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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 on 09/26/2015 in all areas

  1. 2 points
    Minutes 35-33: With the first two houses on KT 1 under my control, and a good part of the woods as well, I’m finally picking up some momentum. I think the third house is now empty as well, but the last two had men firing on mine. I spot a German HQ in the second to last building. The plan is to: -Bring 1st and 2nd squads more north via the woods to investigate the armour contact, and to move behind the German lines concentrated on the farmhouses on KT 1. -Bring armour support to 1st and 2nd squads, and to have 1 tank engage with area fire on the armour contact and see if it can trick my opponent into thinking I have spotted a clear target. -Bring tanks west along the front of the farmhouses, and blast the infantry in the last two houses with HE. -Stop using 3rd squad for supporting 1st and second, and send it west to support my armour around the last two farmhouses. With the two tank rider squads that were shot off their transports each down to 1-3 men, I need more eyes and rifles westward. 2B/1 covers while 2A/1 and both sections of 1/1 squad move north in the woods. 2A/1 runs afoul of mines in the woods, losing two men of the five-man section. While that is happening, the two tanks behind the farmhouses advance to be able to engage what is in and beyond the woods. One immediately takes out the panzershrek team that fired earlier. The 1st Platoon HQ tank charges at full speed toward the second to last farmhouse. Its first shot hits the house, driving the German HQ out of it. The second kills part of the German HQ, and then a third shot back at the house drives out another HMG42. I back off that T34 to move it behind the farmhouses, while 3/1 squad trots up past the front yards, heading to the house I just cleared to cover my tank and get ready for the final house assault. 2/2 Tank moves between the other two farmhouses, while 2nd Tank Platoons HQ takes aim at the evicted HMG team. More to come!
  2. 2 points

    AAR: Rinaldi v. Emory

    The set up phase can be time consuming, especially for the defense. There was a thread about the set up phase recently where @IanL had some sound advice and is linked below. http://community.battlefront.com/topic/120889-the-setup-phase/?do=findComment&comment=1633320 Thanks for letting us watch the battle.
  3. 1 point
    I've owned CMBN for years now, and I still haven't played the vast majority of the scenarios that come with the game, not to mention all the user-created scenarios. One reason for that is because I tend to find a few scenarios I like and play them over and over again. Another reason is that I spend a lot of time making my own maps, playing them a few times, then changing things around and playing them again. Anyway, I've often thought about getting one or more of my maps together and releasing them, but I'm not sure what kind of scenarios people would like. That's why I'm asking, and I'm especially interested in hearing from folks who have played a lot of the scenarios out there. What kind of scenarios do you want more of? If there's a dearth of a certain kind, I could try and make something that fits the gap. I'm mostly interested in crafting the maps themselves; as far as goals and force compositions go, I'm open to almost anything. I remember someone saying there ought to be more maps with the Germans attacking and the Allies defending. Is that needed? That's the kind of feedback I'm looking for. Be as general or as specific as you like. Thanks!
  4. 1 point
    I've got a fully developed semi-historical scenario ready to go, but rather than just dump it online, I figured it might be useful to build some interest first. So, I'm looking for two experienced players with full installs of CMBN (all additional packs and updates required) who are willing to do turn-by-turn DARs here. The battle depicts the 90th Division's attack on Saint Jores in early July 1944. You can see some archival footage here: https://www.youtube.com/watch?v=LpiEvTZnOFc A few screens from the scenario: If you're interested, PM me. Preference will be given to established forum members.
  5. 1 point
    After playing for some years, I now feel I have a pretty good understanding of the problems and opportunities of the various terrain types. However, I never really got my head around how to go about wheat fields. I find it very difficult to predict their effect on LOS. If you crawl through them, you're well hidden, but they are usually too big to crawl across. If you run across them, you will take fire from defenders on the other side, but when you then drop down to return fire, you can't see a damn thing. So, what it boils down to is: I see wheat as a very defensive terrain type, and I avoid it like the plague on the attack. But are there any tricks that I haven't thought of, to turn this terrain to my advantage as the attacker?
  6. 1 point
    Yeah, without Bradleys how is he supposed to win?
  7. 1 point
    My advance continues. On my right flank a small scouting party made up of an MG team near the Western lip of the 'bay' is sitting and observing. Nothing so far - whilst an sniper team makes its way along the 'coast of the bay' looking for enemy armor in ambush positions. In the center the level of combat has increased dramatically. Artillery wise that is - my mortars and howitzers continue to rain down fire, but I've noticed a huge increase in enemy mortar fire and my men have been paying for it. Still, both center platoons have been ordered about 100 meters forward, while my right flank platoon is ordered back into the woods. I continue to mercilessly pound every ID'd infantry position with several vehicles at once and it seems to really be laying waste to the US. On my left flank the advance continue as well and I near the VL. Some brief skirmishes resulted in several severely wounded/kia.s and a BMP2M was KO'd by a Javelin fired from somewhere to its east (my right flank) However already my tanks and BMPs on my left are beginning to lay fire into enemy positions to their east and once the VL is secured will orient themselves to the East and drive down the main road and roll up his flank as it were. A BMP also on my left flank took a right flank penetration, however Im guessing this was a sniper using a Barret as there were minimal subsystems damage, and it was only a single round. Some of my left flank platoons have come under artillery fire, theyre paying for it, but luckily the platoons to their immediate right aren't and the same with the immediate left. The follow on platoon behind them has been ordered to reroute to the left and follow the left most platoon into their advance in the VL. Odd enough as it seems for a Russian player at this point Im genuinely worried Jammer tried to pull off an infantry only US defense, in which case my victory will feel cheap because I know Ill never hear the end of it about how he would have won were it not for his precious Bradleys. Also in the center Ive ordered the main body of my armor to advance from behind there man made cover (peoples homes) and advance into the line of fire. Screenies to show whats going on, some of the action, and my move orders- RIght Flank move orders Center move orders Left Flank move orders Fear the power of the Tunguska - heres a live human trial on some capitalist HATO lackey dogs And the results.. Another shot of Tunguska firing at other ground targets. That 30mm stream is impressive. Being on the other end of it must be horrifiying. A view from end of last turn before orders are given - looking from my left flank towards the right The ineffectual sniper shot on my BMP I mentioned Another West to East view of the combat Thats all for now - stay tuned, and keep your heads down!
  8. 1 point
    No, it's not new. If you go back a page you will see it's mentioned and shown in two screenshots Your analysis may be quite right. Certainly the spotting of the armour contact was worrisome for me and you will see what I do about that in the next 2 posts.
  9. 1 point
    I second that, was about to post the exact same thing. Also, we need more maps that are not "puzzle maps". Try to design the map first, making it look and feel like a real place, then set up the defenders. I hate maps where the designer forces me down some path, using hedgerows, walls, etc to make sure I can't do anything else than what he had in mind.
  10. 1 point

    What Kind of Scenario Would You Like?

    Wow, cool. Scenario design by request. I personally enjoy big battles we lots of scope, recon elements arriving first and then the main force later. There are a number of large battles, perhaps not with initial recon but there are quite a few big battles. The one request that I think is under served are small platoon sizes fights. I think the reason it feels like there needs to be more is because you can play three or four tiny battles in the time it takes to play one big one. So, I suggest be the king of the small battle. If also happens to be a good place for start for programming the AI.
  11. 1 point
    Some sort of German AFV audio contact in the woods - did I miss something, or is that new? Looks to me like you're caving in an outpost line, and he's going to notch up resistance a bit in the treeline just in front of the actual objective.
  12. 1 point
    Seems like you're having more success now. You are using your tanks much more aggressively than I do, and it's paying off. That panzerschrek team in the woods could have been trouble though, at that range. And the HQ squad in the building (wierd place for them really), I'm not sure if HQ squads ever carry panzerfausts, but driving straight up to them like that seems almost to have been asking for one
  13. 1 point

    FXShine shader CMBN

    Thanks for trying. Please report expirience with CMBN! Only one shader folder at a time!. But now I separated different shaders and added ReadMe in every .zip so hopefully it will be everything clear
  14. 1 point

    FXShine shader

    CMRT Night vision mode for night scenarios - This is modified Battlefront CM “War Movie” shader. - It will replace the Alt-M (Opt-M) mode. - Does not work with Alt-B (Opt-B) mode. - Works with CMRT, CMBN, CMFI and CMBS (engine v3.0). - Little or no performance hit. - OS X and Windows. - Experimental stuff. Credits to @SLIM for night vision ideas and @Rambler for first making it for CMBS! Download: Zielgerat_1229_NIGHT_HUNTER_mode.zip thread: http://community.battlefront.com/topic/120902-released-zielgerät-1229-night-hunter-mode/ @Rambler Night vision mode thread: http://community.battlefront.com/topic/120834-released-night-vision-mode/
  15. 1 point

    AAR: Rinaldi v. Emory

    My plan for this game was to have a company in each objective area (i.e: The farmhouses and the crossing-sites) . At first I wanted to defend the outskirts of the town, but lacked the foxholes and cover to accomplish that and put the whole company in town. I made sure to bring extra panzerschrecks sicne I had a feeling that I would lose my AT guns quickly. Fortunately that paid off. The AT guns on the right were deployed with the goal of trying to have the best possible sightlines on Rinaldi's flanks, and concealment. The deployment of the ATGs in the middle and on my left were rushed as it was really late when I finished my deployment. I wish I spent more time in placing them. Sorry for the delay guys.
  16. 1 point

    The Setup Phase

    Or do the authentic thing, since they are Russians.. select all your troops and give them one big assault command in the general direction of the enemy
  17. 1 point

    CM:BN Screenshot Thread #2

    Maybe someday we will see Combat Mission Fall Weiss - Fall Gelb
  18. 1 point

    Amazing WW2 photos

  19. 1 point

    Why is US CAS so expensive?

    Gaz do you ladder play equally both sides or only ladder play US out of curiousity? @Steve heh I remember when I was a total PBEM noob and played Fionn Kelly in BO. He had Americans. I bought an Elite KT that ate up a huge portion of my points. He handily destroyed it in the first few minutes due to my over aggressive maneuvering and proceeded to demolish the rest of my force.
  20. 1 point
    George MC

    Sdkfz 251/17 gun traverse

    Not sure I'd trust the source that described Grossdeutschland as an SS unit... It appears there is some confusion with the half track armoured variants with a mounted 2xm flak gun e.g. some with partly armoured bodies but built on a sdkfz11 chassis. The version in-game i.e. the 251/17 is built on the sdkfz chassis and is fully armoured. Also according to Jentz the turret could traverse 360 degrees. I can't mind why in game it's got limited travel. Could be a coding issue.
  21. 1 point
    Last night two more confirmed US casualties were caused. Unfortunately screenshots that I took didnt save. I will take screens of the next turn which Ill be playing in about an hr. However , if you look at the previous screens you.ll understand the situation. No real movement except ob my right flank the infantry close to the buildings began storming and occupying the buildings closest the woods under cover of the smoke screen. On my left flank by the loggers trail my 3 tank platoon of T90AMs popped out of the left most T90 spotted US infantry bolting out of the woods to its left and running for the cover of my smoke screen. It fired a single ainet round causing two definite US casualties. More to come during next turn. I need to place my tanks in position to defend themselves when the smoke screen dissipates and am thinking of moving them slightly back to the mouth of the loggers trail on either side of it barely in the woods. This will provide minor concealment but help against javelin attacks. Im also going to heavily be relying on my BMP2s to spot targets and hopefully usebtheir Kornets though Ive never seen a BMP2M use one in game. Nevertheless they.ll be there with extra eyes, ATGMs that will hopefully be used and at the very least autocannon. The benefit of all contact occuring on my left flank is that though thats my secondary spearhead ( my primary is the big open gap in the middle with the lions share of my tanks) it probably makes it seem to my opponent that the left is indeed the center of my attack. If im lucky and he moves aggressively to counterattack the units in my center will have a perfect vantage point to slam into the flank of any said attack. Preferably I wont need to do this at all however, instead using my treeline BMPs to pop smoke and make a smoke screen and having my Khriz fire AT15s through the smoke at any US armor reacting. On the attack at the Russians its very important to be extremely cautious for any attack and movement of armor. Really something akin to the Brit WW2 bite and hold is a good analogy. You seize some ground under cover of smoke or by other means and present a serious threat. Then hopefully the US player placing faith in his superior equipment will give up one of the inherent advantages of defense - waiting for the enemy to come to you, and counterattack. Meanwhile on the ground you.ve seized you ve reverted to defense mode placing AFVs in defensive ambush positions along with infantry.
  22. 1 point
    So Im not really sure what Im facing here. But the plan must seem obvious upon seeing the pictures. 1. ID US target and win the armor battle. I dont have ATGMs besides whats on the BMP2Ms and Khriz. So skillful use of smoke will be my trump card for Khriz, and use of massed fire with my T90AMs, that and using cover as much as possible to engage US targets not in an open plain battle, but keyhole and weird LOS battles where I can focus as much firepower on individual targets as I can. 2. Use my remaining SU-25 to destroy any targets of opportunity it can see and I cannot 3. Use the large amount of mortars and artillery along with my TRPs to utterly shell the bejesus out of suspected and ID'd US positions. This is where planting BMP2Ms with infantry split squads in forests and having them sit is important. I dont need actual IDs - ?s are enough to warrant shellackings. 4. The infantry near the buildings that also are near my armors main route of advance are to attempt to enter and occupy said buildings, gaining better LOS and supporting the armor from US infantry possibly hiding inside or nearby. Priority must be given to Javelins as well. Units close to buildings or that can leapfrog to buildings will do so, even if I have to divert other platoons and funnel them through the one route open to the buildings. That will work on my right flank, on my left they'll have to sit and wait for the situation to develop before becoming committed. 5. - This is open, again, being a QB and having no idea what Im up against I have to wait and see how the situation develops. As of now my smoke screen will allow me to emplace my units and when it dissipates I expect firing to begin immediately. My tank advance has all T90s in center clearing ending their rush with a pop smoke. This will allow the Khriz a unique opporunity to fire on targets the US nor anyone else can see using their radar.
  23. 1 point
    http://imageshack.com/a/img661/1964/NZyLXe.png http://imageshack.com/a/img537/3417/L6dxZj.png http://imageshack.com/a/img673/2474/ayIpEI.png https://imageshack.us/i/idHETg56p https://imageshack.us/i/pdVpa69Qp https://imageshack.us/i/idNZyLXep https://imageshack.us/i/ipayIpEIp https://imageshack.us/i/idCTYRyIp
  24. 1 point
  25. 1 point

    Coming Soon 27 V3.11 QB Maps

    I have placed them on the Repository but it takes a bit of time for them to actually be available. So if you don't want to wait I have attached them here!V3.11 QB Maps.zip V3.11 QB Maps contains 27 Maps made in the Method I used in CMBS. These Maps have Full sets of Group orders and use of Triggers. They also use the new naming convention, so these maps will show up generally last in the QB Map list. Hope You Enjoy the them.
  26. 1 point

    Elite difficulty question

    Please point me to the manual location where it says that?? It's pretty clear in the manual, "elite adds a level of difficulty to the game where units are represented as soldier icons...." There is nothing there that even implies that, oh and by the way," it's completely circumvented by clicking on those generic icons and finding out exactly what that unit really is, we just wanted to provide a few more meaningless clicks to your game experience. " Please give me a break. I'm sure steve would agree that it's broken and it's NOT behaving the way he intended it to. Therefore it's a BUG!! So, why waste the time, play warrior level and then I don't need to click twenty more times in a game, that's a better experience.
  27. 1 point

    Elite difficulty question

    We can argue all day on intended functionality vs expected behavior. To me, it's a bug. Either they didn't have time to implement it correctly or they implemented it and then decided that the way it was supposed to work wasn't exactly how they wanted it to work, yada yada. Bottom line, if I were testing on this project it would be filed as a bug, marked to be fixed, priority 3, since it's not crashing anything and it's half working as desired.
  28. 1 point

    Elite difficulty question

    To me this is a complete bug. I realized this in a PBEM after I couldn't understand why my opponet was targeting my hq units?? I was saying, how does he know that is an hq unit, well I picked one of his icons and it told me what the unit was, a machine gunner in this case. I said, wait??? That's total fail, what's the point if elite if I know the unit by clicking on it?? Anyway, please FIX this bug. Very annoying.
  29. -1 points
    grunt_GI, If you dislike the briefing font size, I strongly suggest you completely avoid the QB screens for Human force selection. The point size is even smaller, I believe, and the text isn't even white against black, making for murky, hard to read visual presentation. I hate, hate, hate style over functionality, and that, I've experienced several times now, is exactly the case here. Font selection is critical, too, when working with small-tiny point size, because readability simply isn't there with spindly fonts. My doctor's office, for example, has a business card with tiny, spindly pale blue type against white card stock, resulting in a card in which the vital info is practically indecipherable. And because graphics designers have, I've found the hard way many times, perverse streaks a mile wide, the second and third tier info is black on white, in a much larger point size and more eye friendly font! Despite being corrected to 20/20, my almost new trifocals (Drat! Now they know I'm not 20!), which allowed me to read with ease the tiniest type (printer's info) on the bottom of the reading acuity card, coupled with my brain in its current state, generally aren't equal to by Human force selection job, which is why I fight primarily in Computer Selects mode. This has been a pain, given I sometimes get more bodies than vehicle seats, the wrong fire support and other grief, but I least I don't get eyestrain and a headache from not only trying to read the force lists but navigate what to me is a difficult UI. How I miss the one from CMx1 in which I could both see clearly and navigate it with ease. What to you is a nit is to me a major problem which seriously limits my options in playing QBs. I really hope BFC addresses our respective issues, and I wish there wasn't small pale gray type here, too. It's a picnic, though, compared to the QB screen! Regards, John Kettler
  30. -1 points
    John Kettler

    Search Problem & Lost Posts

    <BLOCKQUOTE>quote:</font><HR>Originally posted by John Kettler: I looked through page after page of successively older posts in an effort to locate a reply I made recently to someone concerning HE charges in antitank projectiles, as well as replies to iggi on Panzer Elite and another one I did on ammo for the U.S. 57mm AT gun. Got nowhere. Tried high tech solution with search feature using both my last and first and last name. Would you believe it showed only four posts each time, not one of which was of the items being looked for? This is most strange, and I'm starting to wonder whether I inadvertently entered the Twilight Zone or whether it's simply some glitch in the search program, needs posting updating, perhaps? Can anyone tell me why I don't see a fairly long list of posts under my name? Or does the search feature only bring up discrete entries rather than ones in which my name appears? Do I have to make an original post to be found by this thing? Please help. Thanks. John Kettler <HR></BLOCKQUOTE> In the first version of this I also forgot to mention that the reply counter apparently has a glitch. My query regarding artillery tweaks showed no replies on the box for that, but there WAS a reply. Something's wrong here somewhere. Regards, John Kettler
  31. -1 points

    New Scenario! Parker's Crossroads

    Manx, the Utrechtsweg (Sp?) Op on your site I downloaded doesnt work, whenever I try to play it in CM it crashes me to desktop.. every other scenario I've downloaded works except that one and McKinley's battalion..? Could you check those, the Utrechtsweg Op is one I really want to play =)
  32. -1 points

    Blocky smoke, still

    i have the problem with voodoo 2.. its REALLY annoying..
  33. -1 points

    A simple request

    Someone needs to edit in the Greek Cross.. I could care less about the Swastika but I like the way the Greek Cross looks better..
  34. -1 points

    Hey Madmatt-

    Can you gimme a link to the webpage you mentioned last week with the Geforce for sale for '100 bucks less and overnight shipping'? Thanks =)
  35. -1 points

    Arnhem Op- Too Easy? *SPOILER*

    I wanna test it! i wanna test it! count me in =)
  36. -2 points
    John Kettler

    Search Problem & Lost Posts

    I looked through page after page of successively older posts in an effort to locate a reply I made recently to someone concerning HE charges in antitank projectiles, as well as replies to iggi on Panzer Elite and another one I did on ammo for the U.S. 57mm AT gun. Got nowhere. Tried high tech solution with search feature using both my last and first and last name. Would you believe it showed only four posts each time, not one of which was of the items being looked for? This is most strange, and I'm starting to wonder whether I inadvertently entered the Twilight Zone or whether it's simply some glitch in the search program, needs posting updating, perhaps? Can anyone tell me why I don't see a fairly long list of posts under my name? Or does the search feature only bring up discrete entries rather than ones in which my name appears? Do I have to make an original post to be found by this thing? Please help. Thanks. John Kettler
  37. -2 points
    I just remembered the other item I wanted to mention. That is that the available film footage I've seen of bomb drops shows that most of debris goes up (not out) in a fairly acute cone, thus confirming the blast and frag masking I described in my initial post. My apologies for the typo in the first post. Regards, John Kettler
  38. -2 points
    John Kettler

    Sit and Spin page glitch

    For some reason page 2 of this thread doesn't follow the standard format and overflows my screen, requiring the annoying use of the drag bar to read each individual line. Is something wrong with the page format settings? Usually everything displays in such a way that I can read it without chasing text past my normal viewing field. Regards, John Kettler
  39. -2 points
    Having seen the horrific potential of Jabos in the recent CMHQ special, I have a few questions and comments. 1. How does CM model blast and frag damage from an aerial bomb? From what I can see, it looks like some sort of cookie cutter radiating outward uniformly from the explosion. As I recall from my military analyst days, though, a bomb delivered from low level (not vertical dive or medium/high level horizontal) doesn't arrive vertical to the ground and i tends not to go off until it's some distance into the ground (unless fuze extenders are used), thus masking much of the explosion and removing a considerable portion of the casing fragments from play as well. These factors being the case, I would expect that the worst orientation vs. the bomb for a target to be in would be perpendicular to the bomb's longititudinal axis. This would put the target in both the densest part of the fragment pattern and on the primary blast axis as well. I would expect that the area in front of the bomb's nose would be relatively safe, while the area behind the bomb would probably not be a major frag hazard, caused by narrow shape discharging upwards, but would be from the standpoint of blast, considering the bomb's tail is almost certainly out of the ground at detonation. Also, as I recall, blast falls off very rapidly as a function of distance (forget exact mathematical relationship), while shell and bomb fragments, some quite large, have been known to travel hundreds of yards and do all kinds of damage to men and materiel. Taken in aggregate, the issues I've raised would appear to argue strongly against the bomb explosion pattern as depicted in the special scenario on CMHQ. I would further argue that crater evidence tends to support this view, in that even Army manuals show artillery craters as being oval, while mortar craters tend to be more circular, the result of a more vertical delivery angle. A bomb would be hitting at an even shallower angle than tube artillery does, thus accentuating this oval aspect in the crater. 1a. How detailed is the CM bomb blast/frag model when it comes to representing and properly distinguishing the effects of the factors I've described above? 2. Though the article mentions 2.75" rockets, the ones which the British used with such devastating effect from their Typhoons were not 2.75s but 60 lb. rockets (warhead weight), something much nastier. Remember that a rocket doesn't have to undergo the 100,000 G load that a cannon shell does. Its HE fill percentage is therefore much higher than an equivalent weight artillery shell, so for a given warhead weight, the rocket puts much more HE on target than does the shell. Which rocket is CM modeling, and what are its warhead details? Seems like there's another question, but I'll post later if I think of it. Regards, John Kettler