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Showing content with the highest reputation on 05/13/2019 in all areas

  1. 2 points
    Thought I'd open a new thread for previews of Steppenwulf's modded flavour objects for SF2. I'm going to open one for Black Sea also, over time I'll cross port all stuff (where applicable) for both games. These packs will become available for download as soon as CM Mods IV becomes active.
  2. 2 points
    George MC

    Combat Mission AAR: MSR Titan

    Here ya go - all unpacked https://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force-campaigns/usmc-forging-steel-the-missions/
  3. 1 point
    IICptMillerII

    Combat Mission AAR: MSR Titan

    Combat Mission Shock Force 2 PBEM AAR MSR Titan By IICptMillerII INTRODUCTION This is an after action report (AAR) of a play by email (PBEM) battle I recently concluded. The battle is in Combat Mission Shock Force 2 and features a combined arms task force attacking down a major highway against a near-peer opposing force (OpFor). The map is taken from the first mission of the excellent campaign “Forging Steel” by GeorgeMC. All credit goes to him for designing the superb map. I have modified the BluFor and OpFor, as well as their respective objectives, but otherwise the map remains untouched. This AAR features several mods. Chief among them are: Veins Smoke and Effects mod Drakenlords Fire mod Sahrani Liberation Army (SLA) by myself playing the OpFor US 3rd Infantry Division Multicam uniforms by myself A number of the graphics used in this AAR (mainly the maps and task force layout) are large image files and are best viewed in full size, with the ability to fully zoom in on them. All sprites of vehicles and soldier models used in the map and task force layout graphics are taken from the game “Armored Brigade” by Matrix Games and are slightly tweaked by me. All credit goes to the artists who created these sprites. MISSION Task Force Miller is ordered to assault down Highway 3, named Main Supply Route (MSR) Titan, in order to allow follow on forces to continue the attack. Mission Specific Tasks: Secure Bridges 31 and 32. Destroy any enemy forces in the vicinity of MSR Titan Do not suffer more than 30% casualties Desired End State: MSR Titan, to include Bridges 31 and 32 secured and not directly threatened by the enemy. Task Force Miller combat effective and capable of conducting follow-on operations. ENEMY S2 (Intel) indicates the enemy is present in battalion size and are made up of elements from the 16th Guards Tank Division. Specifically, elements of the 47th Guards Tank Regiment appear to be deployed to our front. S2 anticipates a mix of dismounted and mechanized infantry (mounted in BMP-2s) in battalion (-) strength supported by at least one company of T-72AV tanks. It is anticipated that at least one additional company of tanks, maybe more, could be present on the battlefield, possibly as a quick reaction force (QRF). The enemy is well equipped, well led, and well trained. They are expected to stand and fight and will not give ground easily. Entrenched enemy units not immediately threatening the MSR should be bypassed or be destroyed with indirect fires. The T-72AV is a very capable tank and is well crewed. It is capable of frontally penetrating our M1A1’s at combat ranges. It is not a threat to be taken lightly. Additionally, enemy infantry may be equipped with the AT-14 Kornet anti-tank guided missile (ATGM). This weapon can easily destroy our M2 and M3 Bradley/Cavalry fighting vehicles and can severely damage, disable, and even destroy our M1A1’s. TERRAIN AND WEATHER The weather is overcast, though rain is not expected. The Air Force has assured us that the weather will not impede their ability to support the task force. The landscape is a mildly arid temperate climate. The dominating terrain features are Hill 113, and the gorge that runs North-South, crossing under MSR Titan at Bridge 32. The gently hilled terrain is a mix of grassland, agriculture, and light forest. The forested areas are not expected to prohibit tracked vehicles, though caution should still be used if passing through. MSR Titan runs East-West along the 2240 Easting. It crosses two obstacles, unnamed gorges, at Bridges 31 and 32. Several settlements of varying size are scattered through the area of operations. Only one is named, Kronenburg. The rest are designated by named areas of interest (NAIs). The most significant of these are likely to be NAI’s 5, 8, 9 and 12. These are larger settlements located closest to the MSR. TROOPS Task Force Miller is a combined arms task force composed primarily of two companies, one mechanized infantry and one armored. The armor company is Alpha Company equipped with M1A1HC Abrams tanks. The mechanized infantry company is Charlie Company riding in M2A3 Bradley Fighting Vehicles (BFV). Neither the tanks nor BFVs are equipped with explosive reactive armor (ERA) packages, so they are more vulnerable to HEAT rounds, specifically modern tandem HEAT warheads. These units come from 1st Battalion, 64th Armored Regiment. The parent division is the 3rd Infantry Division. Also attached is 1st Platoon, Alpha Company, 5-7th Cavalry. The scouts operate the M3A3 Bradley Cavalry Fighting Vehicle (CFV). Supporting Fires: The task force’s Joint Tactical Air Controller (JTAC) is assigned to the headquarters element of Alpha Company, and rides in a Humvee. Charlie Company has its Fire Support Officer (FSO) in its Bradley Fire Support vehicle (BFIST), part of C Company’s headquarters. We have been given priority fires for the following assets Battery A, 1-41st Field Artillery. x6 155mm Paladin self-propelled guns 1 flight of AH-64D Apache Gunships (2 helicopters) Armed with: 30mm HEDP x1000 70mm HE Rockets x38 AGM-114 Hellfire x8 1 flight of A-10C Thunderbolt II’s (2 fixed wing aircraft) Armed with: 30mm APDU x1350 500lb bomb x4 AGM-65 Maverick x4 TIME The time is 0830. Task Force Miller has 2 hours to accomplish its objectives. INITIAL SCHEME OF MANEUVER The initial scheme of maneuver, illustrated by this map, is as follows: Cavalry Scouts (White) Scout team 3 will advance to NAI 2 and establish overwatch positions North-East to screen the task force’s left flank. Scout team 1 (dismounted) will observe to it’s North-East to provide another set of eyes from a different location to spot any threats that immediately appear as the task force deploys. Tanks (Red) 3rd platoon will advance down the MSR and establish hull down overwatch positions that will allow observation down the entirety of the MSR and its immediate surroundings. 2nd platoon will advance forward into hull down positions and establish a base of fire position to cover the infantry 1st platoon will advance forward directly in front of NAI 1 in order to directly observe and engage any threats spotted there and allow the infantry to move up, dismount and begin sweeping the NAI. Infantry (Blue) For now, all infantry platoons will remain mounted and stationary in defilade as the tanks and scouts move forward to their initial positions. Once the tanks/scouts are in position, the platoons will fan out and deploy against their respective initial objectives. 1st platoon is tasked with clearing any discovered threats in the immediate vicinity of MSR Titan. 2nd platoon is effectively the reserve element and will respond to developing threats as needed. 3rd platoon is tasked with sweeping NAI 2 if the enemy is discovered there. Preparatory Fires 1 section of 155mms (2 guns) will fire a light mission against NAI 1 to suppress any enemy forces deployed there that could threaten the initial deployment of the task force. The remaining 2 sections of the battery will be on call for fires.
  4. 1 point
    Hey, I need any info you guys have on what kind of formations the Canadians, Germans, and Hollish would use in SF2. For the US Army I just used divisions, USMCs I used battalions, the Brits I used Brigades and then the sub formations under them. So, if you can, I need a list looking something like this: Hollish 5th Hollish Clog Hoppers Div/Brigade etc (whatever formation they deploy as now). Armor/Mech/Infantry <----so I know what kind of portrait it should be. Canadians Princess of Back Bacon Brigade/Div Armor/Mech/Infantry Germans Schnebblenebblewaffenhosen Div Armor/Mech/Infantry The US Army uses CBTs so I can end up having multiple portraits under the same division. EXAMPLE: the 4th division has Stryker, Heavy Infantry, and Infantry sharing a patch. So let me know if there is anything like that, please. I'll try and answer any questions etc. I am busy modding my ass off. I've put in 24 since Saturday and already have four under my belt today but I'll check back in periodically. Ok. Thanks. Mord.
  5. 1 point
    Ah.....Gotcha! From my perspective, as a non-modder, you are all mad-scientists!
  6. 1 point
    Dude! Those rock.....You've made my day! @MOS:96B2P.....Get in here fella! Any chance you could put 'em up on Dropbox in the meantime.....If you don't have an account, I'd gladly host them for you?
  7. 1 point
    I've opened threads for my "newbie" mods. These modifications are all thanks to sbobyvic's "newbie" blender import export scripting skills and it is only due to this extremely skilful "newbie" individual that I have been able to create these 3d mods for the community. All this work is humbly dedicated to "newbies"... regardless of your talent or humility! Steppenwulf's adapted SF2 flavours: http://community.battlefront.com/topic/135033-steppenwulfs-modded-flavour-objects-for-sf2/
  8. 1 point
    danfrodo

    Combat Mission AAR: MSR Titan

    Let it be written, let it be done! I think I'll get it. It's certainly well-loved here on the forum
  9. 1 point
    JulianJ

    Combat Mission: Modding tools

    Thanks @The Steppenwulf As I said, I'm new to this 3D modelling business. So I really appreciate your tips. Yes indeed we should. I've modified some flavour objects already. Tho' not used any aircon slots. So that was a good pick. Thanks for reminding me about the .bmp files. @Sgt.SquareheadI've made a police car. When I get my Little Mayhem town finished, I'll release a pack of new flavour objects.
  10. 1 point
    BTW, Flemish is how I feel when I have a really bad cold. M...Mo...Mo..ACHOO! ord.
  11. 1 point
    IanL

    Combat Mission AAR: MSR Titan

    Date added to the scenario depot is 2016 (part of @Bootie's migration) and this http://www.combatmission.lesliesoftware.com/ShockForce/Scenarios/Mission 3A Forging Steel_v7.html Shows they were created with a CMSF1.x version.
  12. 1 point
    The Captain has it, I suspect.
  13. 1 point
    Warts 'n' all

    Time for some bones.

    "Morbid"? Bloody cheek. My humour is "Pythonesque".
  14. 1 point
    Saying the Dutch are from Holland is like saying all Americans are from Texas. Holland is a province (in fact the biggest if you combine the North and the South) of the Netherlands, and the people from the Netherlands are called the Dutch. Here is a nice little map for you. People from the Benelux will always remain touchy about this subject, at least until the sea drowns them all, Germany takes Luxembourg and France annexes Wallonia. So who cares anyway? (The Flemish can keep their country because they're the only okay people there)
  15. 1 point
    danfrodo

    Combat Mission AAR: MSR Titan

    wow, great AAR. thanks for putting so much work into this. I don't have SF, I am still plowing through all the WW2 titles, but this makes me want to get it.
  16. 1 point
    mirekm61

    I hope this Is not a New Bug.

    yes, we started on version 4.0, I can share my files.
  17. 1 point
    Chudacabra

    Combat Mission AAR: MSR Titan

    Great AAR. Is this scenario available separate from the campaign anywhere?
  18. 1 point
    Aragorn2002

    Time for some bones.

    I don't know. A guy with such a morbid sense of humour has to be dead. No offense, Oliver. 😀
  19. 1 point
    IanL

    Time for some bones.

    Nice one. Hey, if people can believe that Elvis is still alive then its possible this guy is too.
  20. 1 point
    IanL

    I hope this Is not a New Bug.

    I have saves from the OP. I just have not had time to look at them. Still might not get to them today. Are their others with similar happenings? If so PM me and we can arrange to get files...
  21. 1 point
    Yup, when a unit decides it needs to relocate, it's more common to have this (decamp/evade/withdraw) waypoint placed forward (away from the scenario designated friendly map edge) without consideration of cover (they will bypass intervening walls/ditches/buildings/etc.) to end movement in a more exposed position. Your screen shot captures this nicely. Some have postulated that variances in elevation may be an important factor. In any event, having reached this waypoint and should it need to decamp again - it has invariably done so in a more sensible manner. This being farther back from it's original position, towards the scenario designated friendly map edge and away from last known enemy contacts. What I've been doing is reloading the save, selecting the unit that will soon decamp 'badly' , and hitting the Evade to inspect the waypoint it generates. This waypoint is not the same as what will later be generated when the unit does take flight. This waypoint will rarely generate a location forward and towards know enemy positions (this is a good thing). I then Cancel the Evade and generate the turn. If the unit hasn't decamped, I keep generating turns until it does. Sometimes as many as 4 turns have been needed in order to see them decamp at which point they will follow the exact same 'flight' path. As long has they remain stationary - it seems this waypoint is always placed in the same location regardless of variances of known contacts or time (WEGO turn).
  22. 1 point
    Erwin

    I hope this Is not a New Bug.

    Yes, that's what I recall as well. Thanks for the clarification. What I also liked about CM1 was that sound contacts were not accurate the way that they are in CM2. You could blast away at a sound contact in CM1 and miss by many meters. It took me some time to realize that if you shoot at an enemy sound contact in CM2 it's highly likely you can suppress or do damage. That seemed less realistic than the way it was implemented in CM1. But, then again, perhaps in RL, sound contacts are actually accurate(??)
  23. 1 point
    Aragorn2002

    Time for some bones.

    I doubt that. You were already dead for more than 300 years by then.
  24. 1 point
    sbobovyc

    Combat Mission: Modding tools

    I am glad the tools are getting some use. Been really busy with real life stuff, so I never got around to figuring out how vehicles work. For the more advance users of Blender, you can import what I call "metadata" by checking a box in the importer. The data will show up in the object tab, under "Custom Properties." You can tweak things and when exporting the model also export the metadata. For example, I deleted the UAZ's canvas cover and had a fully working vehicle. The metadata could also be edited and exported, facilitating reverse engineering of its meaning.
  25. 1 point
    Ok, first off, posting out of context video's of 30 second snippets doesn't really help. Posting all in bold also doesn't do anything to further your point. Has anyone posted save games of any of this for other testers to check themselves? It's quite easy to do. Additionally, was this PBEM already in progress? As in, you were playing the PBEM on v4, then you patched the game and continued playing the PBEM on patched v4? It is well known that applying any type of patch/upgrade and then trying to resume a saved battle may result in some odd behavior. I have upgraded all of my games to patched v4, and I have not encountered this bug in any of them. My suggestion would be to take a breath, confirm if this is in fact a PBEM that was started pre-patch, and try to post save files for other testers to run and see if they can figure out what is going on.
  26. 1 point
    I guess permanent pauses (on units adjacent to bocage openings) may be a workaround here?
  27. 1 point
  28. 1 point
    Wicky

    hummm patche 4, I need your opinion

    Don't necessarily seem to be always in Panic to do seeming daft things - In the example I saw (save file back on Page 2) it was an enemey German HQ unit that dashed out forward into the open bocage field which was indicated to be 'Nervous' - just moments after a colleague got shot) and as the turn ended.
  29. 1 point
    Warts 'n' all

    Time for some bones.

    He's not that new, I saw him in Brockwell Park in 1978.
  30. 1 point
    Blimey.....It's all kicked off!
  31. 1 point
    Erwin

    Combat Mission AAR: MSR Titan

    +1
  32. 1 point
    Aragorn2002

    Combat Mission AAR: MSR Titan

    I love AAR's. Superb! Thank you. +1
  33. 1 point
    George MC

    Combat Mission AAR: MSR Titan

    Wow! Exciting stuff! And a cliff hanger ending. Brilliant. Can’t wait fir the next instalment. Perfect example of the adage - in any plan the enemy always gets a vote!
  34. 1 point
    IICptMillerII

    Combat Mission AAR: MSR Titan

    CONTACT As soon as 1st platoon dismounts in front of NAI 3, they make contact. It appears to be a squad sized element split between two buildings. Bradley gunnery is up to a high standard, and rounds are immediately pumped into both buildings before the enemy has a chance to fire at my dismounting infantry. The enemy is suppressed, and friendly infantry begins to cautiously advance forward to clear the rest of the complex. Suddenly an enemy ATGM flies out from behind NAI 3 and slams into a Bradley, destroying it and killing the driver. Moments later, an Abrams in overwatch spots a BMP-2 hiding behind NAI 3 and destroys it with a HEAT round. Just as suddenly, more enemy infantry are spotted in the buildings, and a close range firefight breaks out. The firefight is short and violent. No friendly casualties are suffered. A lull in the fighting momentarily occurs, and I use the opportunity to push up a scout team armed with a javelin to try to get eyes on the second BMP-2 to the rear of NAI 3. As the scout team is moving up, they are suddenly engaged by the second BMP-2. 30mm HE rounds streak down the road and explode against trees and the ground, though miraculously none of my scouts are hit by the fire. One of the scouts is armed with an AT-4 and takes a shot at the BMP. Unfortunately the shot falls short, but the scouts are able to crawl out of the line of fire and suffer no casualties. The BMP poses a problem due to its positioning, but the encounter could have gone much worse. A survivor of the Bradley’s barrage pops up and fires a few bursts. This time, the enemy’s aim is good, and I suffer a casualty. My infantry, as well as an Abrams in overwatch, return fire with small arms and coax. Its enough to finish off the lone enemy soldier. The BMP-2 is in a good keyhole position, covering down a road that separates my infantry from the buildings on NAI 3. Crossing a road like this is already a very dangerous thing to do, and is known as a Linear Danger Area (LDA). In order to deal with this serious threat, I move Scout Team 3 off of their observation post and down into a position where they can get eyes on the BMP and engage it with their Javelin. The scout team is able to get into position and take aim. The scout fires moments later, and the missile hits its mark. On the right flank, 3rd platoon advances cautiously into the woods covering NAI 1. It doesn’t take long to find the enemy. A fire team takes fire from it’s front and suffers a minor casualty. Thankfully, the soldiers body armor prevents the wound from being serious. One of the scout teams helping to clear the woods pushes up and spots the enemy. They begin engaging with rifle fire and grenades. Having pinned down the enemy, the scout team capitalizes on the situation and rushes the fighting position. The scouts kill the remaining enemy soldier and occupy the fighting position for themselves. In this short but violent exchange, I was lucky. I only suffered one man lightly wounded, while killing 2 enemy soldiers and taking their fighting position. The last thing I want to do is get sucked into a costly close quarter fight in these woods. It’s not even my main objective. Moments later, another enemy position is discovered further into the woods, on a very slight reverse slope. My goal is to quickly sweep the edges of the forest for enemy assets that can pose a long range threat to my advance down the MSR, such as ATGM teams or artillery spotters. Once these threats have been found and neutralized, the infantry will fall back and let the armored vehicles strongpoint the position. That way, if the enemy decides to attack out of the woods, they will be cut down in the open by my vehicles. Here is an overhead view of the woods covering NAI 1: This should help to illustrate my intentions with NAI 1. I would need much more than a platoon of infantry to clear these woods, and even then it would be long and bloody. It simply isn’t worth the effort. The good news is, the terrain appears to be too dense for the enemy vehicles to emerge in any semblance of order or speed. As long as NAI 1 is strong pointed by friendly armor, I should be able to keep it bottled up and it will not pose a threat to my advance down the MSR. 2nd platoon (infantry) along with elements of 2nd platoon (armored) and the Task Force command element move forward to establish new overwatch positions along the right side of the MSR. A call comes over the radio informing the JTAC that the Apache called in on the possible enemy armor concentration behind NAI 1 is now on station. Moments later, a missile is seen streaking into the sky. The shot came so fast that the Apache pilot didn’t have time to pop flares in defense. The enemy missile hits the Apache, destroying it. This is an expensive lesson to learn. The airspace is not safe for aircraft. Half of my available fire support is now restricted until I can proof the airspace. However, there is hardly any time to contemplate this new dilemma. The two tanks from 2nd platoon (armored) advance to a berm and discover… What appears to be an entire enemy tank company in a reverse slope position, at point blank range. Before either of my tanks have a chance to react, one of the enemy tanks fires at Number 3 tank. The round impacts the berm, causing no damage. My tanks are quick to respond. In rapid succession, they pump 2 rounds into targets to their direct front, destroying them. The exchange is not one sided. Before either of my tanks have a chance to reload, number 3 tank takes a penetrating hit to its lower glacis plate. The Abrams is destroyed, but all 4 crewmen survive the hit and are able to bail out of the tank without suffering a casualty. While this is happening, the infantry from 2nd platoon dismount their Bradley’s and begin advancing on NAI 11. They are immediately greeted by a hail of gunfire from enemy infantry occupying the buildings on NAI 11. The fire causes no casualties, and is quickly returned and silenced by 25mm HE fired from the Bradley’s overwatching the infantry as they dismount. I’m now in a precarious position. I have deployed infantry and their Bradley’s dangerously close to enemy tanks in a reverse slope position. Further, I now only have 1 tank directly observing and engaging what appears to be a company of enemy T-72s. If the T-72s are able to maneuver out of the reverse slope position, they could destroy a significant number of Bradley’s and Abrams at point blank range with just a single volley. I have tanks in overwatch positions, but they would likely not be able to react in time to prevent a mini-catastrophe. In response, I quickly maneuver 2 teams of Abrams to either flank of the reverse slope position to keep the enemy engaged and hopefully pin him down/destroy him so the T-72s cannot threaten my IFVs and infantry in the open. What happens next is pure chaos.
  35. 1 point
    MOS:96B2P

    I hope this Is not a New Bug.

    @Bulletpoint discovered the following which I'm paraphrasing: If the shooting unit does not spot the friendly unit, small-caliber area fire will kill friendlies. Try it out in a night battle, order your tank to machinegun some distant field and then send in some infantry. If the tank doesn't spot the infantry, the infantry will take casualties. Then order your tank to fire machineguns at friendly infantry that are very close in front of the tank. The tank can fire away all day without causing any casualties. It also works with rifles. Not sure if that's what happened in the above case. I'm just putting it forward as a possibility.
  36. 1 point
    weapon2010

    I hope this Is not a New Bug.

    if a -2 leadership causes an mg tean to randomly take out a Panther commander, i guess thats possible, but they need to face a court martial
  37. 1 point
    A 155mm round is about 100lbs compared to the 30ish lbs of a 105mm. In the early 2000's a lot of NATO planners assumed artillery would be standardized to 155mm but operational experience has shown that cheap, light, mobile guns are valuable. I'd rather have a 105mm on call than a 155mm tied up supporting other units. More tubes are generally better than fewer state of the art tubes with precision rounds. I think the Russian way of war is on the right track in that regard. See also the return of 60, 81 and 120mm mortars to NATO after all those theorists thought precision CAS would replace organic fires. When I joined the military as a field artilleryman, even at the school staff were bemoaning the End of Artillery because everybody was reading about how armed UAVs, small diameter bombs on CAS, land-based CIWS, Hell even tactical lasers had made artillery obsolete. I think NATO thinkers get tied up in the latest and greatest until the next conflict. Look at all the loony ideas before Vietnam, or even throughout the 70's and 80's.
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