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Showing content with the highest reputation since 12/16/2014 in Posts

  1. 36 points

    Veins CMBS Effects

    Big gun muzzle flashes and explosions Small Arms Muzzle Flashes Flames and Hit decals At the moment if you want them PM me and I'll send you a dropbox link. To PM me click on my name and on the right you will see the button: 'Send me a message'. When the Repository is up to speed I'll add them there. Smoke and Tracers are also in there. V
  2. 27 points


    Hello Gentlemen I had hoped to delay the announcement of this until the new CMMODS site was 100% finished and all the mods uploaded however due to circumstances I am pulling the announcement forward to... well now. After recent discussions between GreenAsJade and Battlefront it has been decided to relocate the CMMODSIII site to fall under the umbrella of The Few Good Men where The Proving Grounds and The Scenario Depot already reside. To this end work has begun on moving the modifications currently hosted at CMMODSIII to their new home at CMMODS IV. As you can imagine this is a major job and will take a few weeks. CMMODSIII will remain open until the full transfer has taken place so for now I request that no new mods be uploaded to CMMODSIII. Within the next few days CMMODS IV will be opening the requests section for folk interested in becoming Creators (formerly Authors) and at this time the new upload process will be implemented. This will be under the Instructions section of the new website but I will post in this thread to keep you all in the loop. A few points about the new website worth mentioning... all files will now be held in cloud storage so even a catastrophic website crash will not impact any loss of modifications. All files from the old CMMODSIII site will be relisted and recently with the help of @Erwin I have acquired approx. just shy of 300GB of modifications with quite a few that slipped through the net between the Repository and CMMODSIII transfer over 3 years ago. So as you can imagine Im going to be very busy over the next few weeks. Please do not subscribe to the new CMMODS IV just yet or you will be inundated with copious amounts of uploads... I think I uploaded over 100 today... you really don't want that many notification emails dropping in your inbox anytime soon! In closing I want to thank Martin for all his sterling work over the years keeping CMMODS running and it's an honour to pick up the gauntlet where he left off. Without further ado, here is the new site, still a work in progress but getting their quickly. http://www.thefewgoodmen.com/cm-mod-warehouse/ Regards Bootie @Battlefront.com
  3. 24 points
    In the course of dozen playthroughs and experiments with Blender/CM2 Tools (http://community.battlefront.com/topic/118928-combat-mission-modding-tools/) several assets were created which I want to share with the community: Big Cargo Ship BF109 Radar Station Downed Blackhawk Fire Truck Ambulance Barricade + optional Smoke/Burn Stash (Wreck, an invisible alternative is created by 37MM) Barricade (three sizes) Humvee V3 Woodland (Randomized Gear) Humvee V3 Desert (Randomized Gear) Humvee V2 Geardo Desert (Permanent Full Gear) AFRICAN UNCON (now also including conventional African Forces conversion by 37MM, original work by MikeyD) Falklands War Scorpion, Scimitar, and Argentinian LVTP-7 conversion Makeshift VBIED Humvee Wreck Uncaged M2 Stryker Marines to Army Special Forces or Navy SEALS conversion skins (including work of mjkerner, Combatinfman, Blimey) BMP1/2 to BMD1/2 conversion (with corrected hatches) Desert KAMAZ Skin Marines frankensteined Armored MTVR Skin New Syrian Special Forces and Woodland vehicles (based on the work of various modders) Syrian Winter Mod (just terrain and partial "winterization" of vehicles, created for a Hasrabit Campaign playthrough) PK Pickup to PK UAZ conversion Russian Forces (original work Euroscape + various modders) US Army & Marines Woodland Forces (original work Euroscape + various modders) All these mods and many more can be found in this Dropbox: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Credits to modders, 3D-Artists, and Battlefront. For better quality footage and more information about 3D custom models check out the recent videos & descpriptions here: https://www.youtube.com/channel/UCeK7fSyoEE8aorVLlVfNcAQ The custom flavor objects have a "crate1" box placed into their center. Click it to interact with its placing. Zoom into the model if difficult. There are some FOV issues with bigger flavor objects can perhaps fixed by making the original "crate1" box bigger in Blender/CM2tools. Combine flavor objects with "visible/invisible" wreck objects to give them obstacle characteristics. Good free library of 3D models you could use for importing. .max does not work with Blender. There are others. http://www.cadnav.com/ Tutorials on Blender and CM2Tools can be found here: https://www.youtube.com/watch?v=lkbTOSIrNV0&feature=youtu.be https://www.youtube.com/watch?v=MXVAMaELSao&feature=youtu.be The main intent was to explore the possibilities of this method. As I see this as accomplished I´ll step back now and hope it will motivate others to get into it. Prior getting into custom CM models I had absolute zero experience in 3D modelling, Blender or whatever but found my way into it in a short period of time and once you figure out the specifics it is not that difficult. Give it a try. Anyone interested in custom CM models can reach out on Discord. Happy wargaming.
  4. 23 points

    Shock Force 2 Beta Showcase Video

    Hi everyone, Here is a cinematic video featuring Shock Force 2! This is meant to be a showcase, similar in concept to a gameplay trailer. Keep in mind this is footage taken from a beta build of the game, and things are subject to change and all that. Hope you all enjoy!
  5. 23 points
    In honor of the imminent release of CMSF2, I figured I would get a heads start on the time honored tradition of complaining about every new release by making it into a fun game! I give you, CMSF2 BINGO! All in good fun of course.
  6. 23 points
    John Kettler

    Crater grogs rejoice!

    Brother Ed is happily making craters on a 3-D printer, and I unearthed this to help him. Turns out this is a blast from my past, in the form of a runway cratering study I used when doing a report on US rapid runway repair capability in my early days at Hughes. This is, in part, quite the tutorial on crater configuration from aerial bombs and addresses dimensions for a range of bomb sizes against both a range of runway types and against bare soil. It's called BOMB CRATER DAMAGE TO RUNWAYS and was authored by Peter Westine of the Southwest Research Institute. http://www.dtic.mil/dtic/tr/fulltext/u2/907456.pdf P.S. I give up! This post won't delete. Tried doing that after realizing I put it in the wrong place. Should be in CM GDF, not CMFB. Mods, please move it. Thanks! Regards, John Kettler
  7. 21 points

    Mord's Mods (Special Announcement)

    For nigh on ten years now my biggest projects have always been my portrait mods. I have invested weeks and months on end, that have added up to hundreds and hundreds of hours of time and frustration creating them. I have made easily over ten thousand portraits, through trial and error, redesign, and updates. It's been a true struggle at times, and I am never happy with the outcome, though I'll say I am, once a project is complete. But I am always fighting the design decisions I started with way back in SF1 and it's hamstrung me artistically. After the FB portraits I decided I wanted to redo all the portraits for all the titles (the BN mod is long over do for an update) . So, after a long hiatus, I set about trying to get to someplace that would finally make me happy. I decided to start with RT to get ahead of the module release, and after a week or so of fiddling, resizing, making test bmps, and checking in game, this is what I came up with. For about two seconds I thought they looked good. But once again I was confronted by the poor design decisions I adopted all those years ago. You see, I have been in a constant fight with what I term the "bobble head effect", which causes the portrait heads to appear bulbous and fat-headed. It occurs because I opted to show each portrait with a split face on the bmp. It has been my bane since my BN mod and it frustrates me to no end. And considering how I built each face from screenshots, pieces of faces from all sorts of pictures, and the fact I only worked on the left side of the face, well it doesn't leave me room for presenting them in any other way. And On top of all that, I have always felt there was inconsistency in the quality of the faces, and that they appeared too cartoony. So with that said, I am putting these portrait mods to rest. I have taken them as far as they will go and they have reached a dead end. They had a good run but there really isn't anything more I can do to improve them. Now, check out what I have been doing for the last two weeks and tell me I didn't make the right decision... Now for some comparisons of the old style and the new. Now the portraits in the context of their own mod. It'll give you an idea of the overall design. And within the context of the game UI. Some of the portraits are tentative/place holders until I find something that really blows me away. Or will be replaced later. The Heer Armor and Armor Infantry come to mind as far as that goes. Luckily I haven't made anything yet with them, just tests. Now, unfortunately I will probably have to share a lot of the portraits (mostly Germans) across games, however backgrounds and the like will be changed for each setting. And I will of course do all the battalions and regiments etc. Whether or not I will be able to keep the quality across titles remains to be seen but I will do my best. It is going to be a colossal amount of work, already has been. For the Germans alone I have created and discarded over a thousand portraits. LOL. Every time I think I have one down and start producing keepers, I stumble across a better pic, or I adjust some color to better fit the portrait into the overall look and I have to redo a ton of work. I just replaced the Heer Infantry yesterday, now I have to redo 374 that I had already made, as well as the SS Arm Infantry. I have done this a couple times already. But getting it right is what's most important. Perfection is what I am aiming for. I don't know how long it will take. Getting the right pics is painstaking and laborious as hell. For every good one I make I throw out five. But this style will be the definitive version of my portrait mods from here on out. As I complete them I will remove the old versions from the planet. I'll start threads in the corresponding game forums as I progress. Welp, that's about it. I was gonna keep all this to myself and wait to surprise everyone, but I have been working in a vacuum for a month and it feels good to talk a little bit about it. Especially as I have been going full bore, night and day for two weeks straight. I Hope you guys like what you see. I think it's the best work I have ever done. Mord.
  8. 19 points
    On the north side of the hill, the remnants of 3rd Platoon were still being ground down by the advancing Russian BMP-3s and infantry. The Platoon leader came staggering back through the forest and collapsed by a tree, falling next to the last two surviving dismounted infantrymen from his small command, both bleeding from multiple shrapnel wounds to their faces and upper torsos. “Sir, are you okay?” one asked. The Lieutenant’s haggard face told the story as he just stared at the man in obvious shock. In that instant, another burst of lethal 30mm cannon fire struck, directed by the thermal sights on an unseen enemy vehicle, and the officer fell forward on his face and was still. The two infantrymen cried out in panic, then both began crawling away from the source of the fire, one whimpering in fear and the other snarling in impotent rage. Note: BMP in background is destroyed Ukrainian 3d Platoon vehicle. In Krichek, KPT Kovtun knew that the Russians were up to something. The artillery continued to hammer down, but there was simply not enough fire or probing coming from the far side of the river, especially given the destruction of one of an enemy BMP over there by his ATGM team several minutes ago. Someone or something should have been hunting, searching, trying to pin down the missile team or flush out its comrades. He called the BMP2 section which had moved up and taken position along the row of houses on the west, facing the river. “Borsuk 11, have you seen anything? Any activity from the far side?” “Nothing Viktor, hang on, I’ll move up and take a quick look.” “Borsuk 11, this is Vovk, Hang on 11, don’t do anything stupid.” “Trust me Viktor – we are good on this.” An instant later a Kovtun heard the unmistakable hammering of outgoing 30mm fire, over the shriek of another incoming artillery shell. As his ears were still ringing from the tremendous detonation, he gradually heard the voice calling again on his radio. “Vovk, this is Borsuk 21… Vovk this is Borsuk 21…” with a heavy heart, already knowing Kovtun took a deep breath and replied. “Go ahead 21.” “11 is destroyed. We never saw what did it. His track is burning. No one got out.” “21 this is Vovk, do me a favor and don’t DIE in the next five minutes. Keep scanning but keep YOUR heads down. We need your track, your cannon, and your missiles! Stay under cover and respect the enemy’s abilities. Vovk out.” He passed the handset back to his RTO, making a deliberate effort not to throw it against the wall, and carefully peeling his white-clenched fingers from the black plastic. An instant later, he took it back and spoke again. “Brytva 22, this is Vovk. Move to checkpoint 2 and observe.” “This is Brytva 22, understood. Moving. I have permission to shoot?” Podpulkovnyk Tymoshenko stepped into the room. “You are committing the Tunguska?” “Brytva 22, destroy anything you see. Out” Kovtun gave his Air Defense Commander a hard look. “Yes Sir. It is needed. We have lost too many combat vehicles, and now 11 has stupidly gotten himself and his crew obliterated. I need a check on the south, and it must be fast, and lethal if anything is there. Brytva 21 on the other side has done quite well, although he said he saw nothing from his new position.” “Absolutely. Good, I approve. I trust you Viktor. Keep the fight going. Levchenko will get here with the Americans.” http://youtu.be/cKvN6JINyaw Outside, Major Harris drew the same conclusion from both the sounds of cooking off ammo from the recently destroyed BMP up the street, as well as the radio traffic which he and Beach were monitoring. He too drew out his handset: “Guiness, this is five, over.” As a small team, the SFAT had adopted informal call signs. SPC O’Brian was well known for his heritage, and his favorite beverage. “Five this is Guiness.” “Need you to get over to TRP 2 like we discussed. Seen anything? Figure you can make it?” “Roger. We can make it. The green boyos over here saw a couple dismounts earlier, but they laid into them with their AGS and we haven’t seen any movement since. I think our move is still masked. Same mission?” “Roger, just like we rehearsed, over.” “Guiness moving. We’ll be back in a bit with notches on our CLU. Out.” One hundred meters away, the SPC O’Brian picked up the Javelin launcher, tapped PVT Metcalf on the shoulder, and headed quickly down towards the river bridge, carefully skirting the anti-tank mines laid on either side of the road. At the Ukepor Power Plant, LT Lysenko grinned as he spoke into his mike. “Yes, that is in there. Fire for effect.” The infantry in the field had dropped from view, discouraged by a few bursts from his squad in the entry building, and the mortar spotting rounds had bracketed the position where he had last seen the Russian truck and troops. He hoped the mortar boys would fire fast so he could shift them closer into the field. He doubted his few men could hold off a platoon of determined Russians. Starshiy Kostenko knew he was a dead man. The 2nd Platoon private was on the ground, crawling past the body of one of his comrades, trying to follow his section leader back down the hill to the west, away from the murderous fire from inside the trees. It was like a horrible story to tell little children. From dark shadows beyond sight inside the trees, the forest had suddenly belched fire and flame, and all around him men had fallen. His own thighs and cheek burned with shrapnel, and he felt the warm sticky wetness of his own blood on his pant legs as he crawled. Suddenly, right behind him, he heard a crashing roaring clatter of sound. He turned his head and saw the Russian beast, a BMP-3, a mere stones throw behind him. He swung his rocket launcher around, and thought to himself how sad his mother would be…
  9. 18 points

    Preview of the first Battle Pack

    Battlepack 1: The Great Swan Northern France and Belgium September 1944 In just two months, between 6th June and mid August, the Allied armies in Normandy destroyed the cream of the 1944 German Army. Following this resounding defeat the Allies bounded across France in just a few days. It is during this period of stunning advance that Battlepack 1: The Great Swan is set, following the advance of the British 2nd Army from the Seine River, through Belgium, and all the way to the high water mark of the advance along the Meuse and lower Rhine. The first phase of the Great Swan occurred when the 43rd Wessex Division seized a crossing over the Seine at Vernon in an opposed assault crossing. The battle here lasted several days, and the first 24 hours in particular were considered to be very dangerous for the British troops. However the bridgehead was stabilised and then gradually expanded to make room for follow-on forces. Prelude, the first battle of the Campaign Amiens Tonight, is a semi-historical examination of the difficulties of pressing back the determined German resistance which was able to make good use of the thick forests along the Seine river banks. Shortly afterwards the British forces exploded out of the bridgehead and began racing across Northern France and into Belgium. From the first German resistance to the breakout was weak and disorganised - they were too busy fleeing back towards France to form a cohesive front. Engagements during this period tended to be small scale, and highly confusing. The Copse is a tiny scenario that takes a hypothetical look at one of these minor engagements. Overnight the advancing Allies generally rested, and prepared for the next day’s advance, while the Germans continued their relentless withdrawal. Celer et Audax and Nulli Secudus look at what happens when small British force disposed in hasty defence finds itself in the path of some withdrawing Germans in the middle of a rainy night or on a misty morning. During the advance to Amiens the 11th Armoured Division was ordered to advance through the night without rest, culminating in an astonishing advance of 48 miles in just 24 hours. Tallyho follows the vanguard of this drive as they approach the location of a temporary halt at dusk. The next day found 11th Armoured at Amiens, embroiled in bitter city fighting (The Somme), and then pushing out of the city into the open ground across the river (To the green fields beyond). This was not the end of the war, and the Division soon found itself heading east once more (And the beat goes on). Within days the lead elements of XXX Corps, made up as always by the armoured cars, found themselves in the region known as ‘the Crossroads of Europe’, a place where famous battles to decide the fate of nations have been fought since time immemorial (A crossroads near Brussels). Soon after reaching Antwerp and the Belgian boder the advance petered out, stopped more by the logistical strain of leaping forward 200 miles in a few days than by increasing German resistance. Field Marshal Montgomery famously tried to kick-start the stalled advance with Operation Market-Garden. Those battles have been dealt with elsewhere in Combat Mission. However, in the weeks prior to the launch of Market Garden there were about a dozen planned airborne operations, all opf which were cancelled when they were overtaken by events. But what if the advance had been halted in the vicinity of Brussels? One of the planned and cancelled airborne operations was LINNET II, which was to seize bridges over the Meuse west of Aachen, and open a route into Germany. A group of “what if?” fictional scenarios looks at how this never-fought battle might have played out. The flat ground between the Meuse River and Albert Canal would have provided excellent landing grounds (Drop Zone CHARLIE), while securing the river crossings was dependant on holding the high ground just east of the Meuse against counter attacks (LINNET II). As this operation was never launched, the exact details of Operation Linnet II are vague, and this vagueness has been exploited to look at the effect of differences in the detailed organisation of British and American ground and airborne forces when given the same ground and objectives, fighting against the same enemy. Following the failure of Market Garden the British made a concerted effort to close up to the Rhine along its lower reaches before the onset of winter. This phase of the campaign saw a partial reversion to positional warfare, and the re-emergence of deliberate attacks against strong defences (Swansong). Often these attacks were supported by the specialist armour of the 79th Armoured Division (Hobart’s Funnies). With the onset of bad weather at the end of September the frontlines became static, and the heady days of The Great Swan became an increasingly distant memory. In total Battlepack 1: The Great Swan contains over 25km2 of brand new, highly detailed handcrafted mapping.
  10. 18 points

    AKD sound mod (all inclusive)

    As promised, here is a BETA version of my sound mod combining all previous work into one universal mod for CMx2 titles. There may also be a few small updates since my last release, but don't expect big changes if you have previously used my mod in CMSF or the WWII titles. There are specific modules for modern sounds so you can pull them out for the WWII titles, although any problematic overlaps should be minimal. (edit: PM me for dropbox link.) Hope it helps with enjoyment of Combat Mission: Black Sea! I am very proud to have participated in development of this title. Black Sea is one of BFC's best yet.
  11. 17 points
    Bil Hardenberger


    Here it is folks.. the time has arrived for the CMSF2 BETA AAR. I will be adding to this thread later today,, but wanted to get the thread started. My opponent? My nemesis from the CMFB BETA AAR, Baneman ,agreed to a rematch. I really do owe him a more thoughtful game than I gave him the last time. For those of you who are unfamiliar with that game, Baneman beat me rather soundly. Hope that doesn't happen again! This game is well under way, we have completed 16 minutes of action, so there are a lot of turns to come in relatively quick succession and the Blood Board™ is filling rather alarmingly. For those of you who were following my "Lesson in Defense" AAR in the CMBN forum.. sorry about not updating that thread for a while, but I can really only do one of these at a time, and this one takes priority., Once I started this game it took up my full attention. More anon. Bil LINKED CONTENT MENU: OVERVIEW & SCENARIO PARAMETERS MAP ORIENTATION SCENARIO BRIEFING METT-T - MISSION METT-T - ENEMY METT-T - TERRAIN METT-T TROOPS METT-T TIME INITIAL SETUP, ORDERS, & INTENT MINUTE 1 MINUTE 2 MINUTE 3 MINUTE 4 MINUTE 5 MINUTE 6 MINUTE 7 MINUTE 8 and 9 MINUTE 10 MINUTE 11 MINUTE 12 MINUTE 13 MINUTE 14 MINUTE 15 MINUTE 16 TACTICS & BATTLE PLAN DISCUSSION MINUTE 17 MINUTE 18
  12. 16 points

    Soviet Doctrine in WW2 - 1944

    Aured - Did the Russians use the same fire and maneuver tactics with typical triangle tasking used by the US in WW II? No they did not. Did they understand the basic principles of fire and maneuver, sure. But the whole army was organized differently, tasked differently, placed less reliance on close coordination with artillery fires, wasn't based on small probes by limited infantry elements to discover the enemy and subject him to more of those fires, etc. Basically there are a whole host of army-specific optimizations in US tactics that just don't apply. The Russian force is divided into its mechanized arm and the rifle arm (called "combined arms" at the army level, but still distinct from mech). Each had its own specific mix of standard tactics. There are some common elements between them, but you should basically think of them as two distinct doctrines, each tailored to the force types and operational roles that type had. Conceptually, the mech arm is the arm of maneuver and decision and exploitation, while the rifle arm is the arm of holding ground, creating breakthroughs / assault, and general pressure. The mech arm is numerically only about a tenth of the force, but is far better armed and equipped, and controls more like 2/3rds of the armor. The Front is the first element of the force structure that does not respect this distinction and is entirely above it, and Fronts are not uniform in composition, but always contain forces of both types (just sometimes only limited amounts of the mech type). From the army level down to the brigade level, the distinction applies at one level or another. Below that level it still applies but cross attachments may blur somewhat, but normally at all lower levels one has clearly either the mech or the rifle force type and uses the tactics appropriate to that type. The army level is the principle control level for supporting elements and attachments - much higher than in other armies (e.g. for the Germans it was almost always the division level, with little above that level in the way of actual maneuver elements). The army commander is expected to "task" his pool of support arms formations to this or that division-scale formation within his command for a specific operation, depending on the role he has assigned to that formation. This can easily double the organic weapons of such formations, and in the combined arms armies, is the sole way the rifle divisions get armor allocated to them. What are we talking about here? Independent tank brigades and regiments, SU regiments, heavy mortar regiments, rocket brigades and battalions, antitank brigades and regiments, motorcycle recon regiments and battalions, extra pioneer battalions, heavy artillery formations from regiment up to divisions in size, etc. Basically, half of the guns and all of the armor is in the army commander's "kit bag" to dole out to his divisions depending on their role. A rifle division tasked to lead an attack may have a full tank brigade attached, plus a 120mm mortar formation to double its firepower at the point of the intended breakthrough. Another rifle division expected to defend on relatively open ground, suited to enemy tanks, may have an antitank artillery brigade attached, tripling its number of 76mm guns, and a pioneer battalion besides, tasked with mining all likely routes and creating anti tank ditches and other obstacles, etc. Every division is given enough of the supporting arms to just barely fulfill its minimal standard role, and everything needed to do it better is pooled up in the army commander's kit bag, and doled out by him to shape the battle. Similarly, the army commander will retain major control of artillery fires and fire plans. Those are not a matter of a 2nd Lt with a radio calling in his target of opportunity, but of a staff of half a dozen highly trained technicians drafting a coordinated plan for days, all submitted to and approved - or torn up - by the army commander. This highly centralized system was meant to maximize the impact of very scarce combined arms intelligence and tactical skill, which could not be expected of every green 2nd Lt. Within the rifle divisions, each level of the org chart has its own organic fire support, so that it does not need to rely on the highest muckety-muck and his determination that your sector is the critical one today. When he does decide that, he is going to intervene in your little corner of the world with a weight of fire like a falling house; when he doesn't, you are going to make do with your assigned peashooters. The divisional commander is assigning his much smaller divisional fires on the same principles, with the understanding that those smaller fires become not so small if the army commander lends him an extra 36 120mm mortars for this one. The regimental commander may get his share of the divisional fires or he may get nothing outside what his own organic firepower arms can supply - but he gets a few 76mm infantry guns and some 120mm mortars and a few 45mm ATGs so that he can make such assignments even if he gets no help. Frankly though the regiment adds little - it mostly assigns its battalions missions, and the regimental commander's main way of influencing the fight is the formation he assigns to those component battalions. Formation in the very simplest sense - he has 3 on line to cover a wide front, or he has 3 in column on the same frontage to provide weight behind an attack, or the 2-1 or 1-2 versions of either of those. It is not the case that he always uses 2-1 on all roles. The most common defense is 2-1 and the most common offensive formation is column, all 3 one behind the other on the same frontage. Notice, this isn't about packing the riflemen in - those will go off in waves at proper intervals front to back. But it puts all 27 of the regiment's 82mm mortars (9 per battalion) in support behind 1 or 2 kilometers of front line. The fire support principle at the battalion level is not implemented by having one of the component battalions support the others by fire from a stationary spot, with all arms. Instead it is a combined arms thing inside each battalion. They each have their 9 82mm mortars and their 9 Maxim heavy machineguns organized into platoons, and the "fire support plan" is based on those infantry heavy weapons. Battalion AT ability is minimal - 2 45mm ATGs and a flock of ATRs, barely enough to hold off enemy halftracks and hopeless against whole battalions of tanks. But that is because the higher muckety-mucks are expected to know where the enemy tanks are going to come and to have put all the army level ATG formations and their own supporting armor formations and the pioneers with their minefields and obstacles, in those spots. Down inside the battalion, the same formation choices arise for the component rifle companies as appeared at battalion, and the usual formations are again 2-1 on defense and all in column on the attack. And yes that means you sometimes get really deep columns of attack, with a division first stepping off with just a few lead companies with others behind them, and so on. This doesn't mean packed shoulder to shoulder formations, it means normal open intervals 9 times in a row, one behind another, only one at a time stepping off into enemy fire zones. These "depth tactics" were meant to *outlast* the enemy on the same frontage, in an attrition battle, *not* to "run him off his feet in one go", nor to outmaneuver him. The later parts could be sidestepped to a sector that was doing better and push through from there. The last to "pancake" to the front if the other had all failed, would not attack, but instead go over to the defensive on the original frontage and hold. One gets reports of huge loss totals and those "justifying" the attack attempt when this happens - the commander can show that he sent 8/9ths of his formation forward but they could not break through. It is then the fault of the muckety muck who didn't gauge the level of support he needed correctly or given him enough supporting fires etc. If on the other hand the local commander came back with losses of only his first company or two and a remark that "it doesn't look good, we should try something else", he will be invited to try being a private as that something else, etc. What is expected of the lower level commander in these tactics is that he "lay his ship alongside of the enemy", as Nelson put it before Trafalgar. In other words, close with the enemy and fight like hell, hurt him as much as your organic forces can manage to hurt him. Bravery, drive, ruthlessness - these are the watchwords, not cleverness or finesse or artistry. What is happening in the combined arms tactics within that rifle column attack? The leading infantry companies are presenting the enemy a fire discipline dilemma - how close to let the advancing Russian infantry get before revealing their own positions by cutting loose. The longer they take to do so, the close the Russian infantry gets before being driven to the ground. Enemy fire is fully expected to drive the leading infantry waves to the ground, or even to break them or destroy them outright - at first. But every revealed firing point in that cutting loose is then subjected to another round of prep fire by all of the organic and added fire support elements supporting the attack. The battalion 82mm mortars, any attached tanks, and the muckety-mucks special falling skies firepower, smashes up whatever showed itself crucifying the leading wave. Then the next wave goes in, just like the first, on the same frontage. No great finesse about it, but some of the defenders already dead in the meantime. Same dilemma for his survivors. When they decide to hold their fire to avoid giving the mortars and Russian artillery and such, juicy new things to shoot at, the advancing infantry wave gets in among them instead. And goes to work with grenade and tommy gun, flushing out every hole. The grenadier is the beater and the tommy gun is the shotgun, and Germans are the quail. Notice, the firepower of the infantry that matters in this is the short range stuff, because at longer range the killing is done by supporting artillery arms. The rifles of the most of the infantry supplement of course, but really the LMGs and rifles are primarily there as the defensive firepower of the rifle formation, at range. It is slow and it is bloody and it is inefficient - but it is relentless. The thing being maximized is fight and predictability - that the higher muckety mucks can count on an outcome on this part of the frontage proportional to what they put into it. Where they need to win, they put in enough and they do win - hang the cost. It isn't pure suicide up front - the infantry go to ground when fired at and they fire back,and their supporting fires try to save them, and the next wave storms forward to help and pick up the survivors and carry them forward (and carry the wounded back). In the meantime the men that went to ground are defending themselves as best they can and sniping what they can see; they are not expected to stand up again and go get killed. That is the next wave's job. The first did its part when it presented its breast to the enemy's bullets for that first advance. The whole rolls forward like a ratchet, the waves driven to ground holding tenaciously whatever they reached. That is the rifle, combined arms army, way of fighting. The mech way of fighting is quite different. There are some common elements but again it is better to think of it like a whole different army with its own techniques. Where the rifle arm emphasizes depth and relentlessly, the mech way emphasizes rapid decision and decisive maneuver, which is kept dead simple and formulaic, but just adaptive enough to be dangerous. First understand that the standard formation carrying out the mech way of fighting is the tank corps, which consists of 3 tank and 1 rifle brigade, plus minimal attachments of motorized guns, recon, and pioneers. The rifle brigade is 3 battalions and is normally trailing the tank brigades and holds what they take. Sometimes it doubles their infantry weight and sometimes it has to lead for a specific mission (force a river crossing, say, or a night infiltration attack that needs stealth - things only infantry can do), but in the normal offensive case it is just driving up behind something a tank brigade took, dismounting, and manning the position to let the tank brigade go on to its next mission. It has trucks to keep up, and the usual infantry heavy weapons of 82mm mortars and heavy MGs, but it uses them to defend ground taken. Notionally, the rifle brigade is the tank corps' "shield" and it maneuvers it separately as such. The business end of the tank corps is thus its tank brigades, which are its weapons. Each has a rifle battalion organic that is normally physically riding on the tanks themselves, and armed mostly with tommy guns. The armor component of each brigade is equivalent in size to a western tank battalion - 50-60 tanks at full TOE - despite the formation name. I will get to the larger scale tactics of the use of the tank brigades in just a second, but first the lowest level, tactical way the tanks with riders fight must be explained. It is a version of the fire discipline dilemma discussed earlier, but now with the critical difference that the tanks have huge firepower against enemy infantry and other dismounts, making any challenge to them by less than a full panzer battalion pretty suicidal. What the tanks can't do is force those enemy dismounts to open fire or show themselves. Nor can the tanks alone dig them out of their holes if they don't open fire. That is what the riders are there to do - kill the enemy in his holes under the overwatch of the massed tanks if and only if the enemy stays low and keeps quiet and tries to just hide from the tanks. That threat is meant to force the enemy to open fire. When they do, the riders drop off and take cover and don't need to do anything - the tanks murder the enemy. Riders pick their way forward carefully after that, and repeat as necessary if there are enemy left alive. This is all meant to be delivered very rapidly as an attack - drive right at them, take fire, stop and blast for 5 or 10 minutes tops, and move forward again, repeating only a few times before being right on or over the enemy. So that covers the small tactics of the mech arm on the attack. Up a bit, though, they are maneuvering, looking for enemy weak spots, especially the weak spots in his anti tank defenses. And that follows a standard formula of the echelon attack. Meaning, the standard formation is a kind of staggered column with the second element just right or left of the leading one, and the third off to the same side as far again. The individual tank brigade will use this approach with its component tank companies or pairs of companies, and the whole corps will use it again with its brigades. The first element of such an echelon attack heads for whatever looks like the weakest part of the enemy position - in antitank terms - and hits it as hard as it can, rapidly, no pausing for field recon. The next in is reacting to whatever that first one experiences, but expects to wrap around one flank of whatever holds up the prior element and hit hard, again, from a slightly changing direction. This combined hit, in rapid succession, is expected to destroy that blockage or shove it aside. The third element following is expected to hit air, a hole made by the previous, and push straight into the interior of the enemy position and keep going. If the others are checked, it is expected to drive clear around the enemy of the harder enemy position - it does not run onto the same enemy hit by the previous elements. If the enemy line is long enough and strong enough to be neither flanked nor broken through by this process, well tough then. Some other formation higher in the chain or two grids over is expected to have had better luck in the meantime. There are of course minor adaptations possible in this formula. If the lead element breaks clean through, the others shift slightly into its wake and just exploit - they don't hit any new portion of the enemy's line. If the first hit a position that is clearly strong as well as reasonably wide, the other two elements may pivot outward looking for an open flank instead of the second hitting right where the first did, just from a different angle. The leading element can pull up short and just screen the frontage if they encounter strong enemy armor. Then the second still tries to find an open flank, but the third might slide into reserve between and behind the first and second. The point of the whole approach is to have some adaptability and flexibility, to be designed around reinforcing success and hitting weaker flanks not just frontal slogging - all of which exploit the speed and maneuver power of the tanks within the enemy's defensive zone. But they are also dead simple, formulas that can be learned by rote and applied mechanically. They are fast because there is no waiting for recon pull to bring back info on where to hit. The substance that needs to be grasped by the leader of a 2nd or 3rd element is very limited, and either he can see it himself or the previous element manages to convey it to him, or gets it up to the commander of all three and he issues the appropriate order downward. They are all mechanically applying the same doctrine and thinking on the same page, even if out of contact at times or having different amounts of information. The whole idea is get the power of maneuver adaptation without the delays or the confusion that can set in when you try to ask 3 or more bullheaded linemen to solve advanced calculus problems. There is just one "play" - "you hit him head on and stand him up, then I'll hit him low and shove him aside, and Joe can run through the hole". There are some additional principles on defense, the rifle formation forces specially, where they use 2 up 1 back and all around zones and rely on stealth and field fortifications for their protection, while their heavy weapons reach out far enough to cover the ground between each "blob", and their LMGs and rifles reach out far enough to protect each blob frontally from enemy infantry. That plus deeper artillery fires provides a "soft defense" that is expected to strip enemy infantry from any tanks, or to stop infantry only attacks on its own. Or, at least, to make it expensive to trade through each blob in layer after layer, in the same "laying his ship alongside of the enemy", exchange-attrition sense. Then a heavier AT "network" has to cover the same frontage but starting a bit farther back, overlapped with the second and later infantry "blobs". The heavy AT network is based on cross fire by 45mm and 76mm ATGs, plus obstacles (watrer, ditches, mines, etc) to channel enemy tanks to the locations where those are dense. Any available armor stays off the line in reserve and slides in front of enemy penetration attempts, hitting strength not weakness in this case, just seeking to seal off penetrations and neutralize any "differential" in odds or armor concentration along the frontage. On defense, the mech arm operates on its own principles only at tank corps and higher scale, and does so by counterpunching with its offensive tactics, already described above. That's it, in a nutshell. I hope this helps.
  13. 15 points
    (Budbaker has his comics… but I’m not an artist so expect memes) Welcome to the Fire and Rubble German DAR as I take on BFCElvis and his pesky Soviets in a very late war May 1945 urban engagement in Berlin… and it’s somehow snowing. The war has effectively ended but my guys didn’t get the memo, so our adhoc combined arms force is going to push forward into no man’s land one last time. The mission is a simple meeting engagement. Secure Objective Jägermeister and Objective Berliner Weisse, while holding our own starting Objective, codenamed Vodka. The Soviets deploy around Jägermeister. The map is a very small slice of Benpark’s absolute monster 2x master maps covering the centre of Berlin. Honestly each master map with no units took my PC around 25 mins just to load in 3D preview mode. The part of Berlin we’ll be fighting over is towards the north east corner of the eastern map. If I’ve got my bearings right, I think we’re close to Alexander Platz and a hostel I stayed at back in 2017… I digress. The map from above. Well... the right way up because I'm from Australia... (I took the picture looking south <facepalm>) The forces… To show off the variety of new kit I’ve done away with forming a coherent force for a little bit of everything. Command and control is going to suck. These small forces are organised into small kampfgruppes of between a platoon to a company in strength. KG @benpark – In honour of the mapmaker himself, he commands the central force which is a company of Waffen SS Pioneers with enough demolition charges to level a few of his meticulously placed buildings. Part of his force will however need to remain behind to cover Obj Vodka if it all falls apart. The bulk of the force will advance. (Benpark's force highlighted in the picture below). KG @mjkerner – Commands the Fallschirmjager who will be the main infantry force trying to take and hold Obj Berliner Weisse. (Picture of the KG that will take the beer objective). KG @Hapless – Will be working in tandem with KG Mjkerner to secure the beer. This adhoc Panzer Platoon (more on that later) includes a Panther, PzIV’s and a PzIII. Yep a PzIII. For all the grief I gave poor Steve I had to include at least one in the DAR. KG @DoubleD – The other adhoc Panzer Platoon is kitted out with 2x JzPz IV/70’s (including one of the ugly versions), a Panther and a Panzer IV. They will be initially responsible to heading up my left flank to get into a good position to effectively cut the map in half. Oh and something new... KG @Bootie – The local Volkssturm unit. Initially will be responsible to provide security to KG DoubleD who will be exposed in an urban environment. KG @Josey Wales – The adhoc Armoured Car unit. Will be holding back for the moment but will be used as a mobile reserve depending on the situation. Oh and some weird ones... And I’ve just noticed a bug. Every single unit is set to typical/default ‘Green’ experience. The joys of betas. The Enemy We’ve picked forces in the editor and not the quick battle generator so some variety can be included in the DAR – particularly on this side. Benpark has ensured it’s roughly balanced. I’m expecting a solid Battalion (+) of Soviet infantry coming at me and probably a company or more of tanks. Probably Lend Lease heavy…. We’ve sort of agreed to avoid major spending on off board assets and focus more on the visible units. Da Plan KG Mjkerner and Hapless have the initial glory as they race to secure Obj Berliner Weisse, (Green and blue). If Hapless can get his tanks into position first it will be a big help as we wait for the foot slogging infantry to catch up. KG DoubleD probably has the most crucial task of trying to cut the map in two, (Red). That major street running through the centre of the map will be key. It’s closer to BFCElvis’ deployment zone so I’m expecting Soviet tanks to roll past it or already be on that road by the time I arrive. But if I can split up to Soviet armoured force or I’m real lucky and BFCElvis plays cautious and leads with his infantry DoubleD’s JzPzIV’s will have a field day. KG Bootie (white) and his Volkssturm will cover KG DoubleD, while KG Benpark (orange) will advance with the intent of pressuring Jagermeister. KG Josey Wales will remain behind in the deployment zone ready to move to where he and his armoured cars are required. Either helping Benpark around Obj Jagermeister, or to backup Hapless and Mjkerner around Obj Berliner Weisse. The map…. That’s about it for now. Feel free to post any queries below but obviously no promises that I’m allowed to answer anything. Also, the usual caveat that all screenshots you see here are taken from a beta so everything you see is subject to change. I’ll try to avoid the placeholder art where I can but who knows, maybe we’ll have purple Panzer IV’s in the final build.
  14. 15 points
  15. 15 points

    The state of CMSF2

    I don't mind that things are delayed, I mind that the customer base is often left in the dark, often for months on end. This has admittedly gotten much better in the last few weeks, but it has been months of waiting for the 4.0 patch. I can't say for sure how this is effecting the player base but look at how posting has died off for CMFI and CMRT - titles I personally really enjoy. There are threads detailing bugs and TOE/OOB errors and omissions from 2014 that have still not been commented on. Are they being fixed in the next patch? Who knows? If BF is aware that for example FJ gun transports in CMFI carry 50mm ammo regardless of the gun in the platoon, and it's being fixed in the next patch, then that's something I don't have to worry about, if they let the customers know and then I don't have to resurrect dead threads from 2014 in the hopes that it will be noticed, only for there to be no response because nobody is posting in the CMRT forum, lest of all devs. In my opinion, it's not the big things like delays with the website or CMSF2 being a little later than expected, and certainly not major additions like France and Italy being added to CMSF2 at launch, it's the lack of patches and dev blogs on the existing titles. Little things like the graphics issues with the BMP-2M in CMBS, generated many, many community posts and were met with silence. Would it be so much to say "We're aware of that, we're fixing it, it will be in the upcoming patch for the 4.0 engine". The responses to the question about CMBS bugs persisting into CMSF2 and asking if they will be addressed in a patch for CMBS is a ray of hope, I can only hope that there is a more organized way of doing that going forward. Maybe have pinned threads in each of the titles' boards and one day a week (if possible) have someone a dev or beta tester come in and give a little update on what's being done on the title, what the known issues are, maybe even solicit help from the community if there is uncertainty about a TOE or OOB. So on Tuesday say, go into the Development Thread in CMFI and say "You know, we looked at that Italian infantry handbook you guys posted back in 2013 (and was reposted in 2018!) that mentions the squad breaking down into 3 man teams, but we think that was just for running in bounds and the Italian rifle squad was fundamentally a LMG section and a rifle section and couldn't maneuver as smaller elements than that." and then on Friday post on the CMFB board and say "Yeah, we're aware that the availability dates for HVAP for the 76mm gun might be off, we'll address that" (No more specifics needed, 10 seconds to post!). The following Tuesday, if there's less going on in the development of CMFI maybe just check in and say "We didn't really take the time to go back to look at the Italians after the engine updates, since they were in the initial release of CMFI and we couldn't just port over assets from other titles when we added AAA. We'd like to add stationary Breda 20mm guns to give Italians the ability to have AA units, and luckily we already have this modeled in game on the AS. 42. We'll hopefully have time to add this as a small patch to CMFI between CMSF2 shipping and Rome to Victory" I know people like to say customers ask for too much. I disagree. We're not asking for detailed weekly dev diaries, just some indication of what is being done. I know people say that posting on the forum takes away from development time. I disagree. Just say something like: "Not only will Module 1 for CMRT bring the timeline to the end of the war and add German formations and equipment, but the Soviets got a second looks too. So now Cavalry Uniforms are a selection as appearance in the unit purchase screen instead of a mod tag. Oh and since we already had Polish voice files from other titles, we're adding the First Polish Army to the Russian side". That took about 30 seconds and covered questions raised in dozens of threads and hundreds of posts dating from 2014.
  16. 14 points
    Guys This thread will be used for me to advise you of updates and latest uploads to the aforementioned areas. Its an ongoing process that Im working through but a quick update for this first post is.... The Scenario Depot III : Ive totally redesigned this and am working on fixing thumbnails so that the grid format looks good. When uploading scenarios be sure to use a square image (any size) for your featured image. The CM Mod Warehouse : A huge task that Im still plodding away at. Im tidying up all the downloads from the previous site and have also got a HDD full of mods from the mists of time that will eventually all get uploaded also. The Proving Grounds II : This site is dead but I am going to work on it to turn TPGII into something new... possibly a challenge site or something along those lines... still to be decided. Any updates I carry out or content uploaded you will be notified about in this thread. Thats all for now. Thanks Bootie
  17. 14 points

    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.
  18. 14 points

    Update on Engine 4 patches

    One of the things that have been grating me is the fact that there's no indication on the website of these, more or less game breaking, bugs being present. By trying the demo of CMFI for instance I could easily be led to believe that things are functioning as they ought to be in the current version. When in reality, I could be waiting for a few months to have the game I paid $80 for to take the shape of what was advertised. That's the real kicker here, lack of information, not the very long delay to see the issues addressed. I wonder what happened to the notion expressed in the sales policy that an informed customer is a happy customer.
  19. 14 points
    Throughout the past wargamers all over the world (the groggy, semi-groggy and non-groggy alike) have gathered on December 24th, in a far corner of the internet, to await the arrival of Santa Steve. It is a storied tradition that has been passed from father to son, and son to another son, and that son to his imaginary friend, Jim. For what? at least four years now? So, it's time-honored. Like drunken derelicts in a Mexican whorehouse, a whiskey, beer, (or in Emrys' case, egg nog spiked with ex-lax) in hand, they jostle excitedly to be the first to sight the legendary WaffenKringle of the Great Northern East. For they know, with his arrival come tidings of war and what shape that war will take in the following year. It's the kinda joy that brings a tear to a grown man's eye and divorce papers from that same guy's wife. However, this December an old friend from the desert landed in a LZ that normally would be abuzz with the cries of "BONES! BONES! BONES!" This friend had lost ten years, and gained ten pounds, and looked like a million bucks! Seemingly sated and awash in desert badassery most have turned their attention to blowing the crap out of Syrian crewed T-72s or RPGing a Leopard or three. So, it begs the question, with our old friend to keep us knee deep in cordite and the WaffenKringle elves busy as only WaffenKringle elves can be, will Santa Steve ride tomorrow night? Will all the good little wargamers gather in the hopes that Santa Steve soon will be here? Or will it be the year without a Santa Steve? I for one hope to spy him drudging out of the snowy wilderness, brain-in-a-jar in hand, the pockets of his coveralls packed to the brim with CM news and wargaming goodness. But regardless as to whether it happens or not, I am thankful our stockings were stuffed early with SF2. It was a great ending to a very dry year! Here's to killing it in 2019; Russian winters and Brazilian waxings in North Italia! Merry Christmas, Fellas!! Mord. P.S. A year ago yesterday. Wow. We made it!!! http://community.battlefront.com/topic/126131-the-night-before-cm-mas/?tab=comments#comment-1731593
  20. 14 points

    encouragement !

    For more than a year, I joined this community after the acquisition of the complete CMBN game. and I confirm that one of my childhood dreams has been fulfilled The thread on the patch is stiff. Criticism can be constructive but can also be morally destructive for a team Also I wanted to tell you that I thank you for your wonderful work
  21. 14 points
    Bil Hardenberger

    AAR - A Lesson in Defense

    This is a true After Action report (AAR). I played this game last year against one of my most skilled opponents (ScoutPL). The scenario was Green Hell, my goal was to protect the Farm and Cafe objectives, and if possible, try to take the la Madeleine objective. Simple no? This was the first time I had played this scenario and the scenario and sides were chosen by my opponent. I will give a general overview along with a quick and dirty METT-T analysis, then I'll get right into the action. A word of warning though, there will be no long range tank fights in this AAR, it will be a tough costly mainly infantry slug-fest for both sides. I do hope however that I can at least show my philosophy when on the defense. I will be honest, I struggle the most with the defense, I am very offensive minded and just can't help myself sometimes and overextend, right Baneman? MISSION The mission is simple, hold the enemy at bay and force him to waste his combat power on the drive to my objectives, so that when he arrives he will have a spent force. My main goal is to protect the two objectives in my zone, and preserve my force as much as possible. ENEMY I have been told to expect German FJ troops in unknown strength, though if I go by the tactical map above I can expect a combined force of infantry and armor. All I really know is that they should be entering around the a Madeleine objective area... if the tactical map above is correct. TERRAIN My force is sitting on a ridge-line, so I should have good lines of sight across the entire map. Whether that means I will be able to spot much is another matter. The map is also broken up by bocage lined fields. However they are easily penetrated, so will be easily flanked, also those fields will mask movement wonderfully, for both sides. TROOPS I command Baker Company, with a weapons company (Dog) in support. I will get into my initial plans for this battle in a future post. Initial deployments are shown below.. Baker is spread across the entire ridge-line and Dog has been broken up evenly to support Baker's Platoons. TIME I have 1 hour and 20 minutes to hold off the enemy. That is a long time, but will also mean that ammo supply could be the deciding factor at the end.
  22. 14 points

    The Night Before CM-mas

    Twas the night before CM-mas and all through the bunker not a 'truppen was stirring they were all down and hunkered The frags were all hung by the rifles with care In hopes that Santa Steve soon would be there The 'truppen a snoring and dreaming away of the hookers they'd met, on leave last May When out in the minefield there arose such a clatter, I sprang from my bunk, my skivvies all tattered. Away to the gun sites I flew like a plane, pulled back the bolt and steadied my aim. When from mod weary eyes I spied from afar, Some northern Maine dude with a brain in a jar, Santa Steve! I shouted with excitement and glee but in response, just some bitching about TO&E On Stragglers, on Sicherungs, Luftwaffe and Herr on Jagers and Gebirs, and others more rare He droned on and on as the brain kept a coding and I knew deep inside this was no normal foreboding For once in a while a reference to Syria and with that little gem I was sent to hysteria For amidst all that heavy WWII talking Toward Shock Force 2 I knew he was walking Patiently on the desert I'd waited and soon it'd be real and my lust would be sated Back to the sand! Nato, Uncons and pals but with 4.0 flare and friggin' hit decals! My head filled with war and the toys that it brings I was hoping I'd see it before G**D*** spring! Then brain in arm, he turned toward the west to continue ever onward the Combat Mission quest Teeth clenched and jaw set against the snowy wind he trudge into the night, a phantom again And as he passed by the bunker and out of our zone I chewed on the annual Christmas bone. Merry Christmas, fellas! Mord.
  23. 14 points

    Michael Emrys are you there?

    Hi fellas. On the phone for several hours. neighbors, police, churches, apartment manager, etc. The bad news is he was reported to have been injured in some type of motor vehicle accident back around March the officer said. Then he went to a convalescent hospital but they are unable to tell me anything other than "not listed as a resident at this time"... Good news: property manager finally answered my 2nd call and she says he is doing well and she'll give him my number to call me.
  24. 13 points
    Combat Mission/Command: Modern Air Naval Operations AAR Consulate Crisis By IICptMillerII INTRODUCTION This is a hybrid after action report (AAR) using two simulators, Combat Mission Shock Force 2 (CMSF2) to depict the tactical ground combat, and Command: Modern Air Naval Operations (CMANO) to depict the naval and aerial combat. This scenario features a conflict at a US and Canadian consulate in the fictional Middle Eastern/North African city and country of Al Mout, Abbudin. The CMSF2 map was built by LongLeftFlank and then modified by MOS:96B2P for his scenario “The Coup” and is being used with his permission. All credit goes to LongLeftFlank for designing this excellent map and to MOS:96B2P for designing the scenario. I have modified both BluFor and OpFor forces as well as their respective objectives, as well as add in some relevant battle damage, but otherwise the map remains in its original layout. Carrier Strike Group 12 is a historically accurate recreation of the USS Enterprise cruise to the Mediterranean and Persian Gulf from June to December of 2007. The USS Enterprise carrier air wing, and all supporting ships are accurate to the 2007 cruise. This scenario is not designed to be balanced. BluFor is significantly stronger and more capable than OpFor in nearly every way. This is more a showcase of a hybrid AAR between two sims carrying out an operation that fully incorporates both sims strongpoints (CMSF2 for ground warfare, CMANO for naval/air warfare) and weaving them together to tell a story. It is also a proof of concept to see how viable creating hybrid AARs like this is. My advice is to treat this like a superhero movie; there is no doubt about the ending, but you still enjoy the journey. This AAR features several mods. Chief among them are: Veins Smoke and Effects mod Drakenlords Fire mod Regime Forces by myself playing the OpFor DISCLAIMER: The story, all names, characters, and incidents portrayed in this AAR are fictitious. No identification with actual persons (living or deceased), places, buildings, and products is intended or should be inferred. CMANO DISCLAIMER: CMANO is designed to accurately portray military hardware from real world nations, from the years of 1980-2020+ and 1920-1979 (not used in this scenario). It simulates the planet Earth using open source terrain data. While fictional factions can be created and named so, the globe itself cannot be edited. The real-world location of this scenario is located in Libya, however the above disclaimer still applies. This scenario is not meant to portray Libya in any way. It is entirely fictional. SITUATION: Over the past few months the Abbudin Regime has been increasingly belligerent. On numerous occasions they have used their large air force to intercept commercial aircraft and shipping in international territory. In response to this, the UN passed a resolution enforcing economic sanctions against Abbudin. The Abbudin Regime responded by increasing their interceptions, in a few notable cases forcing commercial aircraft to land at Abbudin airports and be subject to “inspections.” The so-called inspections were largely just the Regime seizing commercial property for their own. In response to the Regimes increasingly belligerent actions, the United States deployed the USS Enterprise carrier strike group (CSG) and the 2nd Marine Expeditionary Unit (2nd MEU) aboard the USS Wasp to the Mediterranean. Additional military assets in the Mediterranean have been put on high alert. Two days ago, large numbers of Regime military units were seen moving into the city of Al Mout, the location of the US and Canadian consulates. They began heavily patrolling the city in what appeared to be a martial law posture. Last night, the Canadian consulate was surrounded by the Regime’s military forces. The Regime has demanded an end to the economic sanctions and for the US to recall the USS Enterprise away from Abbudin waters. A tense standoff ensued, with the Regime changing their ultimatum deadline seemingly at random. Finally, at 0200 local this morning the Regime’s military forces stormed the Canadian consulate. There have been reports of gunshots being fired inside the consulate and the fate of the consulate personnel is unknown. Two hours later, US naval and Marine forces were given the green light to initiate combat operations in the city of Al Mout in order to evacuate the US consulate and rescue any surviving Canadian consulate personnel. MISSION: The primary objective is to evacuate US and Canadian consulate personnel from Al Mout, recover/destroy any sensitive material at both consulates, and withdraw from the city. Mission Specific Tasks: Carrier Strike Group 12 (USS Enterprise): Establish local air superiority over friendly naval assets, the city of Al Mout and surrounding area Strike strategic targets in and around Al Mout Strike Al Mout International Airport in order to prevent Abbudin Regime air force from being able to sortie Conduct Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) Provide close air support (CAS) to US forces in Al Mout Task Force Wasp: Transport and deploy 2nd Marine Expeditionary Unit (2nd MEU) amphibiously to the shore of Al Mout Provide naval and close air support to 2nd MEU Receive US and Canadian evacuees Provide emergency medical care to casualties 2nd Marine Expeditionary Unit: Conduct amphibious infiltration of Al Mout Secure both US and Canadian consulates Evacuate US and Canadian consulate personnel to USS Wasp Desired End State: All US/Canadian consulate personnel recovered All sensitive materials recovered/destroyed All US ground forces withdrawn from city Area of Operations (AO) and Initial Deployment: Close-up of Al Mout and Surrounding Area: ENEMY: Regime Military Forces: The Abbudin military is typical of many Middle East/North African dictatorships. It has a large arsenal of older Soviet-era equipment, such as the T-72 and T-62 tanks, and BMPs for infantry fighting vehicles (IFV). The military is made up of roughly 6 divisions and a number of independent brigades, including special forces units that are primarily tasked with guarding key regime assets. Enemy Air Forces: The Regime has a large air force, mostly made up of old Soviet-era aircraft. These include the Mig-21, 23, and 25, along with a small fleet of Mi-25D gunship helicopters and Mi-8 helicopters for troop transport and logistics. Additionally, they have several SU-22M attack aircraft. These are capable of carrying the AS-9 anti-radiation missile with a range of 65nm, which can potentially threaten friendly ships. They have roughly a regiments worth of each fixed wing aircraft variant (20-25 aircraft per regiment) and about a squadron of each helicopter variant (10-18 helicopters per squadron) in range of the area of operations (AO). The Abbudin air force is not known to have any airborne AEW or EW aircraft, though they likely have some conventional reconnaissance aircraft equipped with cameras and ELINT equipment. Al Mout International Airport is just outside the city and has a significant number of air force assets, including at least one full squadron of Mi-25D gunship helicopters and another full squadron of Mi-8 helicopters. Both the Mig-21 and Mig-23 can be outfitted in ground attack roles. The SU-22M is a ground attack aircraft, though they are expected to be tasked in an anti-surface warfare (ASuW) role. The Mig-25 variant operated by the Abbudin air force is an interceptor only. Enemy Naval Forces: The Abbudin navy is essentially non-existent. They do not operate any craft larger than small patrol boats armed with small arms which are not expected to be a factor. Enemy Air Defense Network (ADN): Abbudin’s air defense network is extensive, though dated. In the vicinity of Al Mout, there are at least two groups of SA-6 Gainful SAM (surface to air missile) sites (roughly 10-14 launchers per group) and at least one battalion of SA-2 Guideline SAM launchers (roughly 3-6 launchers per battalion). These SAM sites pose the most direct threat to our forces, as they actively cover both the city of Al Mout and Al Mout International Airport. Further, there are a number of SA-5 Gammon SAM groups. The SA-5 has a range of 150nm, meaning these sites will be a close second priority for SEAD/DEAD missions. There are multiple SA-5 sites that cover Al Mout airspace, one to the North of the city and another to the West. There are also several radar sites, including the P-14 Tall King, P-18 Spoon Rest, P-40 Long Track, and P-80 Back Net air search radars. All these radars have sensor ranges in excess of 100nm with overlapping coverage areas. Many of the radar sites are located near SAM sites and thus will have some form of protection against air strikes. Enemy Ground Forces in Al Mout: Regular Regime military forces wear a uniform that is part olive drab, part knockoff DPM camouflage in an arid configuration. Their helmets are tan colored with red triangles on the front. The exact number and composition of enemy ground forces present in the city is not fully known at this time. From what intelligence there is, it is expected that the Regime has at least one company of mechanized infantry in the city, mounted in BMP-1’s. There have also been confirmed reports of both T-72M1 and T-62 tanks, though their exact number and location is not currently known. Additionally, the Regime is operating a large military police (MP) force in the city right now. These are essentially dismounted infantry operating on foot or out of light vehicles such as the Russian made UAZ car and URAL trucks. MPs can be identified by their white helmets, red armbands and plain olive drab uniforms. There are likely two companies worth of MPs operating in the region of the city that the consulates are in, though an exact estimate is not possible at this time. It is expected that once hostilities commence and the Regime determines our objectives to be centered in Al Mout, they will attempt to reinforce the city from outside. There is at least a battalion’s worth of mechanized infantry that can be road marched to the city within a matter of hours. Other units are present but will take longer to reach the city. Irregular Forces: The Abbudin military is largely a conventional force. They are not expected to have paramilitary or irregular forces in any significant numbers. TERRAIN AND WEATHER: The city of Al Mout is located on the coast and is surrounded by desert. Temperatures during the day are expected to reach a high of 90° F. The weather is forecasted to be a mix of clear and partly cloudy over the course of the next three days and should not hinder aerial or amphibious operations. TROOPS: Carrier Strike Group 12 (CSG 12): USS Enterprise CVN VFA-211 12x F/A-18F VMFA-251 12x F/A-18C VFA-136 12x F/A-18C VFA-86 12x F/A-18C VAQ-137 4x EA-6B VAW-123 4x E-2C 2000 VS-32 8x S-3B HS-11 6x SH-60F 2x HH-60H USS Gettysburg CG USS Arleigh Burke DDG USS Forrest Sherman DDG USS James E Williams DDG USS Stout DDG USS Philadelphia SSN USNS Supply T-AOE CSG 12 is the main aerial and naval effort of this operation. The USS Enterprise is equipped with its entire carrier air wing. She has 36 F/A-18C Hornet multirole fighters, 12 of the new F/A-18F Super Hornet multirole fighters, and a full complement of support aircraft including the E-2C Hawkeye Airborne Early Warning (AEW) and EA-6 Prowler Electronic Warfare (EW) aircraft. A carrier air wing carries an immense amount of firepower for both enemy air and ground targets. Supporting the Enterprise is her primary air defender, the guided missile cruiser (CG) USS Gettysburg. The Gettysburg carries a suite of anti-air missiles that can shoot down both incoming aircraft and missiles at ranges out to 150nm. The extremely powerful AEGIS radar greatly enhances her ability by allowing her to simultaneously scan, track and engage multiple targets from multiple bearings, as well as hand off targeting info to coordinate air defense with other ships. Four guided missile destroyers (DDGs) provide additional air defense, as well as an overwhelming land strike capability. There are 224 Tomahawk missiles (112x RGM-109C, 112x RGM-109E) between these four destroyers. Also in support is the USS Philadelphia, a Los Angeles class nuclear attack submarine (SSN) which brings with her an additional 8 Tomahawk missiles (4x UGM-109C, 4x UGM-109E). She is primarily assigned to Signals Intelligence (SIGINT) and is not expected to play a major role in this operation. Task Force Wasp: USS Wasp 4x AH-1W 4x CH-53E 4x MV-22B 6x AV-8B 2x CH-46E 4x UH-1N 2x HH-60H 4x SH-60F USS Ticonderoga CG USS Bainbridge DDG USS Oak Hill LSD Task Force Wasp is an amphibious assault group that carries the 2nd MEU and all assets required to support the MEU during amphibious operations. She is equipped with her own suite of aircraft, though these are primarily to support the MEU while engaged or perform logistical functions. The four AH-1W Super Cobra’s and AV-8B Harriers can provide the Marines with on call CAS, while the CH-53s, MV-22s and CH-46s all provide a heavy lift capability. The Wasp is escorted by a CG and a DDG with the same roles as the CG and DDGs assigned to the Enterprise; defend the air space and strike land-based targets. 2nd Marine Expeditionary Unit: A Marine Expeditionary Unit is a reinforced battalion capable of quickly responding to flashpoints around the world and conducting sustained amphibious operations. Due to the nature of this operation, no heavy lift amphibious craft are available, meaning the Marines will have to leave their tanks and Humvee’s behind. Two companies of Marines will secure the consulates and will be supported by the battalion headquarters, an engineer platoon, scout sniper platoon, reconnaissance platoon and the AAV platoon that will transport all personnel to and from the beach. This consolidated force is called the Marine Landing Party. C Company, the third rifle company of the MEU, will stay on USS Wasp as a Quick Reaction Force (QRF), responding if needed. Marine Landing Party: Battalion Headquarters Scout Sniper Platoon Engineer Platoon Reconnaissance Platoon AAV Platoon A Company B Company Quick Reaction Force: C Company Naval Support Activity (NSA) Souda Bay: 1x U-2S 1x RQ-4B 1x EC-130H 3x KC-135R 2x E-3C A number of supporting assets are located at the NATO naval base at Souda Bay on the island of Crete. All of these are support assets. A U-2 spy plane and RQ-4 Global Hawk UAV will provide constant on-station reconnaissance of Al Mout and the surrounding area. The EC-130 Compass Call will provide offensive electronic warfare capabilities such as jamming specific enemy radar and SAM sites. KC-135s will provide aerial refueling capability allowing station aircraft to remain in the air longer, and E-3 Sentry Airborne Warning and Command System (AWACS) will provide additional AEW support if needed. Due to the rapid escalation in Al Mout, some assets at NSA Souda Bay are still being prepared and will not be ready for at least a few hours, namely the AWACS and refueling aircraft. The U-2 is already airborne and flying a racetrack pattern waiting for the enemy ADN to be reduced, and the Global Hawk is ready to be launched. TIME: The date is 5 May. The time is currently 0500 Zulu, 0600 Local. Amphibious operations are templated to begin by 1000 Zulu, though this is subject to the reduction of enemy air and air defense assets. CIVILIAN CONSIDERATIONS: Al Mout is a populated city full of civilians. Efforts to reduce civilian casualties are being taken primarily in the form of weapon use restrictions. Only precision guided munitions are authorized for use within city limits. These weapons include JDAMs and Tomahawks but exclude weapons such as unguided bombs (ex. Mk82 without JDAM conversion, CBU cluster bombs) or naval gunfire support from 127mm deck guns. Once troops are in direct contact, the use of unguided weapons for CAS is authorized (such as unguided rockets fired from Super Cobra gunships) but only against positively identified enemy targets. All other use of unguided munitions within city limits remains restricted. Personnel not in uniform registering weapons cannot be engaged unless they engage friendly units first. All uniformed enemy combatants are free to be engaged at will. INITIAL TASKINGS CSG 12: CSG 12 is initially the main effort. It is tasked with both establishing and maintaining air superiority, as well as carrying out strikes against enemy radar, air defense, and strategic targets. USS Enterprise CVN is the flagship and will support naval aviation as well as being the primary command and control center for this operation USS Gettysburg CG will provide comprehensive air defense to the carrier and ships of CSG 12 USS Arleigh Burke will strike targets designated in Strike Package North USS Forrest Sherman will strike targets designated in Strike Package West USS James E Williams will strike targets designated in Strike Package Airport USS Stout will strike targets designated in Strike Package Al Mout USS Philadelphia SSN will provide electronic intelligence (ELINT) and maritime surveillance, and pilot recovery USNS Supply T-AOE will provide on-station replenishment if necessary and aid in pilot recovery if needed Map of Strike Packages: Naval Aviation: The primary conventional striking power of the US Navy, the entire carrier air wing will be tasked with establishing air superiority and striking enemy military and strategic targets in order to allow the Marines to conduct their amphibious infiltration and evacuate the consulates. VFA-211 (F/A-18F) will establish and maintain a combat air patrol (CAP) over CSG 12 and Task Force Wasp in order to maintain air superiority over all friendly naval assets VMFA-251 (F/A-18C) will remain on standby, ready to perform CAS for the Marine landing party once it has been deployed VFA-136 (F/A-18C) will perform SEAD/DEAD strikes in cooperation with Tomahawk strikes from CSG 12 ships VFA-86 (F/A-18C) will conduct an alpha strike (entire squadron sorties) against Al Mout International Airport with the goal of destroying enemy aircraft on the ground and eliminating the ability of the airport to support flight operations VAQ-137 (EA-6B) will provide EW support in the form of ELINT and directed jamming VAW-123 (S-3B) will provide aerial support, such as aerial refueling, as well as maritime surveillance HS-11 (HH/SH-60) will provide anti-surface warfare (ASW), maritime surveillance and pilot recovery Task Force Wasp: Task Force Wasp will transport the 2nd MEU close enough to the shores of Al Mout to conduct the amphibious infiltration, will support the Marines during their infiltration, and then will receive and care for all consulate personnel and any casualties sustained during land operations. USS Wasp will support both aerial operations and Marine amphibious operations, and will receive all evacuated consulate personnel and casualties suffered during land operations 4x AH-1W will provide Marines with CAS while embarked on amphibious operations 4x CH-53E can provide heavy lift support of both land and naval operations 4x MV-22B can provide heavy lift support of both land and naval operations 6x AV-8B will provide Marines with CAS while embarked on amphibious operations 2x CH-46E can provide heavy lift support of both land and naval operations as well as pilot recovery and humanitarian assistance 4x UH-1N can provide logistical support to both naval and land operations as well as pilot recovery 2x HH-60H can provide logistical support to both naval and land operations as well as pilot recovery 4x SH-60F will provide ASW and maritime surveillance to Task Force Wasp USS Ticonderoga CG will provide comprehensive air defense to the carrier and ships of Task Force Wasp USS Bainbridge DDG will provide air defense and maritime surveillance, and is capable (though not initially tasked with) conducting land strikes with Tomahawks USS Oak Hill LSD will provide amphibious support to Marines and can receive Marines, consulate personnel and casualties as an alternative to USS Wasp 2nd MEU: Upon arriving on station off the coast of Al Mout, the 2nd MEU will conduct an amphibious infiltration of the city. Using amphibious vehicles and supported by CAS, they will make landfall and proceed into the city to the US and Canadian consulates. They will evacuate all personnel and human remains (if/where applicable) and remove or destroy any sensitive materials before withdrawing from the city and returning to Task Force Wasp. A detailed landing plan and tasking follows in the next section titled “Amphibious Plan.” Special Assets: Special assets are designated as units not operating directly from either CSG 12 or Task Force Wasp. They are primarily reconnaissance and support units, providing constant direct intelligence gathering capabilities and EW support as well as aerial refueling and AEW 1x U-2S is tasked with providing direct imaging and intelligence gathering of Al Mout and the surrounding area to give commanders a better idea of the situation on the ground and to provide early warning and tracking to new threats, such as enemy reinforcements to the city 1x RQ-4B is tasked with providing direct imaging and intelligence gathering of Al Mout and the surrounding area to give commanders a better idea of the situation on the ground and to provide early warning and tracking to new threats, such as enemy reinforcements to the city 1x EC-130H is tasked with providing comprehensive EW support in the form of direct jamming of specific enemy radar and air defense assets as well as providing additional ELINT support 3x KC-135R is tasked with providing aerial refueling 2x E-3C is tasked with providing additional AEW Emissions Control (EMCON): EMCON BRAVO All ships will restrict radiation emissions (radars are off) but can still communicate and data transfer All aircraft are EMCON DELTA – unrestricted emissions AMPHIBIOUS PLAN Plan: The amphibious plan is as follows. The engineers will land first and perform a quick sweep of the beach for mines and obstacles. Imagery shows that the beach should be clear and free of mines and obstacles, so the sweep should be quick. A and B Companies along with the scout sniper and recon platoon and battalion headquarters element will land when cleared to by the engineers. The engineers will make breaches large enough for AAV’s to pass through at breach points Elmer and Fudd. A Company will proceed through breach point Elmer onto MSR Wiley to MSR Market. At the intersection of MSR Market and Wiley, blocking position Bugs will be established. Then the company will continue down MSR Liberty to the US consulate. Similarly, B Company will proceed through breach point Fudd onto MSR Coyote to MSR Market. At the intersection of MSR Market and Maple, blocking position Bunny will be established. Then the company will continue down MSR Maple to the Canadian consulate. Upon reaching the consulates, the Marines will secure the compounds and establish a security perimeter. Scout snipers will establish overwatch points on the roofs of the consulates. The Marines will first evacuate consulate personnel to the AAVs, then secure/destroy any sensitive materials on site. Once the consulates are secured and policed, each company will withdraw to their respective blocking positions, recover the Marines manning those positions, and then withdraw to the beach. From there everyone will amphibiously embark and return to the ships of Task Force Wasp. Taskings: A Company: Establish blocking position Elmer on MSR Market, move to and secure US consulate via MSR Liberty B Company: Establish blocking position Fudd on MSR Market, move to and secure Canadian consulate via MSR Maple Engineer Platoon: Provide initial beach screening and breach points at point Bugs (for A Co) and Bunny (for B Co) to allow immediate road access to MSR Scout Sniper Platoon: Will provide rooftop security at both consulates once they have been secured Recon Platoon: Reinforce blocking positions C Company: QRF Landing Plan: A MEU comes with 12 AAV-7s organic to the formation. Due to the size of the Marine Landing Party and the lack of use of other amphibious landing craft, there are not enough AAVs to land the entire landing party at the same time. The landing party will infil and exfil in waves, designated below: Infil: 1. Engineers, Scout Snipers, Recon platoon 2. A Company, Battalion Headquarters 3. B Company Exfil: 1. Engineers, Scout Snipers, Recon platoon, all consulate personnel and casualties not already evacuated 2. A Company 3. B Company, Battalion Headquarters Supporting Fires: Once ashore, and as long as the airspace remains clear, the Marines will have overwhelming air support. Both the USS Wasp and USS Enterprise will have on call CAS dedicated to supporting the Marines. Wasp: 4x AH-1W Super Cobra’s 6x AV-8B Harrier’s Enterprise: 12x F/A-18C Hornet’s VMFA-251 (Marine aviation) Due to the restrictions on unguided weapons use inside city limits, the Marines will not have access to mortars or naval gunfire support. However, the Cobra’s will still be allowed to engage positively identified enemy targets with unguided rockets.
  25. 13 points

    R2V "Aris´ed" Shermans

    Here´s a quick-fix mod set for the R2V Shermans. @DougPhresh made a request for Sherman mods for R2V the other day. I replied that I dont really have the time to make mods from scratch. Luckily, I discovered that I had an old set of Sherman Photoshop files that Aris´ once sent me. This was only the files for his CMBN Sherman IC mod, so most of the mods in this set are based on these. I have simply taken each bmp for the hulls and turrets of every Sherman in R2V - and placed the dirt, mud and grime from Aris´ Sherman IC on top of them. So most of the mods have the excact same layer of dirt on top of them. Luckily, it doesn' t really loook like that, because the base bmp´s are relatively different. In some cases, the bmp´s were so different from the Sherman IC´s layout that I couldn´t use the method described above. In that case I have taken files from other CM games and renamed them to fit. Or done a bit of modding myself. In short: This is not a set of mods made from scratch - but a quick-fix that will allow you to use "Aris´ed" R2V Shermans. Sherman grogs might find errors in camo schemes and such, but as far as I am concerned, they are as good as they get. I am sharing the mods via this Dropbox link - until they are available on Cmmods IV.
  26. 13 points

    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
  27. 13 points
    CMBN 4.0 Patch Has New QB Maps. They are easily identified by "2019" in the Map name. I took a good run at the bocage maps and personally enjoyed the game play with them. There are a few maps devoted to the Rhone Valley of Southern France. So river crossing and Hills.
  28. 13 points
    George MC

    RT Unofficial Screenshot Thread

    An example of friction during combat... This outside RAKOW. So backstory - so far my attack has pretty much rolled forward much as it did on the 11th August 1944. My advancing armour has come under fire from hidden AT guns. I've lost a few PzIVs to this fire but I've been IDing the hidden PAK. Two main nests have caught my attention and as yet there appears to be a hidden nest which is slowly exacting a toll on any panzer daft enough to let me order it forward. There was wee scrap on Hill 251 to clear off some pesky Russkies so I could establish a FO OP. This meant I could now bring my arty to bear but as I'd poor spots on the enemy PAK i thought I'd go for smoke so I could make a dash across the bridge and into town. So... PzIVs (part of one zug in overwatch) Smoke starting to fall from my arty. My arty spotter OP on Hill 251- you can see the smoke starting to shroud the approach across the south bridge into RAKOW (ignore the burning PzIv on the distant far left. The end of a tentative Plan A...). We're off! And the first panzer makes it across. Into RAKOW. The rest of the zug follow close behind. No shots, save some grenades and rifle fire from defending Soviet infantry but the tanks are buttoned and moving at speed. At this point my recce light SPW are now moving fast right behind, currently unbuttoned but they will be ordered now to button up. At range and unbuttoned they are using area fire at some houses on their left flank. Smoke and dust shroud the right flank. But... as I commit to charging across I start to notice some gaps appearing in my smoke screen. Not large gaps but crucially around the bridge... Then the smoke dramatically clears around the bridge. The lead SPW is hit at close range by what looks like a 45mm Pak firing from their right flank concealed amongst some hedges/bushes. It rolls on and comes to a rest. all the crew killed. Following behind at a 15s interval speeds the following SPW, who is also hit coming onto the bridge. This is when i realise there must be two as no way could a gun reload that fast... The third SPW crashes into the second, stalls and not long after is hit again killing all on board. Luckily the turn ends and I manage to stop the rest in the cover of some buildings a few hundred meters up the road. So now I have a platoon of PzIVs running about in RAKOW with no close infantry support. What could possibly go wrong... My timing to move units into concealed positions to enable them to make a dash in took time. Meanwhile, I'd to lay a long enough smoke screen to cover the approach and protect from long range fire from multiple PAK nests. I had thought my overwatch had suppressed the enemy defenders, but these light PAK were keyholed and out of LOS/LOF of my overwatching panzers. Co-ordinating all those took a bit of time which meant my SPW were making their dash just as the smoke screen was starting to fade at key places. So poor combat recce and coordination on my part led to eighteen pixel grenadiers and their rides being taken out. Tough gig being a panzergrenadier in my command...
  29. 13 points
    I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”. It is in Beta testing now and is intended as player vs AI. Below is part of the Designer Notes that gives an overview. Followed by a few screen shots. This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment. It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements. A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol. Separatists scouting for vulnerable infrastructure to attack. Separatist mod created by @pquumm. Street fight in the town of Belz.
  30. 13 points

    Update on Engine 4 patches

    Another view is to flip this around and ask why wouldn't they have been working on the patch this whole time? It's been 2 years and 3 months now since they broke some pretty fundamental parts of their own game -- broken to the point that many people can barely enjoy the typical stock scenario. And not just one title broken, but all of them. When the issues with v4 were first brought to light, I would have never believed that it'd still be almost literally years before we saw them fixed. Perhaps Battlefront needs to start actually paying more testers and content creators, in order to get things moving along, instead of relying on the generosity of so many volunteers? I've defended Battlefront and heaped praise on the game many times over the past 4 to 5 years, but at some point a customer's patience and good will just gets used up. "Niche market" is no excuse for a fix to the underlying game engine to have taken this long.
  31. 13 points

    Update on Engine 4 patches

    Beware the IEDs of March....
  32. 13 points

    QB map pdfs

    These are pdf's with large, labeled pictures for every QB map, covering CMFB, CMFI, and CMRT. I always get frustrated trying to remember which QB map is which, and having to load up the scenario editor just to find one gets really, really old. So I created these. I'll eventually put these on CMMODS. As soon as I finish the CMBN one, which is a significantly bigger task, and has had to take a back seat to a different project I'm now invested in. So I decided to just post these here, now. Can someone please let me know if these links work for plain ol' public download / access? If not, I'll repost proper links in a new thread. Dropbox recently got rid of its "Public Folder" feature, and the new way to accomplish almost the same thing is not very intuitive.... Here ya go: https://www.dropbox.com/s/jffokwaq2w017bj/CMFB - All QB Maps.pdf?dl=0 https://www.dropbox.com/s/3l4xpbdhps0mgq6/CMRT - All QB Maps.pdf?dl=0 https://www.dropbox.com/s/4rh9ya8wbe3tldr/CMFI - Alol QB Maps - lower quality.pdf?dl=0 https://www.dropbox.com/s/p9vhj33u708h0f9/CMFI - All QB Maps.pdf?dl=0 *NOTE: the "lower quality" CMFI pdf is actually the same quality as CMFB's and CMRT's -- plenty good enough. The higher quality CMFI pdf was my first, though, and features lossless images... which is great, except that the file size is almost 300MB.
  33. 13 points
    That's kind of the direction I took it too. If you looked at my old Company at a few weeks into a gunnery/training exercise, we'd only be slightly better shaved (because the US Army is still pretty serious about that, although tanker mustaches wouldn't be uncommon), a lot of our gear would look pretty trashed (well worn, but also knocked around/we'd wear our most torn up stuff to the field). Simply a lot of dirt, lowered hygiene, some unbuttoned pouches doesn't make for a non-functional unit. The German solider has a highly inflated opinion of his own capabilities from my experience, but it's in the way they're within the realm of being "very capable" just they look around the room and believe themselves to be a few dozen steps above their peers because Deutsche! * but I'd still put good money on them in a fight if it came down to it. *Take his all with a grain of salt, but working with other countries: French: The most frustrating mix of very component and very relaxed you will encounter. Like I imagine a French pilot in a crashing plane would do everything reasonable to keep it from crashing, once that had happened mutter "merde" to themselves, shrug and have a smoke waiting for the plane to explode while the American would die trying to fashion a new engine from the gum wrappers in his pocket and some duct tape up to the point of impact. British: They're very tired. Like they're professional but they're really quite sick of whatever nonsense you colonials/continentals are rousted up about. It doesn't matter if the field itself was invented last week, somehow they'll act as if Wellington himself had an Electronic Warfare Company at Waterloo, and the British have been doing it forever. In the event they are incorrect this will rarely be acknowledged. Whatever kit you have is also entirely too much for the job. You have two radio nets available in your tanks? We get by with one. You have only one radio? Our tanks are connected by no 4 wire and a Lance Corporal or something. Poles: Less exposure, but they seem constantly a little amused. Americans have tanks? Who knew? These computers you have, they turn on when you want them on? Magic! Your food, has it caused anyone to explode. No, I don't mean in the bathrooms I mean literally, do not ask. Fascinating! May I have? You're never sure if they're taking the piss or actually impressed. Generally good dudes though, if absolute murder to get their names right. German: Thinks they're the legacy of the Prussian military machine that made Europe quake, is the legacy of social welfare state that has money for post kindergarten's omni-sex bathroom and masseuse for teachers, not for fuel for tanks. Japanese: Everyone is in total agreement with this plan we made two weeks ago for the operation we are committing to in two hours. The movements of the enemy are inconsequential to this fact, we are all in agreement, this is where we are going to go because we are in agreement (this is where I had to add in one caveat. The Japanese are aware of this, and getting a lot better at working on the fly, it's just when they're not a "good" unit they default a lot to "this is the plan we follow because it's the plan we agreed on" vs "this best meets the intention") Russian: I'm a spy. You know I'm a spy, I know I'm a spy, I'm going to pretend to be sneaky about this because we are playing a game about it, but we all know why I'm here. Yep, I just took out my camera and took some shots. Oh bother the Chinese guy is in the way again. Chinese: YOU STUPID AMERICANS DO NOT KNOW I AM SPY. I AM CLEARLY NOT AN INTELLIGENCE AGENT I AM JUST A CHINESE PERSON MYSTERIOUSLY APPEARING IN A PLACE WITH NO CHINESE PEOPLE. I AM SNEAKILY TAKING A MILLION PICTURES OF EVERYTHING YOU HAVE BECAUSE YOU ARE NOT PAYING ATTENTION TO ME. I AM SO SNEAKY. I AM THE ONLY PERSON IN THIS ****TY AFRICAN VILLAGE IN PERFECTLY CLEAN KHAKIS, MY SHOES ARE NOT DUSTY, AND HAVE THREE THOUSAND DIFFERENT SENSORS HANGING OUT OF MY BACKPACK BUT YOU ARE TOO STUPID TO SEE ME BECAUSE I AM A SPY. HAHA DUMB AMERICANS WHY ARE THEY ALL LOOKING AT ME SO MUCH? Thai: WE ARE ALL GENERALS PLEASE DIRECT US TO THE ONE PRIVATE IN THE THAI ARMY SO HE CAN CARRY OUR BAGS. Korean: It's a lot of solid, squared away soldiers with a generous helping of weird people hiding out in weird corners (the ROKA captain showing up with a Gucci tote and an umbrella to a field exercise was a major wtf) and a dose of semi-subversive conscripts ("Hai, Mr American Captain Man, please allow me to tell you how terrible my chain of Command is and are you in needing of a KATUSA by chance?") Americans: WE ARE HERE TO HELP BY IGNORING WHATEVER WISDOM YOU MAY HAVE AND ATTEMPTING TO AMERICAN OUR WAY OUT OF ALL PROBLEMS WITH MASSIVE AMOUNTS OF MONEY, EXPLOSIVES, OR BOTH WHICH WE WILL FLAGRANTLY LORD OVER YOU WITHOUT REALIZING IT ON ALL OCCASIONS.
  34. 13 points

    [Released] Night Vision Mode

    Here's a modification of the movie mode shader that gives it a night vision effect for those night scenarios. It's designed to be used in conjunction with the artificial brightness mode (Alt+B), so to use it all you have to do is hit Alt+B and Alt+M. Here's a link to download it right now, and I'll also upload it to the repository. DOWNLOAD A couple screenshots: Thanks to SLIM for the idea and BarbaricCo for making it known it was possible to mod the shader.
  35. 13 points

    The patch?

    The whole communiction from the side of BF is a joke. People can defend it as much as they like, but their PR is not only very bad, it is almost non-existent. I don't buy nonsense like 'they must concentrate on their work', 'new information will only bring discussion and questions' and 'you can tell them how to do things once you have your own company'. Reading this forum IS like being stuck in a time-loop and the lack of information IS causing speculation. Utter arrogance. Technically not allowed to say that....
  36. 13 points

    just to say: MERCI

    Hello it will be a year now that I discovered CMBN and this forum and is time to intervene to say thank you I'm not the only one to do it but the repetition is good Since my childhood I have a dream, a desire, to see with my eyes this battle that has rocked my childhood, imagining to travel the battlefield like a drone. I was born in Falaise in 1970 and my family suffered the battle : 4 killed, the house bombed, the exodus on the road, the strafing of the bomber fighters, the artillery, the fighting but also after the battle, the destroyed houses, the burning vehicles and corpses littering the battlefield were all family meal conversations. Here in Normandie this was an important trauma. It always impressed and interested me, in a word: fascinated. I constantly asked for clarification and to question civilians or soldiers who had experienced these events. All the film reports on the subject, I watched them. I think I have seen ¾ images known from the battle. I never stopped walking the battlefield, collecting vestiges and remaining some hours to imagine the events. I used every means to immerse myself in this battle and the battles of the second world war in general. Movies, books and even games Squad leader then Close Combat that I practiced a long time. But although this battle has become my daily life because I have made it my job (I am a guide of museum and even considered as an expert of fighting led by the Poles during the Battle of Falaise pocket), the time passing my imagination has declined. and little by little the image of these fights in my mind was becoming more and more abstract. I ended up consoling myself by telling myself that if I go to paradise there I will can achieve this wish i was not counting on CMBN What a shock and even if it remains a game, my imagination work and as in my childhood events come to life in my head. After a year of practice my enthusiasm is not blunted my dream is somehow realized. So for that: thanks for this formidable game thanks to the moder who improves even more are aspect, thank you to persons who animates this forum thanks to the battle designers (for the anecdote I live on a map of the game !) I'm begining to smoke again and to say some nastiness on my neighbors, paradise has lost its appeal !!!
  37. 12 points
    I've got permission from BFCElvis to post about something a little to the side of this content. Fixing the Hedgerow Bug It's perhaps most prevalent in CMBN given the abundance of hedgerow maps/scenarios but applies across all titles for infantry behind hard cover. You may have noticed my Green troops in this battle have not been running away or into the streets towards the enemy during these firefights with the Soviet infantry. This whole DAR has been using a version of the F&R beta that includes some tweaks to the TacAI to address infantry bolting from cover when coming under small arms fire. Infantry that come under small arms fire are more likely to seek cover and 'cower' rather than displace, even when pinned/rattled. Infantry are more likely to bolt when under attack from high explosives... (which let's face it makes sense. ) The changes I've noticed: - It becomes very hard to dislodge infantry already set up in a building or behind a wall. Even when you lose LOS/LOF there's a good chance your opponent is still there. (I've joked it's going to take naval shells to dislodge Veteran troops). - Getting the jump on the enemy while they are moving / before they are set up and ready to seek cover still causes morale to collapse very quickly. Case in point: like when most of my Pioneer platoon evaporated under SMG fire within 30 seconds. - Infantry taking persistent casualties will still suffer morale damage over the long term. Like my Volkssturm surrendering after a solid five minutes of constant rifle fire back and forth. - Expect longer drawn out firefights in urban and hedgerow maps. That also means watching those ammo counters more closely. - High explosive and flame options just became a lot more valuable in urban combat. Close quarter AVRE or M12 GMC anyone? Still being tested and subject to change but there are positive signs among the beta testers so far. All for now.
  38. 12 points

    Kharkov Map Sneak Peak

    Lots more work to do on this, but... Sneak Peek:
  39. 12 points
    The screenshots in the original C2 and Information Sharing topic were destroyed by Photobucket. As a result a REDUX C2 and Information Sharing topic was created with new screenshots. Some mods that will show up most often in the screenshots are, user interface (UI) and floating icons: Floating Icons – Cat Tactical Icons CMFI User Interface – Juju’s TweakedUI CMFI V5 Some interesting topics have been started about how information moves through the C2 chain both vertically (up & down the chain of command) and horizontally (directly from one team to another team). As a result I did some experimenting with C2 & information sharing. Below are the results with screenshots from the experiment. If anyone can offer a correction or additional information please do. Additional useful information and supplemental C2 rules: 4.0 Engine Manual page 66 Command & Control. @Bil Hardenberger Command Friction 2.0 - http://community.battlefront.com/topic/125172-command-friction-20/ @Peregrine Command Layers - http://community.battlefront.com/topic/110861-command-layer-in-ai-battles/ The distance information can be shared vertically (chain of command). Voice C2: Up to six action spots, approximately 48 meters. If either unit is on Hide then the distance is reduced to approximately 16 meters. Close Visual C2: Up to 12 action spots, approximately 96 meters. This is also the maximum distance a higher HQ can fill in for a lower HQ. Example: Company or battalion HQ fills in for a platoon HQ and provides C2 to the platoon's fire teams. Distant Visual C2: As far as the unit’s line of sight. (In the experiment I had units in distant visual C2 at 40 action spots, approximately 480 meters before I stopped.) Radio C2: Entire map. In the WWII titles, CMSF & CMA - C2 via backpack radio is lost during foot movement. C2 is maintained during foot movement in CMBS. The distance information can be shared horizontally (directly between teams). Up to four action spots, approximately 32 meters. (Sometimes a team had to move to within 3 action spots) Can information be shared horizontally between teams from different battalions? Yes Can information be shared between two different HQs that do not have a common higher HQ? Vertically: No (With no common higher HQ there is no bridge for the information to pass over) Horizontally: Yes The experiment was conducted on skill level Iron in CMFI v2.0 Engine 4. I used two different US battalions on a custom made map for the experiment. The 4th US Tank Battalion on the west (left) side of the map and the 1st US Infantry Battalion on the east (right) side. A high ridgeline divided the two battalions. HQ units are blocked from C2 Voice, Close Visual and Distant Visual with other HQ units. At the beginning of the experiment no units of the 4thBattalion were in C2 with units of the 1st Battalion. An immobilized German Tiger and a destroyed Tiger were used as the OpFor unit to be spotted and reported. The Area of Operations (A/O) for the experiment. Note the highlighted scout team with no C2.
  40. 12 points

    Free eBooks from Osprey

    Since a lot of people have more reading time than usual right now, Osprey is giving away 5 free eBooks a week for the next 4 weeks. Take a look here
  41. 12 points

    RT Unofficial Screenshot Thread

    The tank riding, no prisoner taking, one eyed, Forward Observer.
  42. 12 points
  43. 12 points

    Fire and Rubble

    Bolshie lover? uhhhhh, the wehrmacht et al killed around 25M folks in soviet russia. Russia did not attack germany. So yes let's 'honor' them?? for a war of murder and extermination?? Hitler's plan was for the enslavement, banishment or murder of 160M people. So yes, the russian invasion was certainly a most 'honorable' endeavor. As long as we all agree that those 160M weren't actually people, but some sort of subhuman eastern hordes like all those twisted german memoirs always say (I've read piles of them). The last stand of the wehrmacht was utter madness, not something honorable. It was the reckoning of their murderous actions. Having said that, I am really looking forward to fighting on the Oder and in Hungary. As either side. Yes, well, I have to reconcile that somehow..... And having said that, I am currently fighting through Blunting the Spear as wehrmacht, so where do I really go with this......
  44. 12 points

    Sahrani Liberation Army (SLA)

    Sahrani Liberation Army by IICptMillerII The Sahrani Liberation Army (SLA) is the army of the fictional country of the Democratic Republic of Sahrani from the videogame Arma: Armed Assault made by Bohemia Interactive. I decided to make this reskin because I've always liked the "generic OpFor" look of the SLA. The "lore friendly" loadout of the SLA is mechanized infantry in BMP-2s (Syrian Republican Guard formation) along with T-72M1s. However, all T-72 variants and the BMP-1 have been retextured as well to allow for flexibility when using the SLA. This modpack will replace the following stock Syrian assets: Regular and Reserve infantry BMP-1 BMP-2 BRDM T-72 (all variants) Shilka Special Forces (NOT Syrian airborne) Voices: In Arma, the SLA have hispanic heritage, thus speak Spanish. However, I have given them Russian voices and names as these assets are readily available from Combat Mission Red Thunder and Combat Mission Black Sea. Going through the process of creating a whole new set of voices in Spanish would have taken me too long and been far too labor intensive. Infantry: Both Regular and Reserve Syrian infantry have been retextured to look like SLA soldiers. Regular infantry have their rifles model swapped to use the AK-74. This is purely a cosmetic change, as the game still simulates them firing the 7.62mm round of the AKM. Additionally, the stock helmet texture has been remade by SaintFuller to model the Soviet SSh-68 helmet. The textures for the helmet were made by SaintFuller and tweaked by myself. All other infantry textures were made by myself. Vehicles: Included are reskinned BMP-1s, BMP-2s, T-72s, BRDMs, and the Shilka. All textured by myself. Especas: These are the Special Forces of the SLA. They are equipped primarily with AKS-74Us and wear green berets into combat instead of a combat helmet. The stock Syrian Special Forces are used to represent the Especas. The AK-74Ms and helmets have been model swapped for the AKS-74Us and berets. The beret is from Combat Mission Battle for Normandy with the retexturing done by myself. The AKS-74U model is from Shock Force 2. All other Special Forces textures were made by myself. Known Bugs: Sometimes, swapped model textures will "flicker" when viewed from a distance or from up close. To my knowledge there is no way to fix this. However, it is mostly unnoticable. Credits: Battlefront.com for making Combat Mission and most of the base textures and models Bohemia Interactive for making Arma: Armed Assault and the SLA IICptMillerII for making most of the textures and model swaps SaintFuller for making the SSh-68 helmet model and base textures Usage: You are free to use this mod how you like. If you use any assets from this to make your own mod, just be sure to give credit where it is due. Download Link: http://cmmodsiii.greenasjade.net/?p=8070
  45. 12 points
    For anyone interested, I just uploaded a blog post on Using Listening Halts. This is a subject I have discussed many times before in my AARs, but have never really written at length about it. Hope its useful. Bil
  46. 12 points

    Update on Engine 4 patches

    I am a stalwart supporter of BFC, been playing the games for longer than I can remember. I made a modest contribution to the development of CMFI some years ago. Yes, waiting for the patch has been unusually testing, but this game system has so many facets that even though I played less I still had a lot of fun making maps and designing scenarios, not to mention fun testing them. These guys are a small team of extremely dedicated enthusiasts. They give 100%. I still haven't found anything remotely approaching their product for the kind of game play I appreciate. I have total confidence in their judgment and integrity. And I don't begrudge them for one minute the long gestation of this patch, or the confusion over exactly when it will be released. Thank you Steve, thank you Charles, thank you everyone else who put their time and effort in bringing these games to us. I've gone through a rough patch that has lasted nearly ten years so far. If and when I get back on my feet, I will be glad to lend a hand again. I hope it will be soon (can't give a precise date though... sorry, I couldn't resist that :-) ). In the mean time, I don't mind saying that playing your games has often been the only source of fun and relaxation for me, and a good way to avoid going mad during the long spells when real life got held up in limbo.
  47. 12 points

    CMSF2 - UK-Germany Beta AAR

    At the end of the turn, the Puddlers have almost reached the stream/irrigation ditch/canal. Not a lot else happened in this part of the map, so here's a close up of the "Something New" - knowing little about the various equipment ( like amphibious capabilities), it took me a long time in the editor to conclude that this is a BMP-2. If it's not ... be kind Uncons A encounter the first enemy when they occupy a building. They see and target some desperate looking men charging across the open ground. Sadly, although they cause one casualty, their aim is atrocious and that's all they achieve ( you'd think that they'd do better at that range ). They are then taken under fire by a group that made it into a ditch and another lot in the opposite building. They take a casualty themselves and end the turn cowering. This area is going to be a tough fight and it's too far away for almost any support. All I can say to Uncons A is, "Be Pure ! Be Vigilant ! Behave !" ( if anyone gets that quote, I will be utterly gobsmacked - and probably only long-term UK residents have a chance ).
  48. 12 points
    MINUTE 4 Team 2’s AT team finished setting up its AT-7, aimed at the Scimitar near the ruined farm and let fly… the missile just skimmed the turret but hit the ground well beyond… …immediately the accompanying Fennek spotted the team and fired a few volleys of grenades at this team. None hit, but the grenades were churning up the ground as they moved closer and closer toward the end of the turn. The AT team fired a second missile that is still in the air at the end of the first turn. I will be pulling them out of the line next turn... hopefully they get out okay… if not, that’s okay too as long as he loses the Scimitar. I’m on the edge of my seat… Neither of my vehicles in this team got a spot this turn... I will be pulling the BMP out of the line next turn in order to re-mount one of the scout teams as noted last turn. The LAV-AT will stay where it is for now, I expect Baneman will move a vehicle or two next turn near the ruined farm, and that might help the LAV-AT spot one or both of them. Team 1’s BMP did pull off the line this turn, and will now wait for the Recon Platoon leader team to remount next turn. The Fennek at Farm 2 dismounted this turn and entered the buildings. It does not look like he wants to push beyond the farm at this point... he is happy to sit in place and provide support fire with the Scimitar towards my UNCONs near the Monastery. Two of the four LAVs in my reaction force will be moving forward into keyhole positions next turn, hoping to get a spot or two on a Scimitar or Fennek. This movement is in preparation for my Advance Guard which is just one minute out. The dismounts from this platoon are starting to move out on a route reconnaissance toward OBJ GARNET. The other two LAVs are being held back in reserve. In DUMAYR, Baneman is pushing his irregulars hard toward mine and it continues to cost him. My teams are going to get critical on ammo very soon though, so he might be able to get an advantage. I am switching my teams in this area to control their own fire. I should have noticed the small amount of ammo they carried from the start. I’ll try to provide them some support by fire from my positions near KT2, but to be honest, the action in DUMAYR is a side-show right now and I am not intent on pushing forward at all there. My final Technical did extricate itself, so that will help some and it is moving to the sound of guns in DUMAYR-North. PIR: Will the enemy militia/fighters attempt to seize DUMAYR? His assault is picking up steam, but it has cost him a lot of casualties to this point. I estimate he has lost 9 or 10 fighters (maybe one or two more) to 3 of my own. PIR: Where are the enemy Technicals? I finally get some contacts on his technicals, they are presently located near the built up area at the western most bridge.
  49. 12 points

    Thanks Steve :)

    Hello names Hector. i live in Puerto Rico and you may know what hurricane Maria did to our beautiful island. We have no power only 3 hours a day, and as a CM fan had really missed playing. I had a little problem with the game installation since they were downloaded (i had the cds also) and tried to contact battlefront but was hard with no internet so I managed to get on for a bit and found a phone number and called Steve whom I really dont know who he is but he answered. I want to say Thanks for the conversation we had. He offered to help and eventhough I got everything working offline after, it was refreshing to hear he was available to help. I really appreciate his gesture and will continue to support Battlefront knowing that behind this company are great and caring people. Again Thanks Steve . Hector
  50. 12 points
    Michael Emrys


    Mark Twain once wrote his paper to inform them: "The rumors of my demise have been greatly exaggerated." To those who have expressed concern for my health and well-being, my thanks and I will reply to you individually as soon as I can get my e-mail program to send as well as receive. For all of you who may be interested, I will write a more detailed report as soon as I can and post it in the GF, which is I think a more appropriate forum for such discussions. But not to keep you in too much suspense, I will say here that on the 26th. of March I was struck by a pickup truck which resulted in 11 broken ribs and a broken clavicle (no, that is not a baroque musical instrument). Since then I have spent five days in hospital and about two and a half months in a nursing facility and only arrived home today. I am in pretty good shape due to some good rehab work by some dedicated people. More later. Michael
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