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Showing content with the highest reputation on 08/08/2019 in all areas

  1. 3 points
    George MC

    Hammertime! re-done for SF2

    Background This is an updated version of the popular CMSF scenario ‘Hammertime’. This updated version uses the NATO German ‘Halte! Hammerzeit’ map – which I remade for CMSF2. The updated map saw the orginal map receive a significant re-work mainly adding terrain elements that were available in SF2 – key one being water, but I also added a variety of trees and bushes, and made use of the new additional terrain tiles. For history buffs the original SF ‘Halte! Hammerzeit’ was in itself a different flavour of the original SF ‘Hammertime’ substituting NATO German units for the US units. Everything else remained the same (RED OOB; Orders; Victory conditions; AI Plans etc). So to turn the wheel full circle this SF2 version of ‘Hammertime’ substitutes the US units for the NATO German units from the SF2 ‘Halte! Hammerzeit’. Everything else remains the same (RED OOB; Orders; Victory conditions; AI Plans etc). This can be played either side vs the AI (but I’d suggest playing BLUE vs RED is the optimum for AI play) or H2H. About the Scenario The brigade has just conducted a deliberate attack against a stationary enemy Guards mechanised infantry battalion on Objective Anvil. The brigade's attack was a success, encountering less resistance than expected. However, Division intelligence reports indicate that there are strong enemy mechanised forces arrayed in and around "The Big Smoke" a large populated town just off "Route 66", situated on the east side of the canal. It is thought likely that this force has armour and AT support. You are "Hammer 6", the task force commander of mech heavy TF 1-40. Your task force consists of 'Charlie' company, and 'Panzer 1'. The battalion scout platoon - call sign "Hawkeye" has been attached to your task force for this mission. The Brigade TF commander wants to capitalise on the success of the earlier attack immediately - driving forward through Phase Line Bill and Phase Line Jane to seize the town of "The Big Smoke". Your task force is currently the spearhead of the brigade and is moving north along the axis of "Route 66" towards "The Big Smoke", with the line of the canal on your right flank. This sector, as you can see from the map, is moderately populated open mixed farmland with small bermed fields, wooded plots, and dotted with multiple farmsteads. Due to the area of marshland, and flooding in heavy rain the roads are elevated on berms. The town of "The Big Smoke" sits on the eastern bank of the canal. It is currently 0600Hrs. "Hawkeye" has just radioed that they have arrived in "Small Ville". No enemy forces have been encountered... Link to download
  2. 2 points
    Not really postcard quality right now (too many more things to add), but I felt the need to post a WIP picture of the delta: Be honest.....You really couldn't mistake that for Syria, could you?
  3. 2 points
    https://spark.adobe.com/page/Sk6iKJAIvCQ1H/
  4. 1 point
    Sgt.Squarehead

    Allied Vehicle Bugs

    My mistake, thought you were suggesting the gun was on a fixed pintle.
  5. 1 point
    Sgt.Squarehead

    Hammertime! re-done for SF2

    Cheers fella, I feel slightly better now. Hope your non-CM projects are proceeding according to plan.
  6. 1 point
    Sgt.Squarehead

    Hammertime! re-done for SF2

    Yeah, it's the big one (4.8km2).....Been on it for months. I'm making it up as I go along (referring to images here & there) so connecting up all my 'little ideas' and blending it into a whole is taking me a while.....What sort of timescale would you expect to get a (fairly complex) map of that size done? PS - It looks kind of flat in that screen shot, but it really isn't.....Water is elevation 5, the highest tile is 97.
  7. 1 point
    Sgt.Squarehead

    Hammertime! re-done for SF2

    Cheers.....Your use of real water will make determining the lay of the land a bit easier I suspect, look forward to giving it a go (once I escape from 'The Delta').
  8. 1 point
    George MC

    Hammertime! re-done for SF2

    Specially for you
  9. 1 point
    Sgt.Squarehead

    Hammertime! re-done for SF2

    There is water (& Crop 6) in that screenshot. Cheers George.
  10. 1 point
    Erwin

    Hammertime! re-done for SF2

    Hi George... Is this a "new, new" version, or the same version we chatted about a week or so ago? (I just finished playing "v6" and it was xnt fun. So, will be a bit sad if this is an improved version as am not sure if it's suitable for replaying.)
  11. 1 point
    Hm alright that could be an explanation for it.
  12. 1 point
    A fair point. The easy answer is, I wanted the scenario to be focused on the consulate evacuation and not as heavy on the other aspects. That, and as I mentioned I'm not trying to write a technothriller here. This AAR is a bit of a proof of concept, seeing how viable/workable it is to create a hybrid AAR like this. So far I'm finding it quite manageable and fun to do. That means there could be a follow up to this AAR, or even a whole new scenario in the future. So at the least, it may be possible that I do a new AAR like this with a more thoroughly equipped OpFor. The not-so-easy answer is, even if the Abbudin Regime had land based or air based anti-ship missile assets, it would be extremely difficult for them to get any missiles through to targets. Both the Enterprise and Wasp are mutually covered by the host of CGs and DDGs, as well as the F-18s flying air superiority. Further, the Regime would have difficulty cutting through the significant jamming present and finding targets to engage. In fact, the only ships they could hope to engage at this point is Task Force Wasp. There is no way for them to see the Enterprise and her company at this time. Additionally, even if they were able to get good locks on, lets say the Wasp, the Regime would have to volley fire a huge amount of missiles to have any chance of scoring a hit. Here's the quick math rundown: the ships of Task Force Wasp carry a grand total of 220 missiles capable of shooting down incoming missiles. Standard doctrine is to fire 2 anti-missile missiles per incoming ASM. That means that, to break even and increase the chance of a kill, the Regime would have to fire over 110 ASMs to cut through Task Force Wasps missile shield. Now, that does not factor in the Hornets. Each Hornet carries 6 AMRAAMs and 2 Sidewinders as a standard load, plus its 20mm gun. All of which are capable of shooting down incoming ASMs as well. Enterprise has 12 Hornets assigned to air superiority, for a total of 96 more missiles. So, for the Regime to cut through all of Task Force Wasps missile defense, and all additional missiles carried by the Hornets, they would have to fire at least 160 missiles all at once to have a chance of scoring a hit. Also don't forget about point defense weapons like the 20mm Phalanx CWIS, deck guns (which are capable of engaging incoming missiles) and passive countermeasures like chaff and flare, which ships can deploy in defense against missiles. And again, this doesn't take into account my jamming, or the fact that the P-15 land based missile only has a range of 45nm and would be easy prey for Tomahawks. The second the P-15s illuminated their radars to target my ships, they would be instantly detected by all of my various ELINT assets (situated at different bearings, so triangulation would be very quick) and engaged with Tomahawks. All of that said, like I mentioned earlier future scenario's can cover the larger spectrum of warfare.
  13. 1 point
    IICptMillerII

    Combat Mission AAR: Consulate Crisis

    I'm pleased to announce that this AAR is now also featured on the front page of Grogheads! It can be found here: http://grogheads.com/aars/20294#more-20294
  14. 1 point
    IanL

    Allied Vehicle Bugs

    Reported This one I am unclear on. Does the HT have a target command to the rear? When I was reproducing this I didn't think of that - I'll go back to my save and see if this is what you mean... Reported - I see it no matter what direction the turret is facing. Reported x2 Reported Hell cat and Chafee both have target light but their MGs are facing forward. The rear facing MG units don't get a target command but the do fire. Witness: Reported That is intentional for some reason - there are a bunch of HTs that come into the game via formations or single vehicle purchases that have MGs but no crew member. I don't remember fully the last time this came up there was some sensible reason for some of them and perhaps not for others but the upshot was we are stuck with it this way.
  15. 1 point
    H-HOUR This is the situation at the start of the battle. Carrier based AEW is in the air, as is a patrol of Prowlers performing EW and 2 flights of 2 F/A-18F Super Hornets providing CAP. Additionally, the EC-130H Compass Call is coming on station and is conducting active jamming. This jamming coupled with the Prowlers will hopefully be enough to frustrate the Regime radars. Speaking of which, all Regime radars, including illumination and fire control radars are active. The white text next to enemy radar and SAM sites shows the pulses of energy from these active radars. They clearly know we are coming and are combing the sky trying to find my aircraft. With air units on station or arriving on station, it is time to initiate the first Tomahawk land strike. This strike will come in 2 primary waves. The first wave is designed to strike enemy ADN assets and government/military targets in Al Mout. The second strike will be aimed at radar sites and any remaining ADN assets that survive the first strike. SAM sites are capable of targeting and shooting down incoming Tomahawk missiles. To combat this, constant jamming will make it difficult for their radars to find and track the incoming Tomahawks. If they are able to fire at the incoming Tomahawks (which is likely) there will be 5 assigned to each SAM target to insure that at least a few are able to get through. All other targets (radar sites, government/military targets such as buildings) will receive 2 Tomahawks. This is to ensure maximum damage against these targets while insuring against weapon malfunction. The order is given, and the ships of CSG 12 fire their Tomahawks at their designated targets. 111 Tomahawk missiles are launched in this first salvo. Nearly half of the total number of Tomahawks I have on hand. A strike like this gives a visual example to the term “shock and awe” which, rhetoric aside, is a very real thing. As the Tomahawks approach the coast (10-15 minutes after being fired) they begin to be detected by enemy radars. Fire control radars from the SAM sites try to lock on to the incoming missiles, but cannot cut through the jamming until the Tomahawks are very close to their targets. Some SAM sites manage to fire missiles at the incoming Tomahawks and knock a few down, but the majority of the Tomahawks are making it through and striking their targets. A few of the weapons malfunction, but the majority perform as advertised. In response to the Tomahawk strike, the Regime appears to scramble aircraft from Al Mout International. Multiple bogies are quickly detected climbing into the sky. The bogies are quickly identified as Mig-25’s, first by the E-2C and then visually by the F/A-18F’s Forward Looking Infrared (FLIR) camera designed to spot, identify and track aerial targets out to 100nm. The Migs begin to chase down and engage the Tomahawks striking targets in and around Al Mout. They are able to shoot down a number of the relatively slow moving, non-maneuvering Tomahawks. Tomahawk Strike Battle Damage Assessment (BDA): The strike was largely successful. Most of the Tomahawks made it to their targets with only a few malfunctions. Most of the SAM sites that were targeted are either completely destroyed or heavily damaged. In Al Mout, all strategic targets were hit except for the government complex. However, one of the SA-6 SAM sites is still active. Additionally, the SA-2 site still appears to be active, but its radars are not emitting which likely means they were destroyed. These two SAM sites pose a direct threat to air operations over the city and will have to be reengaged before the Marines begin landing operations. A second Tomahawk strike, primarily targeting enemy radar sites and priority targets in the vicinity of Al Mout will commence shortly. In order for the second Tomahawk strike to be successful, the enemy Mig-25s will have to be dealt with. A group of 8 appear to be heading out to sea towards my aircraft and ships, while a second group appears to be forming up over Al Mout International. This has the makings to be a pretty big air battle.
  16. 1 point
    Put it another way. Would people be satisfied with CMFI as is now and just edit the names of their soldiers to be Brazilian and have some modder hopefully do some uniforms and sound files? Yeah no that will never happen. Why bother doing SS, just have some modder do uniforms and edit your Units in the editor. 😱 Hell people have griped about specific details in helmets. No way is “good enough” the standard for this crowd. CMFI is an outlier in terms of the effort. It is not the norm so there is no sense in settings standards by it about what you are willing to settle for. It will be out soon enough and done and BF can move on to the less crazy European front for a bit.
  17. 1 point
    ncc1701e

    What I'd like to see in CM3...

    In fact, I do not need CM3. I will be more than happy with just few enhancements : 1. Ability to split squads inside vehicule to dismount only the needed team. 2. Ability to keep damage on a map like the old Operation of CM1 (a modern urban battle could be splitted In several scenario on the same map) 3. In the editor, increase the number of AI groups - 32 instead of 16 (to allow more flexibility) 4. In the editor, increase the number of Terrain objectives - 30 instead of 15 (to add more AI triggers) 5. In the editor, allow Setup of AI group to be linked to an AI trigger (to add an AI group on the map depending on the location of the other side not only of a time period) 6. In the editor, allow more control of AI indirect fire missions (duration, smoke or normal rounds, initiated by AI triggers) 7. Add more default flavor objects But, if one would like a wish for CM3, introduce machine learning for AI so that it can learn battle after battle the best way to defeat you (both for StratAI and TacAI).
  18. 1 point
    Sounds good. In totality the mods are like another CM game. Combat Mission Southeast Asia (CMSA).
  19. 1 point
    Sad what it takes for some people to feel good about themselves.... and oh yeah you'd still be mostly wrong.
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