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Showing content with the highest reputation on 12/25/2017 in all areas

  1. 3 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
  2. 1 point

    CMFB Campaign: Fields of Tears

    CMFB Campaign: Fields of Tears Fields of Tears is a interactive CMFB Campaign that picks up where my CMBN Campaign: In the Fields Where the Poppies Grow leaves off and follows the actions of Captain Charles Stevens and A Company, 31st Tank Battalion, 7th Armored Division, around St. Vith, Belgium during the Battle of the Bulge. It requires the latest version of CMFB and all immersion mods needed are in the download. They are tagged to this campaign only. It is playable from the Blue Side only. The campaign is a story driven campaign like "Poppies" where you must keep Stevens and other important personnel alive and still complete the mission objectives to advance in the campaign. The storyline is in the Designer Notes for each mission. The campaign begins with a mission in Germany and then continues after the Germans launch their Ardennes offensive Unternehmen Wacht am Rhein. Elements of the 7th Armored Division, the 31st Tank Battalion, including Captain Stevens and A Company are sent to the St. Vith area where they are to make contact and destroy the enemy forces advancing on the town. The campaign is based loosely on historical facts. Core Units: A Co HQ: Capt. C. Stevens (Snake Eye) (CO) 1st Lt. P. Jarrett (Hammer) 2nd Lt. R. Vanicor (Dancer) 1st Platoon: WO C. Carlisle (Cowboy) SSgt B. Hash (Machine) Sgt. E. Edmond (Easy) Sgt. M. Newby (Dinosaur) Sgt. J. Smith (Cleaner) 2nd Platoon: WO J. Courville (Pappy) SSgt. R. Davis (Uptight) Sgt. B. Tuck (Preacher) Sgt. K. Hooper (Jester) Sgt. D. Gray ( Slick) 3rd Platoon: WO J. Royce (Southpaw) SSgt. C. Honeycutt (Cool Hand) Sgt. W. Morris (Hook) Sgt. S. Gappa (Cruiser) Sgt. D. Burlyson (Joker) B Company: 3x Platoons 31st Tank Battalion HQ: Lt. Col. R. Erlenbusch Maj. W. Beatty 1st Lt. Minvielle CCB 7th Armored Division: Brig. General B. Clarke 1x Platoon (Recon) Non Core Units: 334th Infantry Regiment D Company 38th Armored Infantry Battalion A Company B Company D Company 423rd Infantry Regiment F Company 168th Engineer Battalion A Company 23rd Armored Infantry Battalion HQ Company B Company 87th Cavalry Recon Squadron Troop B 16th Field Artillery 4 x 105mm Howitzers 203rd AAA Battalion 1 x Platoon 275th Armored Field Artillery Battalion 4 x 105mm Howitzers German Forces: 13th Fallschirmjager Regiment 193rd Volksgrenadier Regiment 16th Panzer Regiment 146th Artillery Regiment Fuhrer Begleit Brigade Grenadier Regiment 294 Artillery Regiment 1818 190th Regiment 60th Volksgrenadier 14th Fallschirmjager Regiment 116th Panzer Division 19th SS Panzer Grenadier Regiment 20th SS Panzer Grenadier Regiment 1 Fuhrer Begleit Brigade Panzergrenadier Battalion Campaign Specifics: Campaign Tree: 1. Antons Bridge ( Allied Attack) 2. First Contact (Meeting Engagement) 3. Holding the Line (Axis Attack) 4. Something Wicked This Way Comes (Allied Probe) 5. Counterattack at Hunnigen (Allied Attack) 6. The II SS Panzer Corps Strikes (Axis Attack) Maps: The first battle, Antons Bridge, is an original map by me. The other maps in the campaign are from the excellent master maps that came with the game. I reworked them extensively to achieve the immersion I was after for the campaign. Mods: (All credit goes to the authors of the mods) US and German Snowy Uniforms and Gear by Ithikial. King Tiger Mod by PzPJ American Sherman Pack and Gear by Aris Snowy US Vehicles by Umlaut Mords US Portraits by Mord (modified by me with the unit insignias used in the campaign.) Various winter fortifications from the Winter Mod by the Winter Mod Team Assorted damaged vehicle textures by me Special Note: I used Worghern Blitzkrieg Environment : CMFB 2.0 while designing the campaign which is not included in the download. I highly recommend adding this as the campaign was designed and modified using these textures as well as the Winter Mod for CMFB which will work seamlessly with Worgherns mod.. While it can be played without these I highly recommend using them as the tags in the campaign will pick them up. Here is the link to download Worghern Blitzkrieg Environment : CMFB. http://cmmodsiii.greenasjade.net/?p=3984 Here is the link to download Kohlenklau’s Winter Mod for Final Blitzkrieg. http://cmmodsiii.greenasjade.net/?p=3991& Also Umlauts Snowy German Vehicle mods are not included but highly recommended. Once again to follow the storyline read the Designers Notes. I hope it proves to be enjoyable. Here is the link to download: https://www.dropbox.com/s/v0kdb0qhc34iti5/CMFB Fields of Tears.zip?dl=0 Michael (dragonwynn)
  3. 1 point

    Tactical Lifehack

    Tactical lifehack. I think that it is important for us to share some tactical lifehacks related to this wonderful game. Please attach screenshot of your knowhow and some description of it. I think if we will organize our answers that would work better. So please share your ideas supported by screenshots and detailed description of what it does or what it serves for. Thank you. Since I’ve started this topic I will provide first lifehack. As you can see on a picture there are some barbered wire around mixed mines. This thing is useful when it is located on the opposite side from your enemy across some river. It should be specifically placed in areas where crossing the river is the most comfortable for your enemy. Simple at first look it turns out very effective in slowing down your enemy. Enemy infantry forces will need to go around or will be forced to use some sappers to go through it. If enemy forces will use armored vehicles to run over that wired thing they will be damaged by mines almost immediately. Even you facing smart opponent who will use engineers this thing can became a mass grave in no time. All you have to do is to place your BMP, or any other armored vehicle on a solid distance from this trap. Your vehicle should have good visual of that area and should be able to fire through it. When your enemy will try to organize some breakthrough it will be forced to slow down, its infantry will need to go around or break through under fire, its vehicles will not be able to advance fast. The main goal of this thing is to slow down your opponent. Furthermore I’ve also checked this thing on human factor. One of the people I’ve played with faced this trap, he was almost sure that I’m simply wasting my fortifications shaping them in awkward manner. He decided to go through it by using 3 of his BTR’s 82A without even unloading his infantry. The result was dramatic, I had a BMP-2 sitting in ambush around 450 meters away from that spot. I gave certain target arc to my BMP, and in terms of two minutes an entire platoon was smoked out. Then he decided to go through it with bigger forces and that took some time. By the moment he finally passed that thing my arty was already preparing to shell some area in front of him. Conclusion: this thing can be a trap for AI, it can be a trap for a real player, and it is a great way to slow down your opponent. It is also a great way to redirect your opponents plans because most of the people are getting excited when they see some barricades, they really wanna go through them. Counter act hint: if you want to counter this thing you need to shoot through barricades, deploy smoke, use your engineers and then move on. You can also call an artillery strike on it but that is a waste. If you see this thing I would recommend to cross that river in a different place because price of crossing can be way higher than you think.
  4. 1 point


    The great thing about equipment settings will be not having to select a battalion of Strykers (or whatever) just to delete 50 things to get a particular vehicle. We'll be able to select single vehicles and attach teams easily. It's gonna rock! Mord.
  5. 1 point

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

    No good deed goes unpunished, I guess.
  6. 1 point

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

    Yeah. I mean, after playing CMBS, how can I play CMBN? You want me to downgrade my Abrams to Shermans? /s The engine 4 is vastly superior to 1. This is a huge shift. If the CMSF milieu is not your thing, then don’t buy. If you do buy, you’ll enjoy another CM experience. Edited to add: Merry Christmas!
  7. 1 point
    Heinrich, you are an artist. Those screenshots are unbelievable and the story telling is superb.
  8. 1 point

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

    You're getting 10 years worth of development. Anybody that doesn't like that doesn't have to buy it. Stick with SF1 if you don't think SF2 isn't worth it. But they didn't have to update the game, they could've left it to rot in it's 0 engine state, like CMA will. The fact they even didn't it is gift but they still deserve compensation for the work. Mord.
  9. 1 point

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

    New QB system (my personal favorite)...improved Engine...almost ALLLL the CMSF content to play...yea the same equipment and such, but I think there will be enough new game play to make it worth it. And maybe some new scenarios and campaigns from our trusty group of designers. I actually bought CMSF twice (once for PC when I had to use Bootcamp on my MAC and then the full Mac version) WELL worth the price twice. It's in my top 3 CM titles.
  10. 1 point

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

    You don't have to buy it. Battlefront is offering a product for a certain price and you can decide if it is worth it. No harm done. And as they stated before there will be some kind of discount for ppl already owning Shock Force. I'm looking forward to the engine update.
  11. 1 point

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

    I dunno - CMSF has a lot more than just Abrams and T55 - there's a plethora of NATO material, plus there are oodles of interesting scenarios and some quite cool QB maps. Personally I loved playing it until the game engine just felt too old and with the new game engine, more control over QBs and the play enhancements, I think it'll be a great title again.
  12. 1 point

    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.
  13. 1 point
    Wow! Fantastic. I had no trouble orienting myself or following the action. Brilliant work, perfectly complemented by your very nicely processed screenshots. I particularly like how you described the tank-on-tank action. Witty and tinged with just the right amount of pathos.
  14. 1 point
    CMSF2 will have (does have) the new FOW-friendly trenches and foxholes. The old sunk-in-mesh trench has been renamed 'ditch', I believe. The new trenches were in one of the dozens of screenshots submitted that didn't get selected.
  15. 1 point
  16. 1 point
    For sources, FM 3-90.1 is the field manual for the Armor-Mechanized Team, which is to say how the US Army plans to fight at the Company level in a mixed force of tanks and mechanized infantry, so there's a lot of "how to" for IFV forces. Just a few quick notes: 1. In the world war two context, an IFV without troops is basically a cross between a light tank, and a tank destroyer. It cannot trade blows with anything reliably (the ERA or APS models can resist infantry anti-tank weapons, but not especially reliably, all of them will resist autocannon fire for only a short time, and virtually every single one of them is ultra dead if a tank is shooting at them), but has a lot of firepower. Autocannons parallel what you'd expect a 37 or 50 MM gun to do in the 1944 context, kill light vehicles easily, damage tanks from favorable angles, and do quite well against infantry. The ATGM is pretty hit or miss, against anything with an APS it's pretty much a waste, but your mileage varies against anything else (TOW-2B is pretty amazing against anything that is not APS equipped, a lot of the Russian stuff struggles against any sort of ERA etc). 2. When loaded with troops though, it's best to view the IFV as a half track. It's simply way too easy to lose entire squads if you're aggressive with a fully loaded IFV. You can get close to the battle, but generally, you want the infantry and IFV attacking and assaulting the objective as a unit vs the IFVs assaulting with full troop bays. 3. In terms of spotting, the US IFVs are practically super-natural at range, and are great tools to find the enemy. You'll still want to lead with infantry, but there's a good chance the Bradley will be shooting at targets your infantry hasn't found yet, especially at range. The Russian/Ukrainian IFVs are not good for this, and will rarely spot anything before its infantry does. 4. On the offensive, the best world war two analog I can think of would be playing CMBN with a platoon of armored infantry and a platoon of M5 Stuarts. You have a lot of firepower on hand, but you must be careful when you present the vehicles, it doesn't take much to kill them. Often it's best to let the infantry get into the fight a bit, and once the enemy is more known, then you flex the armor onto the enemy. Often you'll have to use area fire with the non-US IFVs, but the effects can still be decisive. 5. On the defense, think of them like AT guns that can move if they have to. You want to set them on good fields of fire, tied in with the infantry they transported. Seek out good well protected positions, as if the enemy starts shooting back, the IFV will not survive for long. It's often best to plan for a follow on position for once the first position is exposed, or comes under effective fire. It's important at this point to consider how you want to deal with this follow on position, is it simply an alternate from which the IFV can continue to support the infantry, or is it a totally new position you might want to move the infantry to too? 6. The IFV should virtually always be accompanied by tanks on the offensive or in open terrain. It should always be accompanied by infantry in the defensive or in urban/woodland terrain. He gets lonely and sad and may explode if you keep him away from his friends. 7. All IFVs rely on ATGMs for anti-tank operations. Where this gets weird for gamey reasons is sometimes the TAC AI decides the chaingun is the best choice for anti-armor work, so it'll splat a bunch of 25 MM AP against the frontal slope of a tank, and then get murdered. Also It's possible if tank and IFV spot each other at the same time, the engagement speed of the tank's gun is just so much faster that it'll kill the IFV before the missile is able to strike home. Because I'm bored, some short impressions of the tracked IFVs in game: Bradley: Fear this thing. It spots well, can kill anything that's not a tank with its chaingun, and with the ERA, is able to take some hits and still plug along. On the downside it's pretty spendy if you're going by QB points, and has almost no real AT capability against anything with APS. BMP-2: Rubbish. It doesn't spot well, rifle grenades will knock it out, and it takes somewhere around 10-15 seconds it seems to launch ATGMs (and they're not especially good ATGMs). On the plus side, getting more than a few of them is easy in QB, they're pretty zippy, and if you're using it to support infantry, it's quite handy as 30 MM fire ruins anyone's day. BMP-2M: Much of the above, although there's some issues in game with getting it to fire ATGMs I believe. I don't know, I haven't used them much. BMP-3/3M: Tricky. Decisive if used well, positively terrible if used anything less than well. On the plus side an astounding amount of firepower, the 100 MM is great at knocking out enemy strongpoints. It also has a great airburst capability if you're facing trenches. Reasonable ATGM. On the negative side it only has armor in the sales brochure, and given the amount of ammunition contained within, it explodes when knocked out. And not like, oh, drat I have lost a IFV explodes, like kills everyone within the vehicle, takes out the squad next to it, and mobility kills the T-90 nearby level explodes. More than anything else you have to make sure it's "safe" to employ. If you can get it into position, it'll be the king of murder mountain. If the enemy can hit it with literally anything bigger than 7.62, it's going to die loudly.