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Showing content with the highest reputation on 01/13/2020 in all areas

  1. 3 points
  2. 1 point
    mirekm61

    New Campaing "6th Troop"

    Hi I apologize for my English, but I can only do this, I help google translator. The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario are not historical. All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km. I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc. As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite. All comments are appreciated, https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  3. 1 point
    Erwin

    Good Movie for Research

    Pavilov's 28 men: Not a great drama and dumb dialogue with highly dubious German tactics allowing them to be mowed down like we used to see the Russians get mowed down. But, great for winter scenery, Russian uniforms and some very real looking PzIV's. https://youtu.be/8suNNyaZqMU
  4. 1 point
  5. 1 point
    +1. @Aquila-CM Very cool.
  6. 1 point
    Falaise

    Infantry Riding Tanks

    It was during the Battle of Normandy and in particular during Operation Cobra that the Americans successfully applied the tactic of getting on the tanks. Here is an excerpt from "Busting the Bocage" of Michael Dale Doubler
  7. 1 point
    Great work as always fella. I think it's fair to say that people are looking at CM modding in a whole new way since you joined the crew.....My hat's off to you sir.
  8. 1 point
    Erwin

    Good Movie for Research

    Realized that there is actually a mix of Pz III's and early Pz IV's. Anyway, thought the movie might be inspiring re camo and uniform mods. The strange thing about the movie is that altho it's relatively new (first released in 2016) the dialogue and events seem right out of a communist era propaganda movie.
  9. 1 point
    Bulletpoint

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

    Assault is not connected to shooting. It's basically a mislabeled command for doing bounding overwatch. But yes I would like to see a grenade throwing command too.
  10. 1 point
    Lucky_Strike

    Mod - SS helmets

    Here's some helmet p0rn for you all but especially Frenchy - pure filth! Announcing (taken from the readme) ... Lucky_Strike’s - SS helmets This mod uses the superb work of Tashtego, Jaquinot, EZ, JorgeMC and of course Battlefront, as a starting point. It unashamedly borrows, amalgamates and hacks their work plus adds some brand new textures inspired by genuine WW2 Waffen SS helmet covers and camouflage ‘effects’, as well as some ‘probable’ applications. There are 15 possible helmets all numbered and ready to install and enjoy, or hack some more if you prefer! I design these mods for my personal gaming experience. I use a custom version of BarbaricCo’s WarMovie shaders ADVANCED v.112 for CMBN. Below you can see what the mods look like in game with some of EZ’s fantastic uniform mods. Please don’t expect the colours within your own game setup to look exactly like they do in the preview images. Files are at CMMODS III here Lots more preview images - go knock yourselves out! All thanks and praise to Tashtego, Jaquinot, EZ, JorgeMC and anyone else I forgot for their original mods, help and inspiration, and of course to the guys at Battlefront for such a great and enduring game. Lucky_Strike
  11. 1 point
    BornGinger

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

    In CM there are different movement orders for the troops. The only one which is directly connected to shooting at the enemy is "assault". I wish there could be an assault order for shorter distances called something like "throw granade and assault" which could be used when a squad or team get sent onto a spot where enemies are, or most likely could be, waiting and cause casualties to the squad/team when they get there. Throw a granade or three and then assault the spot to finish the enemy off.
  12. 1 point
    Lucky_Strike

    Mod - SS helmets

    Hi Aragon2002 I believe this is what you're looking for ... SS Helmets on CMMods IV Thanks for pointing out the broken link, I'll try to edit the original post to point to the right place Enjoy LS
  13. 1 point
    Rokossovski

    The Year Ahead Bone Post

    Lovely! Now I must have two remaining.
  14. 1 point
    SimpleSimon

    CM WWII: Are tanks "overpowered"?

    And like, don't get me wrong Freyberg, there's a lot of validity to your point and this view that it wasn't clear cut. I'm intentionally being dramatic to illustrate a point and kind of get across a certain "zeitgeist" about the era that's been lost to time I think. The Germans particularly lamented that as the war went on the Panzer Divisions seemed to have lost their ability to inflict "tank terror" on formations of troops better led and less shocked by the appearance of armour. So while enough tanks might still penetrate the line it was no longer guaranteed that the entire front might collapse in a single decisive blow as it had in 1940 or 1941. Men triumphed over machine on a number of occasions before, during, and after World War 2. I just think that people don't realize when they're applying reasoning and thinking that has been taught to them by generations of games, movies, media, etc much of which is actually just self-referential (or mindless repetition of propaganda) and not really grounded in any kind of fact or truth. Here it's the idea, frequently implied by fiction and wielded by the propaganda of reckless, irresponsible leaders that bravery and persistence will always triumph over the superior numbers and weapons of the enemy. It bugs me enough for me to take my own stance on it, but it is not meant to invalidate yours since I also believe there's plenty of space for subjectivity on all this...
  15. 1 point
    Warts 'n' all

    The Year Ahead Bone Post

    Ah, so that is why Charlie Stewart got Tony Dyke to paint him with three heads. I can't imagine Steve doing the same thing.
  16. 1 point
    In reality, Dick Johnson huddled in his foxhole was protected from the evil Steel Elephants because he was huddled in his foxhole, and the enemy had no way of knowing Dick Johnson was in his foxhole. The enemy infantry closing in on his foxhole, on the other hand, are equipped with mortars, machineguns, and grenades which make Dick Johnson's life very short indeed. However, if Dick Johnson decides to poke his head and weapon out to fire upon these closing enemy infantry, then the evil Steel Elephants can spray him quite liberally with bullets and shells. This is why tanks and infantry are meant to work together, and in reality they did work together at every available opportunity. However, in a combat mission quick battle, you're fighting against another player with the benefit of full knowledge that foxholes usually hold occupying troops. There is no practicable reason for the opposing player to NOT lob a few shells at every foxhole they see. Now if you're sitting there thinking to yourself, "well foxholes should make infantry immune to direct cannon fire," then that is an entirely different thread we can have, and is in no way related to the use of tanks in quickbattles. Even if foxholes made infantry immune to cannon fire, the tank can still spray bullets and shells at them until the attacking infantry get to hand grenade range. AT ditches are far outside the general context of a quickbattle. I suppose one player could edit the map and place some ditches that could serve the purpose, but that would be up to either side to negotiate. As far as the cost of such things is concerned, I have no real input. How long does it take to craft anti-tank obstacles? How long does it take to emplace antitank mines? Should the price for such things scale up or down depending on the number purchased to reflect the time commitment of emplacing said obstacles and mines? Is this quickbattle intended to simulate an attack against a very heavily fortified enemy position? If so, why not make it a scenario instead so you have more leeway? Quickbattles are intended to be somewhat "evenly balanced". The use of anti-tank obstacles of massive size and scale is distinctly "unbalanced". I don't think many players are going to agree to attack the Siegfried Line in the course of a quickbattle. It's not borg-spotting. Just because Dick Johnson can see the opposing enemy infantry, doesn't mean Steel Elephant can. What DOES happen, is the player in charge of Dick and Elephant can simply order Elephant to fire upon an area which Dick knows there are enemy present. That depends entirely on the conduct of the player against which you are fighting. I generally do not use area fire against any spot that does not have a contact marker upon it, unless it's part of a pre-battle fire plan. The TAC-AI is incapable of using area fire unless specifically programmed to do so by the scenario designer using an AI order and specifying a location to fire upon, so this point: "players can let their tanks area fire at targets the crew has not spotted" is entirely incorrect. Tanks do not area fire unless the player tells them to. If the evil Steel Elephants have closed to within 60 yards of your position, you probably shouldn't still be occupying that position. If you HAVE to occupy that position, ordering your troops to 'Hide' and placing a very short 'Anti-Armor' cover arc will increase their survivability somewhat. You might even kill a tank or two if they're being poorly handled. Any infantry equipped with grenades can close assault an enemy tank, just like any infantry equipped with grenades can close assault a bunker. The real question is, why is this necessary in the first place? Just admit it's because you're desperate, all other options have been exhausted, and you might as well request a ceasefire because you're just wasting time until the inevitable. If the enemy has more than one tank, then an infantry close assault is effectively suicide, because one tank can cover the other one with it's cannon and machineguns. Sadly, Dick Johnson cannot persuade the 10th Panzer Division to retreat by waving his M1 Garand at them menacingly. If you've lost all your major anti-tank assets and the enemy still has tanks, you should just accept the fact your chances at victory are slim to none, and act accordingly. Sometimes a battle is impossible to win, but human beings are fallible, and can be encouraged to make a mistake. An enemy who becomes over-confident can occasionally nearly lose his sole remaining armored unit to a PIAT gun firing from a church tower. <- Personal anecdote. I agree. If the underpowered unit can spot and shoot first, then they might as well take the most effective shot they can. It would be nice to see more determined efforts by the TAC-AI to do this sort of thing, but I'm not a programmer, so I have no idea how this is modeled. If the overpowered unit shoots first, I'd rather the underpowered one focus exclusively on saving it's own skin. A weaker tank still alive is worth vastly more than a weaker tank who died gloriously for the Motherland. Generally speaking, I think this point deserves it's own thread and doesn't reflect on the overall combat power of tanks at all. A 20mm armed Pz-II is not going to kill a Sherman, no matter how hard it tries. If you are in a situation where you have Stuarts versus Pz-IV, you should curse your own poor force purchasing skills, not the lack of effectiveness of your main armament. OR: You could no doubt use your superior numbers to bait that Pz-IV into exposing it's weaker side armor to a flank shot. In a quickbattle the makeup of your force is based on your own decisions, and the actions and effectiveness of your force are based on relative player skill and the aforementioned agreed-upon house rules. I haven't seen anything in your bullet pointed list that is directly related to the game engine itself in terms of the effectiveness of tanks in quickbattles by themselves.
  17. 1 point
    General Jack Ripper

    The Year Ahead Bone Post

    *spits just sipped coffee all over computer monitor*
  18. 1 point
    General Jack Ripper

    The Year Ahead Bone Post

    Yeah. *sips coffee*
  19. 1 point
    MikeyD

    CM WWII: Are tanks "overpowered"?

    I recently moved and unexpectedly found myself a mile down the road from an M60A3 MBT acting as 'gate guardian' for some official building. I had to think if I was a G.I. with a rifle, bayonet and a couple hand grenades to my name the last thing I'd attempt to do is 'close assault' such a monster. Granted a PzIV is a lot less physically intimidating than a M60A3 but Panther and IS-2 would be right up there with it.
  20. 1 point
    Warts 'n' all

    CM WWII: Are tanks "overpowered"?

    "Are tanks overpowered?".... Yes, if they are enemy and blowing yours up. No, if they are friendly and can't hit a barn door 2 miles away.
  21. 1 point
    Bud Backer

    The Year Ahead Bone Post

    That was my experience after having CMBN and thinking, CMFI? Really? who cares? And now, I love it!
  22. 1 point
    MikeyD

    A plea for the Biodiversity

    Ha, you're not the only one who plays with foliage.
  23. 1 point
    Falaise

    A plea for the Biodiversity

    merci Yes, I'm going to put a series of landscape mods online Between June, July and August the aspect of nature changes I designed a mix of mods that I created, others picked up as is, finally other than I adapted The idea is to stick as closely as possible to the colors and ambiance of the Normandy countryside I have the advantage of living there and watching the changes for 50 years now (time flies) here the same place during three months: June grass and bright green tree presence of poppy ... July the green is less intense the tall grasses turn yellow August yellowed grass, trees turn brown, poppies are gone
  24. 1 point
    Freyberg

    CM WWII: Are tanks "overpowered"?

    This reminds me of the discussion about RPGs in the SF2 forum. Historically, in those instances where it happened, tanks close to enemy infantry without infantry support were extremely vulnerable. I think CM models this well.
  25. 1 point
    Frankly, the ability of infantry to close assault still-mobile tanks without any anti-tank weaponry is not particularly realistic under any circumstance. It was hardly ever done in reality.
  26. 1 point
  27. 1 point
    waffelmann

    Syrian Army OOB (2013)

    @DougPhresh Do you have this picture a little bit bigger? The text became unreadable when I resize the picture... Greetings alex
  28. 1 point
    MOS:96B2P

    Mission to Maas

    +1. Nice analysis. One of the problems that players will point out is the lack of persistent map damage. The battle damage that occurred to the town of La Gleize, in the first scenario, will not be present in the following scenarios unfortunately. But given the tools at hand your suggestions are probably the best way to turn the scenario into a campaign (if that is what @theforger decided to do). This is an interesting scenario that has given me several scenario ideas. IMO it is interesting to have a company size combined arms force on a huge map that allows maneuver. The combination of a huge map and a relatively small force can help to give an operational feel to a scenario. This also can provide many interesting command decisions for the player as he works multiple missions / situations on the same huge map. But a few more screenshots from Mission to Maas......... These things are deadly in overwatch.......... go ahead shoot at my two man scout team
  29. 1 point
    Beautiful graphics real colors love it !
  30. 1 point
    a scoop Tibetan monks used in the Italian army to observe the opposing lines YOOOMMMMMMMMM !!!!!
  31. 1 point
    Sequoia

    Motorcycles?????

    You can also use them to jump over barbed wire fences during escape attempts as long as they're not too big.
  32. 1 point
    Based on the very limited details you have posted here is what I think happened in your battle; your AT gun spots an enemy StuG and they determine firing at the StuG is a bad idea. I am going to assume a frontal shot with a 57mm AT gun has a low chance of penetration, so better to stay still and make every effort to appear nonthreatening and keep out of harms way. Unfortunately for them, the StuG spots them and fires, killing the team leader and another crew man. Thankfully the StuG finds a new target to aim at and leaves the rest of your crew alone. You don't state the StuG moved away but only that it stopped firing on the AT gun, an important point to keep in mind. Now, a Flakvierling opens fire and begins to send rounds at the AT crew. Remember they are hard wired to stand their ground and stick to their guns because once they run away, there is no coming back. You state in your first post the crew is rattled and not pinned so their only hope for things to not get any worse is to take out the threat facing them. A regular leader would probably say the StuG is still right there, if we open fire, we are dead so keep your heads down boys. But -2 Stevie Screwup forgets all about the StuG, he knows his 57 mm can one hit KO a Flakvierling and if he knocks it out, the suppression he is facing currently goes away. Again, remembering he is hard wired to stick to his gun and not run away, he makes the only right choice in his mind which is to turn and fire at the Flakvierling, attempting to knock it out and making his suppression go away. Stevie doesn't think ahead to the next turn and what will happen to him when the StuG opens fire again, nope his -2 means he can only think about the here and now and so he makes his decision. As a regular "skills" crew man he has been under fire before, if only briefly, and the adrenaline rush of coming under fire once again and the desire for revenge for his fallen teammates makes him forget all about getting hit himself and focus only on knocking out the threat. It might be the wrong choice in the long run but right here, right now, it is all -2 Stevie can focus on and it works out for him. In his mind it is the right decision because the suppressing fire has been eliminated and for now, he is safe. That is my take on what happened. You seem to think the outcome should have been different. What do you think should have happened and what evidence do you have to support your reasoning?
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