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  1. 13 points
    umlaut

    Umlauts Commercial Buildings

    Howdy folks The other day I realized that I had an almost complete mod set of commercial buildings that I´d never finished and released. So now I have brushed up the files and made it sort of ready for release. Mind you: The mod set is not as finished as I would like it to be - that is the reason why I didnt release it, when I made it three or four years ago. But I dont think I will ever get the time to fully complete it - so I have decided to release it as it is, rather than just letting it sit idle on my hard drive. I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again. https://www.dropbox.com/sh/f2tl7i0ntkw5r3u/AADyULTXZ40Ms5CDuaQ7B6b7a?dl=0 Here´s a bit of info on it: Umlauts Commercial Buildings This set of mods contains modded commercial buildings for CM Normandy. I have added murals to the gables of some of the buildings and some extra storefronts. According to my research they should all be typical of Normandy in 1944 – but I could be wrong. The mod set contains quite a few extra commercial buildings, compared to the base game: Buildings 100: Base game = 2 sets – this mod = 3 sets Buildings 101: Base game = 2 sets – this mod = 15 sets Buildings 102: Base game = 2 sets – this mod = 2 sets Buildings 103: Base game = 2 sets – this mod = 13 sets Mirrored gables Unfortunately, the game reuses the gable BMP´s for both gables of a house, so if a commercial building isn´t accached to another buildong, then one of the murals will always be inverted. I have tried to fix this by adding two different versions of each gable – with the inverted part on both sides. This means that you can place two commercial buildings next to each other and cycle through the building layout (shift-left click), until the inverted gables are hidden where the buildings meet. Choosing the preferred layout I highy recommend that you cycle through the building layout (shift-left click) of each building to choose the one with the preferred layout. If you leave it to the game, the building layouts are assigned ramdomly – and you will probably see a lot of inverted gables and indentical buildings next to each other. When you cycle through the layouts, remember that there are up to 15 different layouts for some types. And if you click and nothing seems to change – then it is probably only the layout of the gable that has changed, while the rest of the building stays the same. Damage: I have altered the damage files of the game to suit my tastes. The buildings with damage showing the brick work through the plaster are modded to fit these damage files. To apply damage, press shift-alt-leftclick. Please remember that I do not consider this mod set completely finished. But I dont think I will find the time to finish it anytime soon – if ever – so I´ve decided to release it as it is. Enjoy
  2. 12 points
    MOS:96B2P

    RT Unofficial Screenshot Thread

    The tank riding, no prisoner taking, one eyed, Forward Observer.
  3. 8 points
    Falaise

    A plea for the Biodiversity

    Here is a series of mod that changes the vegetation as the months of June, July and August- September This mod was made by looking at the evolution of nature during these 3 months. Part, are stock textures that I reworked in color and saturation I also modified the Ramblers mod for trees by modifying the colors and mixing it with the ones in stock to break the repetition effect. You will also find the plowed fields of Kieme and Aris modified so that the colors correspond to the Norman soil which is brown. Finally herbs come from a super mod without an owner's name and which is no longer available. You will also find a multitude of small details insignificant but which to assemble gives a true impression of the Norman campaign. We can in passing admire the textures of the basic game whose colors correspond very well to the real colors of Normandy. The mods that I propose to you, support and combine in large part with these original textures, I advise you to remove all the other mods of vegetation and terrain to obtain the best result. There are 4 files: one called terrain de Normandie This is to installed permanently in the z folder Then three other files called June July and August which must be installed in the choice in z It is necessary to choose according to the scenario which one you will install in z. As soon as you take a scenario that changes months, just put the corresponding "month" folder, thinking that you have removed the previous "month" folder. You have the possibility of tagging your scenario by month it will suffice to tag each bmp I didn't do it because I like playing the same scenario with different month come soon when Bootie have the time to put it on his website
  4. 7 points
    The campaign/scenario currently has three recommended mods. They have been tagged so will not show up in other scenarios. @benpark foliage helmets and @Fuser Aris Faces Mod CMRT. Below are the links. benpark helmets https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-infantry/cmrt-cmbn-benparks-german-field-foliage-helmet-mod/ Aris Faces http://cmmodsiii.greenasjade.net/?p=483 The third mod just removes some of the German helmets so Aris Faces Mod is more obvious. The downside is that all German helmet chin straps disappear. So the end result is fewer, but better, German helmets and a more battle worn look for the hard pressed German troops. I will post the “remove some helmets” mod at CMMODS IV closer to release. Below are some screenshots of the three mods working together.
  5. 7 points
    Mission to Maas V2.btt Updated huge scenario Axis KG Peiper versus Allies. Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period. 4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks. Controlling 700 troops and over 50 vehicles is not for the feint hearted Improvements over Version 1 Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes. Why go large? Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
  6. 7 points
    Bozowans

    RT Unofficial Screenshot Thread

    "I surrender!" "No, I surrender!" "No, I surrender!" "I surrendered first!" "Nuh uh!"
  7. 7 points
    Brummbär explodes. Really hope no civvies were still in that ville...
  8. 6 points
  9. 6 points
    Satomas

    Never too late

    Hello, I'm an old CM player(Saturnin). By nostalgia I make a little comeback with CMFI (i lost my old accunt, dead mail adress). To celebrate this I offer a small Mod. I hope it will please you. Here is the sdkfz250-1. I wanted it with more battle dress looking It comes with: 2 camos, random material and options (hatch open or not, ...) a multitude of possibilities to test. For that it is simple. If you want the two camouflages leave as such. If you want one in particular discard the one you don't want and rename the BMP file to: sdkfz250-1-hull.bmp If you dont want the stuff 3D it simple discard the ALL .dmr file Many thanks to Aquila-SmartWargames and sbobovyc for the lesson of 3d and all their work. That's great As a small supplement I also made Protze. Because without Protze life is not the same I will finish the series of 250 / ... I think and may be the 251 / ... See you soon Have fun Satomas aka Saturnin For the moment I have not found a solution with Cmmods. I go through dropbox until the solution https://www.dropbox.com/s/vxwhi4ss3y8834t/sdkfz%20250%201.zip?dl=0 for the 250/1 https://www.dropbox.com/s/yq0oi125gxoy3oa/ProtzV1.2.zip?dl=0 for the Protze A bientôt
  10. 6 points
    Vergeltungswaffe

    The Year Ahead Bone Post

    I live for the day we get a pack with lots of what if's, like, oh I don't know, ...E series Panzers. 😎😉 In the meantime, a little cold water for M-26 fans. 😛
  11. 6 points
    Falaise

    Umlauts Commercial Buildings

    umlaut c'est formidable !! by the biggest coincidence, I finished last night less than 24 hours ago a modification of the building 103 to dress your "Cembienne" masterpiece and this morning I discovered that you posted a whole series of wonders !!! thank it's beautifful I started to take a photos of the commercial Buildings that we has still to meet in the northwest of France in order to have material (data base) to modify Even if you do not have time, I will send you and to whomever them want all the photos that I can take as a basis. some of the best examples found in Paimpol in Bretagne
  12. 5 points
    Backstory? Strategic objectives? Counterfactual? ........... Why? The more complicated this is the less likely it would be worth while to do. Port over CMRT Soviet TOE into CMFB. Then sell it.
  13. 5 points
    Probably a week or two after Fire & Rubble is released. There are currently place holders for the partisans and an SS unit. Also might want to add a few of the new vehicles that come with Fire & Rubble. Then run quick tests again on the four AI plans to make sure nothing was broke by the unit swap, vehicle addition.
  14. 5 points
    Well, I couldnt help myself, so I set up a test: 10 Panzerschreck teams (all veteran) vs 10 immobilized Shermans facing away from the Panzerschrecks, set up in "firing lanes" divided by walls, so each team could only engage "their own" Sherman. Distance: 195-200 metres. I ran the test three times, so in total I tested 30 schrecks vs 30 Shermans. Result: Hit with first shot: 5 teams Hit with second shot: 10 teams Hit with third shot: 8 teams Hit with fourth shot: 4 teams Hit with fifth shot: 1 team Hit with sixt shot: 0 teams No hits with any of the six shots: 2 teams
  15. 5 points
    MOS:96B2P

    RT Unofficial Screenshot Thread

    Panzergrenadiers working with a SPW 251/10 (Ausf. D)
  16. 5 points
    This is a very good point, and one that is often overlooked. During war, lots of chances are taken, usually based on incomplete information. Some generals are brilliant, most are at least decently competent, but the ones that we praise the most are the lucky ones.
  17. 5 points
    like also to remind of the pillbox issues when mortars and artillery can easily penetrate and kill any occupants within single game turn. This holds up some my scenario creations from getting further since 2-3 years now.
  18. 5 points
    BluecherForward

    The Year Ahead Bone Post

    What about adding a "REPEAT" mission to artillery fire missions and registering fires on those target which have already been called in once? The arty in this game is very nicely done, even including the linear sheaf mission - so why not the "repeat" mission? Call for fires that are serviced normally result in that target be registered as well, so why not automatically insert a TRP onto every site in which artillery is called - like in the real thing? Maybe some nations were not up to doing this in the Second World War, but U.S. and British artillery certainly were - I assume the Wehrmacht was as well. Not sure if the Soviets used that capability.
  19. 5 points
    Erwin

    The Year Ahead Bone Post

    Trying to compare Trump with Hitler or Stalin as some attempt to do is rather silly and says more about the intellect and sheltered life experience of those people than anything else.
  20. 4 points
    MOS:96B2P

    RT Unofficial Screenshot Thread

    I think this is the closest I've seen a panzerschreck fire on a tank.
  21. 4 points
    Falaise

    mods zur Normandie Front

    Here is a mod for the 1st Polish Armored Division. The 1st Polish Armored Division was engaged in Normandy from August 1944. She fought in the plain of Caen Falaise before becoming famous during the battle of the Falaise pocket, then she continued her journey through the north of France, Belgium, Holland and finished her race at Wilhelmshaven in May 45. Each regiment is distinguished by its collar badge. The basic game offers us the 10th dragon which is the motorized infantry regiment of the division. However there is a small problem… the 10th Dragon to show that its was a motorized unit wears in combat the cotton outfit without any badge other than that of rank. In addition to the 10th dragon in cotton uniform, I added the 3 infantry battalions and the reconnaissance unit The 3 infantry battalions: Podhale, 8th, 9th Chasseur and the 10th PSK( reconnaissance unit), wear the wool battledress with distinctive collar badge. These units also carry a black epaulet on the left shoulder This epaulette specific to the 1st Polish DB is a historical reminder. The 1st DB was born in Scotland during the war of the 10th armored brigade which is the 1st Polish mechanized formation. During the Polish campaign this unit wore a black leather jacket. Commanded by General Maczek, it inflicted heavy losses on the Germans, despite its weakness, which soon nicknamed it the schwarze brigade. It is to preserve this memory that the wearing of the black epaulette will become generalized throughout the division. I also removed the MK3 helmet which was not worn by the division during the conflict (Aragorn will not like it… 😁) 10th Dragoon 10th PSK 8th bataillon Podhale 9th batallion
  22. 4 points
    Alarmeinheiten (Alarm unit) is an almost complete new scenario for CMRT. It is actually a mini-campaign but with only one actual, three hour long, battle scenario. The first scenario is a “choice” scenario where the player is able to choose some of the vehicles he will command in the “real” battle scenario. It includes ammo dumps so it is recommended to play on Iron or Elite. Description: Command a German alarm unit (Alarmeinheiten). Maneuver the alarm unit in multiple attacks and counter attacks across a 13½ square km map. Axis vs Soviet AI only. The original idea was to attempt to get many of the rare and seldom seen vehicles into the scenario. Upon reviewing the scenario @Sgt.Squarehead pointed out that while it might be fun it would not be realistic to have so many different rare and limited vehicles fighting together in the same units on the same section of front at the same time. As a result, the “choice” scenario was created. The player can choose mostly standard and common vehicles or many limited and rare vehicles. The three hour long battle scenario will then be fought with the choice made in the first scenario. The four AI plans are the same for both. Only some of the player's vehicles are different depending on the choice. The scenario was inspired by @theforger excellent CMFB Mission to Maas scenario which I recommend. See link below. https://www.thefewgoodmen.com/tsd3/cm-final-blitzkrieg/cmfb-mission-to-maas-v2/ The map used for the scenario is a modified Der Ring Der Five Panzer map made by @George MC. George gave permission to use his map which is about 13 square kilometers. Der Ring Der Five Panzer is an excellent scenario which is so huge it plays like a static campaign. I recommend this scenario. See link below. https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/der-ring-der-5-panzer-division/ The scenario currently has three of four AI plans completed. It also has placeholders for partisan units and an SS unit. It should be ready for release soon after CMRT Fire & Rubble is released. Some of the recent screenshots posted in the CMRT screenshot thread have come from testing this scenario. Below are a few more screenshots. A dust trail from the alarmeinheiten on the move responding to a Battle Position in danger of being overrun. Elements of the alarmeinheiten approaching the assembly area prior to a counter attack to relieve a besieged Battle Position.
  23. 4 points
    Warts 'n' all

    Valentines Day

    Can't go through February 14th without sending someone a Valentine's.
  24. 4 points
    In 1976 the US Army estimated the first shot hit probability for a Soviet RPG-7. Panzerschrecks and Bazookas were fairly accurate weapons. The US Ordinance manual lists the dispersion for the M6A3 Bazooka rocket as 6 mils, which comes out to about 1.6 meters at 300 yards (274 meters), so accuracy was dependent on the operator. Real world combat accuracy is anyone's guess, but the in-game results don't strike me as unbelievable.
  25. 4 points
    Under Photos, each thumbnail is a separate image category and has pages on pages of pics. Has movies, timeline, resources, even songs! http://www.warsawuprising.com Regards, John Kettler
  26. 4 points
    sburke

    Never Seen This Before

    My experience with a lot of time in urban maps in no way supports it is somehow easy to take out armor with infantry. While I can, it is far from assured and if that armor has any support at all I am toast. Keep in mind CM doesn’t reflect at all the constraints armor would face. Inability to turn turret due to barrel., incredibly reduced visibility etc. in my eyes quite the opposite. Armor is pretty unfettered in urban space compared to reality.
  27. 4 points
    Aquila-SmartWargames

    Never Seen This Before

    I prefer historical accuracy and rather lean towards how BF/CM is handling things. In alot of tactical wargames infantry is reduced to "nice to have them around but not really threatening or battle decisive" when tanks are present aswell. Drive them up to the inf and blast them into pieces. In CM on the other hand you need to excercise the combined arms approach and thus protect your tanks from infantry and locating infantry can be difficult depending on conditions and environment aswell. Having enemy infantry swarming your tank was one of the worst situations a tank crew could find itself in. Some tanks came with close defense system such as dedicated mgs or firing ports but AFAIK they never prove to be an effective deterrent and even less a proper replacement for infantry support. There is a reason why some German tanks installed sohisticated solutions like the "Nahverteidigungswaffe" which tried to protect their heavy tanks from infantry attacks by launching explosives, its quiet interesting to see it in action in CM. If infantry swarming them wouldn´t be a threat to their Tigers/Kingtigers they wouldn´t bother with it. In the beginning the effectiveness of grenades also wondered me but when someone on these forums came up with the explanation that it represents an abstraction of the various close infantry attack tactics that were used against tanks and that the generic grenade counter/throw also represents an abstraction of various dedicated or DIY AT ordnance such as dedicated/improvised mines, charges, liquids, throwables it started to make sense to me. If true putting an explanation into the manual could avoid alot of the confusion. Interesting are also the results. I had Medium Tanks such as the T-34 knocked out after 1-2 grenade/close infantry attacks and I had T-34 that survived 12 of them and kept me constantly on the run. Something gave me the impression that there might be some hidden values running under the "grenade count" hood but on the other hand I don´t want to know in order to keep the "magic" which makes every close infantry attack exciting about what might happen. What for me is left to debate is if effect on enemy tanks is achieved too fast, if despite mobility killing them they had the means to completely knock out heavier tanks that fast or at all, force the crew outside, and if so many infantrymen would have the knowledge, guts, and equipment to undertake such an endeavour. Pretty sure there are some of these that can be at least partially answered with "not really" but I guess some of this might be tied to 1) current engine limitations 2) limited development resources, and balancing 1) and 2) out with the other aspects of the game in order to still offer the best historical accuracy possible. But nevertheless I still think CM has one of the - if not the - most authentic Infantry vs tanks warfare representations. There are even ideas to go farer as somebody mentioned the idea to allow infantry to use their explosive ordnance/close infantry attack ability from buildings which I think is not that bad of an idea but might end up absolutely over the top with infantry occupied build-up areas becoming apocalyptic for tanks to drive through and on the other hand would neglect the exposure of infantry as they wouldn´t have to leave the safety of the building for that. Perhaps thats was the decision-making reason why the ability is denied from interiors.
  28. 4 points
    Freyberg

    Never Seen This Before

    Armour without good infantry support is extremely vulnerable in built up areas or any terrain with excellent cover for infantry. This is historically true, which is why you shouldn't use armour that way. Combat Mission handles close assault pretty well, given the potential complexity of the variables involved.
  29. 4 points
    How did he put up with Patton assaulting an American servicemen or Bradley's childish temper tantrums all the time? He was mindful of the fact he was the boss of all these men and that he had to be responsible for his staff, which meant among many things that he had to be fair. Montgomery was an arrogant egomaniac but can you find a General for me in all of history who wasn't? Compared to the equally boisterous qualities of many of his equally famous peers Montgomery was not all that much worse in either the social or professional sense. The Press was a major factor back in 1940 and you had to factor it in since the war effort was a taxpayer funded thing directed by civilian governments in London and Washington. Montgomery pandered shamelessly to inflate his importance to be sure but plenty of his stardom was in fact promoted by Churchill who was rather well known for demanding his Generals prioritize the British Empire's prestige over sound strategy. Montgomery was the media's poster child for British Generalship during the war but for good reason. He was reassuring, charming, and confident and that counted for quite a lot, not only to the press but also to subordinate staff looking for their boss to set an example. He was a star baby, no less than the other big actors trying to grab the spotlight of the war, MacArthur, Patton, Bradley, Clark, yes even the German Generals Rommel, Guderian, Manstein etc. These guys didn't become Generals for being modest that's for sure. Which is a shame because in fact the best Generals on both sides of the war are frequently the ones you didn't hear all that much about. Eisenhower could only underline the value of guys like Simpson, Patch, Gerow, Truscott in a report while the war was winding down while i'm not sure the British even thanked Auchinleck or Wavell or Leese. Today's pop media has done very little to deflate the drama around any of the war's biggest personalities like Patton or Montgomery, in some ways its made things worse by asking honestly silly questions like "who's strategy was better" when strategy wasn't up to them. EDIT: To add, probably the angriest Eisenhower ever got was over the recalcitrance of an Admiral who wasn't even under his command, French Admiral Jean Darlan and his foot dragging over surrendering Vichy North Africa. Poor Ike actually yelled that he "needed a good assassin" at one point openly to his staff while smoking whole packs of Camels from the isolation of Gibraltar while what seemed like Darlan's ego was putting the entire invasion at risk. In the end ironically Darlan was assassinated but the crisis had passed by then. This event was not a proud moment for the Supreme Allied Commander who appeared to have lost his nerve, but such was the nature of the Invasion of North Africa that the Americans were totally new at all of this and there were problems top-to-bottom. Even Eisenhower had things to learn after all...
  30. 4 points
    37mm

    China, Israel, France and other TO&Es!?!

    lol...
  31. 4 points
    In Normandy, that's possibly true, but I don't accept that for CMFB. They're incredibly powerful, but the US has the tools to deal with them. Like a lot of things it comes down to manoeuvre - if you're in a head on engagement at range, then you're playing into their strengths. Anything where you can get flank shots with a 76mm represents a ton of wasted points. Based on the above screenshots, I'm not sure that occupying the village was a good idea. Sure it's the objective, but that matters for precisely one turn of the game - the last one. It's really open and a massive, obvious target, so trying to hold it directly seems daft. It's not clear where the setup areas were on that map, but covering the approaches to the village from multiple directions is more important than holding the village itself.
  32. 4 points
    Fire superiority is indeed important.. its the crucial element in micro-tactics success actually... however not taking advantage of cover is asking for trouble and will make closing with the enemy a little tough. You often don't have fire superiority in most cases and will need to create micro-situations where you can create them in order to attrit the enemy's combat power. Maneuver and Firepower - can't bring your firepower to bear if you can't maneuver... can't maneuver if you are outclassed by fire. Using cover to get where you need to in order to ensure local fire superiority is paramount and is the basis of all small arms tactics from the Russo-Japanese War to the present. Ignore the lessons learned, like the major powers did in the opening stages of the First World War, and it will cost you dearly. Being smart about maneuver and protecting your units with cover so you can gain local fire superiority is not only good-tactics, it is common sense. All in my opinion of course... nothing personal, take it for what its worth. Bil
  33. 4 points
    I talk about moving through Open Terrain in this blog post: Platoon Scouts As the gents above have said, recon is the key.. that and Masked Terrain Movement ... even most open terrain has dips and rises that yo can take advantage of. Good luck.
  34. 4 points
    I saw the first words of the title of your thread and mistook it for my own initially! In addition to what others suggested above, I would recommend trying to find keyhole positions. In case you are not familiar here is one of @Bil Hardenberger’s excellent blog posts about that. https://battledrill.blogspot.com/2017/06/battle-technique-keyhole-firing-position.html The idea here is that you as much as possible try to position units so that they can only be fired on from a narrow angle that required the shooter to expose themselves in order to do so. Your field of view may be narrow, but if it is well sited, it may reach some considerable distance across the map, which enemy must cross and have limited resources to engage you with.
  35. 4 points
    I second this. I was formulating a post just like that as I was reading your request and then there it was the very advice I was about to give. I have on so many occasions watched my guys deliver some hurt and then get lots of return fire and I have said to my self I'll leave them there just a couple of more minutes. Now I don't do that because it rarely ended well. The corollary is that when you setup your defence think about their avenues of withdrawal and what their secondary and tertiary positions will be. Some basic advice is to setup so that your guys have some cover and concealment and their kill zone they are covering has some restrictions on the attacker. What you want is to maximize the number of times the attacker has to expose small percentage of their force without having support nearby friendlies. That may mean not using some positions because while look good the entire attacking force can bring fire on your position - don't use positions like that. Or use them only OPs that you abandon as soon as you have some intel on the enemy. In a city or village that could mean having your guys in the second row of buildings not in the first. That way your enemy has to actually enter the town to engage you and when they do they loose the support of the entire rest of the attacking force. In a forest similarly stay back from the edge - other than some scouts to keep watch. Also look for elevation changes where you can position forces to hit the enemy coming over the hill without exposing your guys to the rest of his force.
  36. 4 points
    Fortifications need a fix. They're annoying to place to the point of widespread un-use in QBs, and the objects themselves and how troops interact with them could be improved. I can't imagine the poor scenario designers right now working on The Seelow Heights. Can you imagine trying to place this in the editor? In QB?!
  37. 3 points
    IanL

    Never Seen This Before

    Yeah, *that* is not at all what I said or meant. We do however see a large spread of opinions about what is working and what is not - which clearly means that there is no way to satisfy everyone no matter what choices BFC made. Which is why it is a good thing that BFC's default is to make decisions that *they* feel are the best ones and only tweak things if someone actually shows evidence that they got things wrong in some way.
  38. 3 points
    Satomas

    Never too late

    Here the link sdkfz 251-7-9-10 https://www.dropbox.com/s/bmwaospw8uh9mo5/sdkfz250-7-9-10_sat.zip?dl=0 Opel blitz (it's more funky) https://www.dropbox.com/s/ciw5c0nw7ml7i48/Opel Blitz_sat.zip?dl=0 sdkfz 233 (now it s more badass) https://www.dropbox.com/s/2kj0z41s5ssvdum/sdkfz233_sat.zip?dl=0 See your for the sdkfz 231soon and i ll see between 250 neu serie for finish the aufklarung or 251 serie Have fun guys !
  39. 3 points
    Bud Backer

    Never Seen This Before

    This is not meant to be taken literally but rather it represents "Infantry Close Assault". Disregard the animations in this as the game was not designed to display the precise actions that take place in this sort of attack on a vehicle.
  40. 3 points
    SimpleSimon

    Using Stummels

    The Stummel was about as typical as Assault Guns got and that was a category of weapon system many Armies found extremely useful. It's just crucial that you know what you're using it for and against what. It's easy to accuse the Stummel of many things that it certainly was with its limited traversing and weak Stuk L/24 gun mounted on a vulnerable half-track chassis without so much as a machine gun. Why then did so many vehicles like it exist nonetheless? The SU-76 was also an open top gun carrier that the Soviets built the hell out of so why build so many examples of an ostensibly inferior AFV? It's because like MikeyD says, it wasn't a tank, it's a gun carrier. It's a way to get the infantry the StuK L/24 gun fighting right alongside them and as a bonus, the weapon's crew is even protected from basic return fire such as a mortars, rifles and machine guns. This is a job that the far superior Sturmgeshutz used to perform but unfortunately because the StuG was so superb it was frequently held at higher levels for more important tasks. In the Red Army the SU-76's job was originally assigned to light tanks like the T-70...but the Red Army ended up deeply unsatisfied with the performance of light tanks. They were too expensive and demanding on logistics for which the return was the unimpressive firepower of their light guns. So they got rid of the turret and duct taped a ZiS-3 to the chassis. That's just the nature of the war's economy-of-force rules lol.
  41. 3 points
    Hapless

    CMRT Module 1 Bones

    CMFFS would be an unfortunate acronym, though I'm sure we've all felt it
  42. 3 points
    I'd like to see a North Africa module for Fortress Italy. Most of the factions AND equipment are already there. I would like for less families, and more modules for existing families. Giving each game more stuff to play with. Not sure how this would look on the software side. From what I understand, maintaining a large number of families is a bottleneck. Hopefully, CM3 will be one family, one love. Here, here. Growing up, I was taught that Monty rescued the Allied situation in North Africa. Wavell and Auchinleck were seen as tired, dusty, and obsolete generals, that had let the situation deteriorate to a fiasco. Yet, it seems that they sowed the seeds for victory at El Alamein. Now, I hold Wavell in high esteem. After a bit of reading on Market Garden, I do question Montgomery's decision making. All this being said, all these great generals and marshals (including Zhukov) were just men. During the war, propaganda made them seem as titans -- after the war, as legends. In reality, they sometimes made uninformed decisions. Often, got involved in sticky politics. Right place, right time. Wrong place, wrong time. Reality is very complex, and it's hard to attribute "good" or "bad" without a specific context. My favourite US general of WW2 happens to be George Marshall. I don't think he won a single battle.
  43. 3 points
    Satomas

    Never too late

    Hello, here is the second It comes with two camos which are random. if you don't want them :remove it and rename the file. For the 3d model if you don't like just remove the .mdr file The 250-3 is quite rare, you will find it inTanks as an observer. I will surely use camo for the 250/10 because I like it and it will not be really used. You can also use the camo for the 250/1 by renaming the files Thank you again for the remarks that I took into account (German material ...) [![Image](https://i.goopics.net/1y00e.png)](https://goopics.net/i/1y00e) ...i came with a big supplement (it took me time) The Flak 36 with 3 camos: One: freshly landed in Sicily from AfrikaKorps + the same but with a hasty camo + a vanilla version of CMBN rework. For the 3d i have an idea The flak At are not posed at random in the plain. They are a small defense post. I tried to reproduce this and I managed to get around the problem of elevating the terrain by a little trick. Please give me your opinion to know if it's interesting that I continue on this track and on the other flak. for the 250/3 https://www.dropbox.com/s/ib700amh7zghoqh/250_3jpload.zip?dl=0 for the Flak36 https://www.dropbox.com/s/rek7l5hpzbz2tiv/flak36load.zip?dl=0 See you very soon for the 250/10 PS : I have a question I can't find the 250/7 in Game Someone tell me or and where is it available ? Satomas aka Saturnin
  44. 3 points
    an improved Maas V2 is very nearly there, running final play test atm. Will post on thefewgoodmen. I've done a couple of Black Sea ones on a similarly large scale. Summer in the City and Korsun 2017. Korsun you play as Russian v Ukraine with the USA arriving to prevent a breakthrough. Summer you are Ukraine v Russians who are attempting a fighting withdrawal. Next for me is a campaign, fewer forces but still large maps. Not sure if I'll base it on Maas or move further South, Marnach or Bastogne.
  45. 3 points
    Bud Backer

    Somewhat Buyers Remorse...

    Spending all your time in bocage country is really not what happens in CMBN. CMBN + Commonwealth was my intro to CM in general, and I recall many battles that had no bocage at all. This only is more true if you buy the Market Garden add-on. There are over 900 maps if you buy the entire collection and while there are plenty of bocage maps to satisfy those who want to slog through the early days after d-day, there are even more that have no bocage at all.
  46. 3 points
    Bootie put it up at CMMODS IV. Thanks Bootie! https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-shock-force-2/cmsf2-infantry/cmsf2-british-woodland-dpm-camo/
  47. 3 points
    With any move, you should be determining how confident you are in the move's safety. That will determine how slowly you can advance (i.e., how much you bound, and what proportion of your force is stationary at any time. In the hypothetical extreme situation where you're anticipating contact from an unknown position, and the surface was literally flat, you'd want to be moving with as little of your force as possible, with the rest of it able to provide cover. In this kind of situation, answers like "use smoke" are limited in usefulness, since it's hard to make a real plan for something you don't know about. It also means that, in this hypothetical, recon by fire is probably not possible, since you just don't have the information for it to be effective. That means that all of the supporting units need to have line of sight to the scouts - you won't know precisely when the scouts will come under fire. The purpose of the supporting units, then, is to be capable of spotting and responding to the incoming fire. When the scouts get fired at, they will likely cower in place. Typically the scout unit won't be the one to spot the enemy, since they're too busy being shot at, but the supporting units have no such problems. The plan then is for the company to suppress and destroy the revealed positions, bounding towards the target when suppression has been achieved ("fire and movement"). That's not particularly pretty or subtle, but it's the way to deal with this kind of hypothetical billard-table landscape. We're making a big assumption that our company has more firepower than the enemy. If not, there may not be much we can do, and the only way would be to break up this asymmetry (through smoke, use of micro terrain, whatever). Since that's always going to be a risk, it's always best practice to use the terrain in your favour - shortening engagement ranges, or bringing your company strength against a portion of the enemy.
  48. 3 points
    When setting up a prepared defense I generally try to do it in the following order: Heavy weapons, Medium weapons, Rifle platoons. Identify keyhole positions. Position heavy weapons to fire from the keyhole positions. Then build strong points around the heavy weapons (with the medium weapons and rifle platoons). CMRT scenario Fester Platz Polozk by @PanzerMike. That was a cool urban battle. I often take a few screenshots of a scenario, label them and add them to my PC screen saver slide show. Below are two from the scenario. In the above urban scenario setting up strong points that could fire down streets perpendicular to the OpFor's advance worked well.
  49. 3 points
    Yup.....Just do 'em ten at a time and keep on saving.
  50. 3 points
    Excellent. Since this is an advice thread - a couple of things occur from the above: Those AFVs look too close together, and far too close to the town. That's not necessarily a risk, but it's not making the most efficient use of the asset - they could control the same space, and cover each other (you definitely want a pair of them covering the same area), but control far more space with them, and keep them firmly out of bazooka range. That kind of positional advantage (the goal of manoeuvre warfare, essentially) is pretty important - you can sometimes turn a fair fight into an unfair one, just by moving things around.
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