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Showing content with the highest reputation on 06/05/2019 in all areas

  1. 3 points
    George MC

    CM1 @ GOG

    All my old CMX1 stuff is still at my website www.blowtorchscenarios.com if interested.
  2. 3 points
    Developing decent counter-Javelin tactics is a core skill for any aspiring Red commander IMHO.....One just can't leave AFVs in overwatch when that facing that system. I've taken to parking AFVs up behind buildings or dense trees (or even better both) and working in close cooperation with an infantry team, popping out to fire for ten seconds at a time and not a second more!
  3. 3 points
    By the way, regarding fighting in woods, this might be interesting (the channel also features a video on us. rifle squad tactics which is highly recommendable):
  4. 2 points
    ratdeath

    CM1 @ GOG

    Nice surprise
  5. 2 points
    I wouldn't move so far TBH.....I like about two to three seconds travel time from hard cover (ideally with some infantry sat in or on it), then a fifteen second target with a ten second pause, so they're still shooting as they roll back into cover (I've had BMP-3Ms locate and defeat several Javelin teams in an urban environment using these tactics). FWIW
  6. 2 points
    ratdeath

    CM1 @ GOG

    Awesome, GOG is great for good old games. Hope to see CM2 there in 10 years or so when we all play CM3 and wish for the not so old days
  7. 2 points
    Thumbs up. Didn't need to clear anything so whatever you did fixed things.
  8. 2 points
    @Bud Backer I'm seeing your images as grey Do Not Enter signs! I've been playing around with screen space ray tracing in CM... it's a bit finnicky but it can get some nice occlusion and reflection. It's subtle, but look for shading in places that light would have trouble reaching - in corners, in the grille. Wiesels move into position, ready to meet a Syrian assault. Pop goes the T-62. You can see the shading in the Wiesel's tracks in particular.
  9. 2 points
    Sgt.Squarehead

    Headcount - Please Fix It!

    No one asked BFC to change the game into anything, we're happily doing that ourselves.....I just asked them to consider a fairly logical (but perhaps not technically feasible) alternative way of implementing one thing (that is implemented in a slightly dubious fashion at present IMHO. So if you are done ranting, would you kindly clear off.....Go read your dictionary some more, or do what ever else makes you happy.
  10. 1 point
    Chibot Mk IX

    Combat Mission AAR: MSR Titan

    +1 like this
  11. 1 point
    Blazing 88's

    CM1 @ GOG

    FYI. If venturing back to the good old days... you may want to try these CMAK and CMBB campaign generators. CMAK: ROQC (Quick Campaign Generator) http://cmx1mods.greenasjade.net/mods?author_id=20&game_type=2 CMBB: ROQC (Quick Campaign Generator) http://cmx1mods.greenasjade.net/mods?author_id=20&game_type=3
  12. 1 point
    ratdeath

    CM1 @ GOG

    Works perfectly Win 10 - GTX 980 - i7/2600K - 16GB RAM (old but still good). https://www.gog.com/game/combat_mission_3_afrika_korps
  13. 1 point
    IanL

    Headcount - Please Fix It!

    Facts not in evidence. Said modification would likely not be minor. And only be without "detriment" in the abstract and would instead require testing and possible bugs that need to be fixed. Therefore it is likely not going to be seen as a worthwhile endeavour. At this point I think we have gone around this a second time and you still don't seem to want to accept what we are saying. Probably time for everyone to move on to other work...
  14. 1 point
    In my opinion, 4.0 is well worth it, especially with the recent round of patches. You'll only need to purchase either the 4.0 Upgrade for BN or 4.0 Upgrade Package for all games at once.
  15. 1 point
    Beautiful, thank you. Now you can enjoy the pics as well as my prose
  16. 1 point
    Kaunitz

    Any good books?

    I've done quite a lot of research on the Sicily campaign (mainly focused on the Commonwealth effort though). You can find a list of books in the second post in this thread (https://forums.lnlpublishing.com/threads/the-battle-for-catania-primosole-bridge-sicily-july-1943.5326/). For tactical, "Combat Mission" purposes, the "Lessons learned from the campaign in Sicily" might be of particular interest: https://archive.org/details/LessonsFromTheSicilianCampaign/page/n21 (A similar thing exists for the campagin in mainland Italy, but I couldn't find it on the internet). I found p.13-14 particularly interesting (infantry failing to deliver a sufficient volume of fire because they would only fire at enemies they could see)
  17. 1 point
    All kudos belongs to RockinHarry. I would never have looked into it without this thread. These are interesting questions. Regarding your first question, I don't know and I don't know of a good setup to test it. Players have been playing Combat Mission for decades and don't really know with certainty if there is a "saving roll". How should I know? 🤔 Watching recorded scenes in slow motion, it's hard enough to determine if the game is really hitbox-detection based. It's hard to tell because not every bullet comes with a tracer, you can't get the camera down to ground level, and also some props are definitively permeous to bullets (I'm pretty sure that I've seen bullets go through foxhole-models). It's really hard to draw any conclusions here. Regarding the second question, I can say is that the troops using the animation exchange are NOT invincible. So no to your second question regarding Hollywoodienne survival powers. They still get hit. Whether they even survive much longer than without the animation exchange, I don't know for certain yet either. In theory yes. In praxis I have not developed a feeling for it yet.
  18. 1 point
    Mutiny They hadn’t been paid in three months. The fighting had been a hard, interminable cycle of fighting, withdrawing, regrouping, only to fight and give ground again. And this was the last straw. A trail of broken promises as long as their retreat. When the colonel fled they followed. They surrounded the compound and when he refused to come out, they brought a recoilless rifle to the gate. A last chance was turned down. They fired... ...and hit the window where he last stood a moment before. But the colonel was wily, and more experienced than his men. He fought against rebels - and soldiers - longer than most of these young men had lived. The RPG took out one of the pickups in a sudden blast that killed everyone aboard. By the time the dust cleared, all that stood in front of the heavy concrete building were abandoned vehicles and a burning wreck. The mutiny was over.
  19. 1 point
    LukeFF

    Headcount - Please Fix It!

    Newsflash: no one is ever going to give enough of a damn for BFC to change the game into a taxicab or police combat simulator. Oh, and it's spelled "enough." "Enuff" isn't a word in any dictionary I've ever read.
  20. 1 point
    IICptMillerII

    Combat Mission AAR: MSR Titan

    Would you rather spend $100,000 on a missile to kill a single sniper, or would you rather sacrifice the life of your son to kill the sniper? I would gladly rot in debtors prison before I even began contemplating the latter option. The javelin is a fantastic weapon system that (in my humble opinion) redefines the tactical battlespace. It not only greatly increases the survivability of soft assets on the battlefield (such as infantry, light vehicles, recon assets, etc) but it also greatly increases their lethality as well. The 'holy trinity' of tactical warfare are lethality (firepower) mobility and survivability. The javelin is a real force multiplier of both lethality and survivability. Throw in a stryker for mobility, and the SBCT starts to make a lot more sense. The javelin is a tactical weapon designed to engage threats on a tactical battlefield. A tactical threat can be a tank, an IFV, or a single sniper or enemy forward observer. An actual example of inefficient use of assets given the target would be to call in a Tomahawk cruise missile on a single sniper. However this is impossible, seeing as the Tomahawk is a strategic level weapon and is never used for close support. That said, I would still hemorrhage millions of dollars on Tomahawks before contemplating the grim option I listed above. The next AAR update will be posted in the next few days, and there is a small tactical example of this discussion in action which is why I decided to address the javelin/cost/target "dilemma."
  21. 1 point
    I suppose the Farm is a bit like the Monte Python sketch about using the only available bush for cover As far as my force at the Farm goes.. they are doing their job... Ian is targeting the Farm House and the area around it with BMP fire and has caused a lot of casualties, but my force there has also killed a BMP and they are making @IanL hesitant to advance down AA1.. at least that's how it looks to me. It'll be interesting to read his comments on the action around the Farm House as he fills in his side of the story. For me, the sacrifice of a couple Recon Squads and most of an infantry squad are well worth the information I have received. The fact that it has cost him one BMP and the other BMPs in this area seem overly cautious is a bonus.
  22. 1 point
    Erwin

    Headcount - Please Fix It!

    Of course the number of computer gamers who care about WW2 or modern tactical sims that attempt to be realistic is probably also in the "low single digit range". That doesn't mean that there aren't enuff of us who appreciate what dedicated folks like Sgt S and MOS are attempting to do "re-imagining/re-energising" the CM2 game system to make the effort worthwhile. Should be encouraged imo.
  23. 1 point
    Everything in Minnesota looks like that if you leave it out overnight.
  24. 1 point
    Minutes 11 through 13 I thought an overview showing all of my pre-battle analysis would come in handy for reference. To this point @IanL has been pushing down AA2 and AA3. Other than some long range sniping I have yet to see much movement down AA1... if you don't count the two BMPs and the BRDM-AT that appeared in the last post. That movement seems to have stopped anyway for now. My forces obviously are at KT3 elements of 3rd Platoon Mech Infantry. I also have overwatch elements on KT1 (Blue Ridge) which will change slightly this turn and start to heat up... at KT2 we are both moving toward the Gully Intersection and it could become very deadly ground soon. Axis Alpha I moved one of my BTRs from the woods where they couldn't see into the Red Gully too well up to the Blue Ridge to join the first BTR in overwatch on the Red Gully approach and also the AA3 wood line approach. I pulled the ZSU off this ridge and into the Blue Gully to protect it as that BRDM-AT worries me. It didn't take long for the new BTR to spot another BRDM.. this time in the woods on the AA3 approach. We both opened fire, but while my rounds hit, his missed high... it looks like my BTR was hull down to him while his was not... that was the difference in this gun fight. So it looks like Ian has two Recon Platoons approaching the bridge, one on AA3 and the other on AA2 in the Red Gully. I don't know if the BRDM that got shot up this turn is knocked out or not, but it took some damage regardless... still with the status of the previous BRDM I hit in the Red Gully also unknown he has eight light armored vehicles in this sector (all BRDMs I suspect) to my four BTRs, one BMP and ZSU. Whatever happens its going to get hot over the next several turns. Axis Bravo This sector has become fairly static. Ian is still area firing with his BMPs on the Red Ridge and has even moved one of them to the near Red Ridge. I am keeping my 1st Platoon Mech Infantry (BMPs) in reserve but have moved them forward into the trees to provide overwatch in case Ian attempts to move beyond the Red Ridge or farther into the open area in front of his BRDM-AT. My infantry at the Farm House have taken significant casualties from his area fire... I have lost one complete Recon Squad, the second has taken a few casualties, broke and ran back to the assembly area. The infantry squads in this area have also taken a beating, the two near the Farm House are both down to one man each. The AT Team is intact though, as is the Infantry Team (with RPG) on the right who also has a Armored Cover Arc in place. The 3rd Platoon HQ is there to attempt to instill some order. SITMAP to this point: I have labeled the two suspected Recon Platoons on AA2 and AA3, also the suspected Mech Infantry Platoon on the Red Ridge. The two BMPS (one knocked out) and the BRDM-AT in the center of Ian's line I suspect could be his HQ element. I have not seen much of his infantry, and I also suspect he is also keeping his Mech Infantry Platoon (BMP) in reserve for now.
  25. 1 point
    MOS:96B2P

    Dust clouds!

    Below is a link to a similar topic reference dust and smoke. The behavior of dust and smoke was changed with the 4.0 engine release. http://community.battlefront.com/topic/125914-smoke-as-a-force-field/ After 4.0 it seems you can no longer fire through smoke at all. I have even had a case where some of my own vehicles were kicking up a lot of dust and the cloud of dust drifted in front of a shooting vehicle causing the vehicle to stop shooting. The vehicle was on area target and should have fired until told to stop, ran out of ammo or had something really bad happen to it. Another frustrating thing about this is that the status block (lower left screen, green text) will incorrectly advise that the vehicle is aiming, firing, aiming, firing etc when it is not. I tested this in CMBS and one of the WWII titles (IIRC it was CMFB) about a month ago. The smoke / force field wasn't a huge deal as long as we had a work around for it. However 4.0 seems to have removed the work around. In theory if the conditions are right you could follow a smoke screen all the way into the OpFor main line of resistance. I hope maybe this behavior can be tweaked with the other 4.0 stuff that BFC is tweaking.
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