter. This phase of the campaign saw a partial reversion to positional warfare, and the re-emergence of deliberate attacks against strong defences (Swansong). Often these attacks were supported by the specialist armour of the 79th Armoured Division (Hobart’s Funnies). With the onset of bad weather at the end of September the frontlines became static, and the heady days of The Great Swan became an increasingly distant memory. In total Battlepack 1: The Great Swan contains over 25km2 of brand new, highly detailed handcrafted mapping.
  2. 2 points
    I have a love hate relationship with the way the game presently does Auto Smoke with the units. Yes I know this Topic has been there from since the games first release. I have created my own tactics to work around the games way of using Smoke. Since it drives me crazy to have units pop smoke at times when I do not want it, I basically make sure to run a few units out of smoke early before major contact and keep others in the formation with it so at least I have the option of which one I will lead with and if I want it popping smoke or not. So if I have a enemy unit I want to make sure I am going to fire on just on the other side of a vision block, I am running the unit that does not have any smoke. If I am going somewhere blind as to what the enemy has, I lead with a unit with smoke. But then it crossed my mind again on how stupid the present system is. So here again is a some thoughts of how it might be able to change. Why not have a option as to if you want the unit to auto place smoke or not, then at least the player has control of that much of the feature, at least I would not need to waste smoke to make the not happen as a feature. Then it crossed my mind, that no matter which option is chosen, there is times I would want auto smoke no matter what. So when the button is in the off mode, the tank would still deploy smoke if It is being lazed and it presently cannot see any enemy unit. it presently sees a enemy unit that can destroy it, but it cannot really destroy the enemy unit it has been hit by a round from something that could of killed it but has survived. Now if the button for auto smoke is on, then it would pop smoke as it presently does. I see this as a possible easy way to really improve the present auto smoke options. please give input as to what you think or if you at least agree that something should be done as to how auto smoke presently functions
  3. 2 points
    The MoD has just announced its forces, which were conducting a "quickly assembled counterattack against revanchist elements," engaged and destroyed what is believed to be an enemy tank. The Ministry's spokesperson went on state "Combat has how become general and fierce, with the situation being described by the Komandir on the scene as extremely confused and fluid. We expect more details soon." The spokesperson went on to say: "The Defense Minister views the battle unfolding as "the vindication of wise expenditures made to upgrade and expand battle technology of the Ground Forces." I'll say! The battlefield is so crazy I've got armor headed one way and shooting in any direction other than the axis of movement. Additionally, there's firing going on at I haven't the faintest idea what, still less why. Whatever it is, it's got my guys really worked up. We are only two minutes into combat, and already things are so chaotic it's quite difficult to tell what's happening, why and who's doing it. On a personal note, playing Tiny QB forces on a Large map makes CMBS, for Armor on Armor engagements at least, a whole new game by restoring real maneuver to the battle. I've been up all night, am exhausted and have blurry vision, yet I'm quite excited by how dynamic and visually rich the gaming experience has become. Hats off to BadgerDog for the capital suggestion of moving from a Medium to a Large map. Regards, John Kettler
  4. 2 points
    Given the choice between discussing whether German armor doctrine was effective or wasn't, and discussing whether they wrote halt as they clearly did, or half as some fool on the internet guessed, the brilliant tacticans of this site spend 3 pages weighing in on the second "question". This is why I write for Board Game Geek these days, far more than this forum. Just saying...
  5. 2 points
    Fizou

    WOT & War Thunder Panther Skins

    Yeah its ridiculous that some has given this a one star. If you dont like the mod then dont use it, no need to down rate someones hard work and efforts. Hope WOKI and other moders see that there are a lot of people that appreciate what they do even if everyone wont like every single mod that's made. Keep it up WOKI and when you get the time, Id love to see the Jagdpanther get some love.
  6. 2 points
    kohlenklau

    RT Unofficial Screenshot Thread

    I'm no Heinrich 505... <<quick 2 ruble mod for battle of Migojo...over at CVMPzC Nyakleves>>
  7. 2 points
    sburke

    Beach Landings

    part of why the appeal of beach landings is more in the theory than the practice is- it is a straight up frontal assault. If you can't simply swamp the beach defenses in men and fire power you will lose. There is no subtlety. It looks amazing, but from a player command perspective there is little to do. Smoke would be the most effective item to allow you to close with the beach defenses, assuming you have it. And I don't mean smoke grenades, but artillery smoke.
  8. 2 points
    Earl Grey

    WOT & War Thunder Panther Skins

    AWESOME! And downloaded. Honestly, I don#t understand why people have beenr ating this rather poorly. This is very good for your first effort. I did much worse when I started doing textures...
  9. 1 point
    --WOKI--

    WOT & War Thunder Panther Skins

    Hi guys, This's my first attempt to convert some WOT and War Thunder historical skins but still not perfect as im just learn about photoshop in 20 minutes from a friend..lol ( i never know how to use photoshop before ) for now just panther (sorry for the wheels still using original CMBN, im too lazy to do it ) the colors looks match with CMBN engine especially when using Reshade Sweetfx so what do you guys think? My wish for the next patch is they (Developer) can make separate skins for each model not combine them especially with vehicles in example i would like to see panther_early_hull.bmp with panther_early_turret, panther_early_hull 2 with panther_early_turret 2, panther_early_hull 3 with panther_early_turret 3 and so on but not mixed them because they will not match the body texture with turret and some other parts between their numbers bmp file (it's like probability if they're match than that's good but most they're not match between each file in one model i think it's only work with infantry skin but not with vehicles skin it would be nice to have a lot additional skins to the game in every vehicles model Sorry for my english
  10. 1 point
  11. 1 point
    borg

    Cool Screenshots

    Hi Maximdim., just want to wish you plenty of plenty of plenty hours of pure fun. Blood. Sweat. Drinks. A good chair. and time-to-kill Best
  12. 1 point
    I'm on the fence on this one as it goes back to what does the player know versus what does the vehicle know. When a vehicle is lased, it has no idea what lased it or the threat level. To have it's reaction be based on the player's knowledge gets into a chancy area for me while I can also understand the frustration. On the one hand I can see the argument that if I get lased and I KNOW there is a BMP facing me, my best option might actually be to kill it. Popping smoke is more a defense for the BMP than my M1. But if that lase had come from something else that now has a sweet shot at me and I delay to kill the BMP..... What would a real life crew do? Time for some input from our folks who have actual knowledge.... what would be standard practice? Survival first by employing defensive assets, or kill the known enemy in the hopes they are the source?
  13. 1 point
    Hmm, it's truly an interesting problem. I also found more than once my units using auto-smoke when I didn't want them to. I understand that a tank that gets a warning can't immediately know what is lasing it, even if it's just a low level threat... Sly, your "tactics" about how to manage smokes are smart, but you shouldn't be forced to do something like that as you know already. I found myself forced to order a dash move using FAST command to an M1 when I wanted it to attack a BMP-3 that I knew would have lased it, and it did, if my M1 reacted as the game forces it wouldn't kill the BMP, but hide two turns behind a smoke screen, instead, thanks to the FAST command it pushed behind its own smoke screen and destroyed the target. All in all I belive that if we could control such detail within our units it would be perfect. Example, consider what if we had this:
  14. 1 point
    Childress

    Favorite Western Film Scene?

    'Who's the fella who owns this sh*thole?' The denouement of Unforgiven, the greatest western ever made. And the 1992 Oscar winner. Dark and profound. Richard Harris delivers a bravura performance in a subsidiary role.
  15. 1 point
    IanL

    Preview of the first Battle Pack

    Jon, that sounds excellent. Very exciting. I like the idea of two scenarios, one with US troops and one with British troops fighting on the same map against the same enemy. Cool idea.
  16. 1 point
    agusto

    Bagger 288

    Bagger 288 eating a smaller bagger:
  17. 1 point
    agusto

    Bagger 288

    A few numbers regarding Bagger 288: Weight: 12.804 tons or 12,8 kilotons (That' s about 7 times heavier than Hitlers Landkreuzer P1500 ) Length: 246 meters Height: 106 meters Width: 46 meters Building it cost 100.000.000 $ and took five years. It can move 76.000 cubic meters of soil every day.
  18. 1 point
    agusto

    Favorite Western Film Scene?

    I dont have any favorite scenes, but i have some favorite music: As a western fan you will certainly recognize it.
  19. 1 point
    Hehe those early versions of poking the bear were a bit harder ;-) My experience is similar though, AA is unpredictable and imo that's about right.
  20. 1 point
    dragonwynn

    CMRT Mini-Campaign: The Hill

    Ok I reloaded all the core units into each scenario in the campaign and repositioned them. Of course with the setup zones you can move them as desired. Hopefully this fixes the bug where none of the core unit stats were moving forward from each battle. I have not had a chance to test so let me know if it still persists. Also I reduced the amount of reinforcements in the last fight to make for a tougher challenge. New link http://cmmods.greenasjade.net/mods/5564/details Mike
  21. 1 point
    IanL

    CM:BN Screenshot Thread #2

    Who says snipers are no use - These guys did a great job for me... To bad the did not survive the battle. Yes, this was an Elite sniper team. I added him to my two platoons of infantry becasue I like to have snipers around. And this was against a human opponent so no relentless silly waves of targets. The only other asset in the game the caused more casualties was one of my tanks with 30 kills. The sniper team beat out the other three tanks easily.
  22. 1 point
    kohlenklau

    WOT & War Thunder Panther Skins

    I agree and I wish they would not even have a rating system or likes/dislikes <the green arrow up and orange arrow down thing> on this BFC forum. But I guess it is part of the package that BFC got when they purchased the forum?
  23. 1 point
    Fizou

    WOT & War Thunder Panther Skins

    Great mods man! Downloaded and enjoying them
  24. 1 point
    As a german native speaker I can assure you that "die halbe" means "the half". "Halte" is a word that doesn't exist. "Halt" would be the word for stop, but then the sentence wouldn't make any sense: "Die halbe" refers to "Geschwindigkeit which means speed. (Translated: "The half" "speed", "die halbe" "Geschwindigkeit"). If the writer wanted to say that the tank had to stop and obey basic german grammar instead of "Halt" he would have had to use "stehende" (standing). "For a tank there should only be two speeds: The standing (because the sentence is built so that it refers back to speed) and full (again, refering back to speed.) Für einen Panzer sollte es nur zwei Geschwindigkeiten geben: die stehende nd Vollgas voraus. Or, if you neither care for german grammar nor the detailed explanation: No typo. Half speed is what the text is saying.
  25. 1 point
    --WOKI--

    WOT & War Thunder Panther Skins

    Last built! Note : I'll upload this PzIV, Hetzer, Nashorn (1 only it's my trial error/beta) and some Tigers tonight! hope my internet not dead or slow !
  26. 1 point
    kohlenklau

    New Scenario - DiSaronno

    Download and enjoy with some amaretto
  27. 1 point
    Some good suggestions, but not all would be in my top 10. Anything that would improve the AI is always a step in the right direction so i am always for that. Most of what I think would be good to add to the game are all features from cmx1 that have proven to work that i hope return.: 1) +1 to the return of the ability to adjust points manually for QBs to desired setting, and to the return of a MIX variation that limits points for each branch to spend on. 2) The return of the ability to select a unit by clicking on its movement orders line. 3) And MOST of all to the return of passenger, open, or floor on status in the UI, and the return of some color coding for better ammo supply awareness. This last one should not be too much problem as the game already has code for swapping graphics, and color coding text upon condition. Shown under the portrait in this example would be text of either passenger, open, or floor # when the condition applies. In game it would overlay the text same way “bogged”, “immobilized”, “pinned” ect… do over the suppression meter when the condition applies. Contextually this text fits well with the portrait, and makes it more informative so one does not have to move the camera as much to determine those statuses like in cmx1. Currently if a troop is carrying a weapon, and it is out of ammo there is nothing that jumps out at the player to notice this. Instead of the ammo text disappearing as it does now it would improve awareness if it stayed, showed “0”, with the text changing to red similar to how it does when a vehicle part gets damaged.
  28. 1 point
    rocketman

    Artillery and marshes

    I might run some tests to find out.
  29. 1 point
    jep

    Bug or Anomaly?

    This may not be related to outhouse. I had similar problem where my tank could not see enemy tank even though these tanks nearly collided (yes it was hiding in forest but come on...). It feels like BF models optics but forgot to implement a "common sense algorithm". Something seems to be off with Black Sea too. You know how your fancy Russian armor does not see opponent no matter how visible it should be (short distance, shooting nearby units etc).
  30. -1 points
    ^^^ I think that is where many of us would prefer to be!
  31. -1 points
    Wiggum15

    Brief overview of where CM is headed

    But with Upgrade 4.0 still using the outdated CMx2 engine i doubt we will see much improvement in key areas. Instead on focusing on keeping the old car driving through the addition of a new oil filter, a spoiler and new tires it would be time to move on and invest into a new car. If money or know-how is the problem...well there is kickstarter, i think we all would support you. Another thing i dont like is that we now have it Official, the bulge game will only include "minor" changes. No new trench/foxhole system. No significant gameplay enhancements, no fix for long standing technical issues. Sorry, iam disappointed ! (But thanks for the heads-up Steve)
  32. -1 points
    Wiggum15

    Brief overview of where CM is headed

    You will have to buy two separate keys each 10$ (remember, scenarios are not updated and are probably not working correctly). Its insane how long it takes to get the new Repository working...maybe better just use dropbox and let people post links...
  33. -1 points
    Wiggum15

    Brief overview of where CM is headed

    The problem is that CMx2 runs rather badly even on some, high-end PC's (drops below 25FPS on medium sized battle) if you not significantly reduce details (mostly models). That should not happen. Also, the loading times are too long. Loading big CMBS scenarios takes me and others 5min... I hope this can be greatly improved ! @ Steve Im not trying to Troll. Would a troll have supported you by buying CMAK, CMSF, Marines Module, British Module, CMBN, v3.0 Upgrade and CMBS ! All i do is criticize some aspects.
  34. -1 points
    maximdim

    Cool Screenshots

    Here is another angle of the same shot...
  35. -1 points
    MOS:96B2P, NBD, though the exchange confused me initially. As for Bridge Number Seven, the game is well begun, but my chances for bouncing the bridge have improved dramatically with the temporary departure of Hauptmann (?) SLIM until Monday! Theoretically, a least, since, absent his PW and access to his computer, I have no means of stealing a march on him while he's away! BadgerDog is about to come forth in some unknown manner, with the affray to be mounted on a much larger map which appears to offer scope for real maneuver, as opposed to the highly constrained QB map last battled upon. Do you think I should start a separate post for Bridge Number Seven, or perhaps simply keep going on John Kettler vs CMBN? Regards, John Kettler
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