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Showing content with the highest reputation since 08/18/2019 in all areas

  1. 4 points
    @Liveload I fully appreciate that the Syrians are defending their country, and Brit flippancy doesn't always travel. As I said, I just took "Typical" for everything and upgraded a couple of sniper teams, 1 Observer team, and the sole 120 mm mortar (to Veteran - they seem to be significantly more accurate than the 82mms). So everyone is green or conscript. Howver, while some of the Syrian army is highly effective: the Tiger Forces and the 4th Division, I stand by my observations about a good deal of the Syrian Army. Not out of prejudice - it is a conscript army and very different to highly professional NATO forces. Look at the photos - most of them have no body armour, not even a steel helmet. I wouldn't go into battle like that, let alone without kevlar+ceramic plates, eye protection (I met a Brit ex-Squaddie a couple of months ago who caught an IED in Afghanistan - he showed me a pic: his face was a mess but the protective eyewear saved his sight, you could see where he was wearing it cos it was fine and the rest was all bloody - it ws like a white eyemask amid red). The Syrian army has taken horrendous casualties and probably "All the best men are dead" type of thing. How motivated would anyone here be to fight without decent protection? So I think BF are very realistic in simulating what we would call "poor quality troops" and they would call "staying alive to come home" people. I have also read several accounts of westerners fighting with the Kurdish forces in Syria, and while the Kurds are clearly very heavily motivated they still have discipline problems, unprofessionalism/individualism and of course a lack of every sort of support and logistics which NATO (and I assume the Russians) take for granted.
  2. 4 points
    Personally, the development communication and release dates are of no concern to me. A software company has a product and sells it. It does not sell what it does not yet have (except some pre-order exceptions). Whenever I am contemplating things that have not yet been released, it just means that I am probably bored. Which is fine in itself, as long as it doesn't get me annoyed. That is then my problem, not the software company's problem. It was only the initial state of the v4 upgrades that I was not happy about. I have mixed feelings about that time between v4.00 and v4.02.
  3. 3 points
    MARINES At 1011 hours local time (0911 zulu) Task Force Wasp arrives off the coast of Al Mout and begins preparing for disembarkation. To support the Marines, a large number of aircraft from both the Wasp and Enterprise are launched and settle into their on call air stations. By 1022 local, all aircraft are at their stations and the Marines are ready to disembark. Regime forces have not been able to detect my ships, until now. Task Force Wasp is within visual range of the city, and both the U-2 and Global Hawk UAV are showing a lot of increased military activity in the city. The good news is it appears the Regime has been taken by surprise. Most of their armed forces in the city appear to be trying to secure and triage targets stuck by the Tomahawk strikes or are centered around the Canadian consulate. There do not appear to be many Regime forces near the US consulate, though that is likely to change quickly. Having the city under complete surveillance like this gives me a definite advantage. As Marine AAVs begin to hit the water, air controllers aboard the Wasp coordinate with the U-2 and Global Hawk feeds to begin directing airstrikes in the city. The Marines are entering Al Mout with a bang. At 1025 local time, the first wave of Marines hit the water. Four AAVs carry the reconnaissance platoon, scout sniper platoon, and the engineer platoon. In the distance smoke columns can be seen rising into the sky, marking the locations of the Tomahawk strike targets. Flying overhead are a pair of Super Cobra’s. They are initially tasked with scanning the beach for any hostile presence and engaging it if it exists. For now however it appears that the beach is completely undefended. That could quickly change. It is only a matter of time until someone in the city realizes there are amphibious vehicles on their way to shore. It will take roughly 5 minutes for the AAVs to make a one-way trip. That means that the first wave of Marines, a relatively small group, will be alone for at least 10 minutes. This initial landing will be one of the most vulnerable instances the Marines will have to face. They are not completely helpless though. In addition to the two Super Cobra’s, much of the city is under active surveillance. If Regime forces make a move for the beachhead they will be quickly spotted, and orbiting CAS aircraft can be vectored in to interdict them. The Cobra’s spot and engage a few enemy vehicles on MSR Market just inland from the beachhead as the Marines approach. If the Regime didn’t know we were coming, they do now. As if to confirm it, a flurry of activity is seen. Armed personnel are seen pouring out of a large building complex in multiple directions. This situation quickly becomes a serious problem. Based on what is being observed, it appears that the building complex is some kind of assembly area for a large contingent of dismounted Regime infantry. This building complex sits at the intersection of MSR Wiley and Market and is directly next to blocking position Bugs. A Company’s blocking position and route of advance into the city to the US consulate appears to have an enemy assembly area smack in the middle of it. Before Marines have even put boots down on hostile soil, the fog of war rears its ugly head. Intelligence failed to identify this concentration of enemy forces at a critical spot. The solution is simple, an old but true tactical maxim. Most any problem can be solved with the proper application of firepower. And firepower is something the Marines have in spades. Two Hornets loaded with 2000lb JDAMs are ordered to strike the building complex. The first JDAM misses its target by about 8 meters, slamming into the dirt road next to the complex. The second JDAM is dead on target. While this goes a long way to mitigating this potentially serious issue, it does not solve it outright. The remains of the complex will have to be swept by elements of A Company in addition to establishing blocking position Bugs. This will add a time delay to the plan, prolonging the time both the Marines and consulate personnel are exposed to danger, increasing the chance of taking casualties.
  4. 3 points

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

    My additional wishes (beside those that have already been mentioned) for CMx3 would be : - the trenches and fox holes should be like in Shock Force 1 >>> IN the ground and hard to spot from far away - better sandbag barriers for AT guns and more sandbag variations - tanks should be able to roll over infantry, cars, AT guns and even break through some house walls - better explosions, smoke, fire and burning >>> hey come on, it's a WARGAME! 😎 A wargame is not only about strategy and tactics - people also love to play these because of the chaos and destruction - completely destructible environment (like it is possible in "Men of War") - overhaul of the dead bodies and death animations >>> at present there seems to be a MASSIVE overappearance of the "Egyptian Body" and there is only one "dead resp. dying" that looks really good IMHO: It is the one who falls on his back and his arm additionally falls to the side - medics and ambulances - motorcycles and motorcycles with sidecar - better sounds for motors, engines, guns, grenades, explosions etc. >>> and how could BF add the muffled/incompehensible voice files from CMx1? - chain tracks and tire tracks in the ground (where it appears in reality) and footprints in the snow - more mild colours resp. less intense red during the unit setup/deployment mode. This intense red makes people blind. - an option for to set WIND CONDITIONS - a camo net to hide AT guns and Flaks - slower turning tank turrets and no twitching - tanks should be operated by the crews instead of acting like self-operating/automatic "Terminator2 machines" - more realistic movement of "hunting" soldiers and the soldiers in general It is only a wishlist but dreaming will probably still be allowed.
  5. 3 points
    By default, all rifle grenadiers carry two weapon models... the primary weapon with a dud GL & a GL with a dud primary weapon. You don't notice the switch normally because both weapons models are visually identical. I just changed the GL model to the imported M79 & then the primary small arm to our M16's... since yesterday I've changed the GP-30 sound too. Job done. @Aquila-CM had figured out that this could be done when he saw the weapons models too.
  6. 2 points

    Bug Report - Seeking Cover Bug

    Weird. I don't think anyone has noticed this before.
  7. 2 points
    Assassin 1 moves off as the shelling of Al Rafai continues.
  8. 2 points
    Hezbollah came to rule in Lebanon through a solid win in democratic parliamentary elections though it looks like I'm arguing with "Stars and Stripes" editorial
  9. 2 points
    I invoked my powers of awesomeness. Happy to discuss via PM mate.
  10. 2 points

    Tal Malah

    Hi All, Sorry about the radio silence. We have been busy working on our next phase of the project, which is a campaign covering the Spring/Summer offensive of 2019 from early May thru current. Right now we are testing new scenario concepts and creating maps. All of your favorite characters will be making a return. Abu Bob, Abu Steve, Abu Allmani, the GoPro Units...and a few new ones that you'll hopefully enjoy even more. I know you're asking, "but how are they making a return if I killed them in the last scenario?!?!". Ask yourself how many times a terrorist has been declared dead only to turn up at a later date alive and well...🤣 We'll post some screens as we get closer to completion.
  11. 2 points
    Might want to check out some Syrian civil war scenarios being worked on, they are really interesting to play.
  12. 2 points
    The graph for the campaign is a bit hard to read but 15, 16, 17 and 18 seem to come on very different paths. http://www.combatmission.lesliesoftware.com/FinalBlitzkrieg/Campaigns/Kampfgruppe Peiper.html
  13. 2 points
    General Liederkranz

    Weapons Plt Leader

    In CMBN and CMFB the weapons platoon leader does have a radio, and so does his top sergeant in the HQ support team. This may represent an improved TO&E in 1944-45 compared to the 1943 version in CMFI. The weapons platoon organization changed significantly from 1943 to 1944 so it's possible that the army agreed the old organization made it too cumbersome to use the mortars. In any case I believe the SCR-536 handheld radios were issued at the company level, so the game programming must be making some guesses about how they'd be allocated to platoons. I seem to recall that in some previous version of CMFI, maybe 3.0, the 4th platoon leader *did* have a radio, and that this changed in 4.0, but I don't know if this is deliberate and I may be remembering wrong.
  14. 1 point
    I'm looking for info about what a typical WW2 infantry battalion would be expected to achieve in typical combat, and how long it would be expected to take. If attacking, how large area would it be expected to seize, and how far would it be expected to advance? How heavy opposition would it realistically be expected to overcome? If on the defence, how wide a frontage would it be expected to hold, and against what level of attack? I understand the answer will often be "it depends", and that in the real war, the theory manual often went out the window very fast. But can anyone give some ballpark estimates? Thanks a lot.
  15. 1 point

    Clarification from demo

    Hi there! I just downloaded the demo of CMSF2, and found the camera behaviour somewhat strange; I was hoping to find out if this is how it is in the full game, or if I'm having issues? It basically moves at wildly different, unreliable speeds. Sometimes holding W will move at a fairly slow pace, other times it will speed far past where I intended to move. This is on all modes. On FPS mode, it veers (somewhat erratically) towards the mouse position without any kind of input from me (e.g. holding a mouse button). Aiming/looking around with the mouse is also at a seemingly random, variable speed, where angle changes are either incredibly slow, or far too fast. I was just hoping to find out if this is usual for the game, or if it's either a bug in the demo, or a bug on my system? I love the look of the game, but I find it really difficult to control things with these varying speeds. Any help is greatly appreciated!
  16. 1 point
    @George MC used this trick in Mission 1 of his excellent KG von Schroif campaign. Probably worth having a look at how he did it in the editor. AFAIK he released the individual missions on the Scenario Depot The downside of making all units spot objectives is that you cannot make them destroy objectives which means that you are limited to using parameters if you want victory conditions to reflect casualties.
  17. 1 point
    Hi y´all I am looking for information on any Panthers that might be located in Northwestern Germany and/or southern Denmark during the last couple of weeks of the war (app. april 20th 1945 and onwards). Which units would they belong to - and how well trained would their crews be? Does any of you incredibly knowledgeable guys have any idea where I might find this kind of info? Cheers
  18. 1 point
    Hi Bil, Thanks a lot for the link! I have recently bought CMBN and CMBS after a 15 years hiatus in the Battlefront games and discovered this week your website. I'm in the process of reading it all and I had not yet reached the section your link points to so I'm the one sorry for bothering you with that. By the way I take advantage of this opportunity to tell you (I'm not the first I know) that your website is truly fascinating. Awesome content, I learn so much! 👍 So again thank you! Nital
  19. 1 point
    Nice! Is that a stock CM:SF map, I kinda recognize it, but it's hard to tell?
  20. 1 point
    Yep. There are seven different Unit objective groups. So in theory there could be seven different spot objective VP values. Also there are other choices that can be provided to the player like a variable end time. The player can be granted an extra hour (or whatever is appropriate) but it will cost him XX VPs. And in this extra hour another friendly reinforcement group (that is a unit spot objective) will also appear. So cease fire at the optimal time of three hours or take an extra hour to get that last remaining terrain objective? Will the VPs gained from the last terrain objective (if you can take it) offset the cost of the extra hour? Should I commit more troops at the cost of them getting spotted? Decisions, decisions. I did this with the scenario Coup d'etat. Lots of ways to make a scenario interesting.
  21. 1 point
    This happens to me all the time with most of the baked in scenarios that come with the game, which is why I mostly ignore them. Instead, I create my own using the Quick Battle tools. I also find most big battles tiresome. For WW II I usually attack with a company of infantry reinforced with a platoon of tanks, or something similar, against an objective defended by a platoon or two of mostly strong infantry. What I am trying to do in that is to put myself in the position of the commander of the commander who has been given the job of capturing the objective. I would want to have confidence in his unit's ability to achieve the objective in the time allotted even if he is only an average officer. So I would try to provide him with the resources to do so. Most of the scenarios that come with the game are winnable, but they can be a real struggle requiring a commander who is both brilliant and lucky. That is not a reliable way to win a war. Michael
  22. 1 point
    I've played this game for many years and tried out many battalion sized attacks in game. I posted this question to learn more about the historical side of things. Being a civilian, and being blessed with living in the current century, I only know what I can google up on wikipedia
  23. 1 point
    Interesting question, Bulletpoint.
  24. 1 point

    Colossal Crack - with spoilers

    Myself and a buddy played this one live, turn-based tonight and man, oh man, has it played out beautifully thus far. So much action and anticipation! We played a solid 5 hours and still have about 60 minutes of game time left to play tonight. I've never seen so much Allied armor on a map before. It was jaw-dropping to see it all pointed at me! Highly recommended for human vs human play! Regards, Odd
  25. 1 point
    Looking forward to the next iteration fella.....As soon as the delta's done, I'm at your service if needed.
  26. 1 point

    Stupendous ammo dump explosion at Krasnoyarsk

    What do you mean "covered by security provisions"? Seems like we're speaking different languages. The Treaty is the ban on nuclear tests PLUS the verification mechanism to prove the signatories do no conduct banned test covertly. So yes, you're right testing nuclear rocket engine is not prohibited but the Treaty contains the verification mechanism in the form of monitoring stations to collect data to ensure this one was a rocket engine test and not a A-bomb's. Monitoring stations network surely provide information of intelligence value but that's EXACTLY why they exist. The Treaty does not ban the collection of intelligence information - on the contrary it facilitates it. Like Open Skies treaty exists to provides a legal framework to collect intelligence data not to ban it.
  27. 1 point
    So what would typical orders / objectives for a company and battalion be? Battalion: Take the village on crossroads Company: Take a bridge/farm/hill to prepare for taking the village on crossroads? Is this approximately the scope?
  28. 1 point
    Yes, you are probably right. Thus, that would need to be a mix between Battle Packs and Vehicle/Formation Packs, the former using the units of the latter.
  29. 1 point

    Online magazine posted BF's game screenshot

    This is about BFC's piss-poor constellations, sub-standard starscape & non-existent (!) planets again... isn't it Steve? You mock the astrologically inclined wargaming community at your peril... ... for shame, for shame.
  30. 1 point

    Russian army under equipped?

    Having an autoloader doesn't mean that being a tank crewman is less manual. What do you do when your tank throws a track, or something else fails and doesn't really warrant a recovery crew?
  31. 1 point

    Custom 3D Models and Mods Compilation

    Yes, I did, I've been doing some reading and watching a lot of youtube videos 😐 Right now watching videos on how to add textures. Here showing the hatch close. To close the hatch you have to use the rotate key (arrow). When you select it you will get this tool. Select either red, green, or blue which will rotate the object. Hope this help.
  32. 1 point
    seen this yet? And some info from the Vietnamese side with period footage. There are 3 parts at least.
  33. 1 point
    That was an awesome post. Thanks for the background info and the links to references. My AI knowledge is from listening to and reading podcasts of interviews with technology inventors and practitioners and interacting with the group in my company that are working on integrating some machine learning into our product line. It is very interesting to see how things are progressing from the expert systems that I started working on using Fortran back in my university days. Also, very predictable that the latest work builds upon the previous work - duh As a side note there is a clear difference in reading your well thought out charitable arguments on the subject. References certainly help solidify your posts.
  34. 1 point

    Kampfgruppe Peiper: To the Meuse! AAR

    But that's exactly what you have to do in this campaign; in the missions that are "command decisions" you have to choose not to take certain objectives even though you could, in order to signal your intents to choose one path or another. Would be better if the game had a simple player choice interface between missions, but this is what we have to work with...
  35. 1 point
    Meanwhile Hitman 2 and 3 overrun the crossroad position on their way to seizing the last canal crossing before Al Rafai. Oh wait, there goes Sgt Colbert!
  36. 1 point
    Various packs being released sounds nice but the fact that BFC now considders modules to perhaps be to large a projects to be feasable sounds a bit worrying i have to say... How about new basegames ? game engine updates ?... Will we see any more of those going forward ?
  37. 1 point
    There is a discussion on YouTube with the actual principle characters and Evan Wright. The characters are really well represented and the show is just funny as hell sometimes the book is worth reading but the film follows it pretty well
  38. 1 point
    You must. The closest ive seen the military portrayed on TV:
  39. 1 point
    I don't play QBs that often but every time I do I usually end up with "so that's what I got" after purchasing my units and the battle starts. I have a fair understanding, but the composition of squads, equipment, weapons, amount of ammo etc is impossible to keep in mind. When making scenarios in the editor there is the "deploy units" feature which basically is putting the purchased units where you want them on the map. The unit purchase for scenario making and QBs is identical as far as I can tell. In QBs there is the "preview map" feature. Would it be possible to port over the "deploy units" feature to QBs so that you not only get to preview the map, you would be able to preview the units currently purchased and that would bring an opportunity to change your mind in time. Deployment should be limited to your setup zone so not to be able to abuse figuring out LOS too much from the oppo side. Would this be possible tech wise? I know for sure it would make QBs much more appealing for me.
  40. 1 point

    Mord's Shock Force Portraits

    Here you go
  41. 1 point
    this bunching up of units in quick battles bothers me too. I think your idea is a good one. I would also like to see a feature for reinforcments. perhaps making them cheaper but can only enter after a reasonable amount of time has passed. this would also help with clutter.
  42. 1 point
    Most of my various blender experiments have been pretty disappointing today, however I did get this little baby working... Another link. https://imgur.com/dohWGWm If you can't see the link, here's the 25mb file*.. https://1drv.ms/v/s!Ar0-nWIeMPIA2HtJHwp43aQDG5Je?e=DH8xyv
  43. 1 point
    We seem to be at a bit of a misunderstanding here, I was genuinely unsure of whether you understood the campaign structure.....There is no requirement to limit the variations between scenarios to: Are the scenarios available individually at all.....I'm guessing not, so it probably does come down to someone decompiling the campaign and looking. PS - That isn't going to be me right now as the PC I'm using is fit for browsing only.....Its replacement, that I just spent three and a half grand on, is sitting, in boxes, on a pallet, in my living room and has to stay there for at least another 48hrs or so, which really isn't doing my mood very much good TBH.
  44. 1 point
    I don't have the kind of equipment to post great vids these days, but this little scene involving a couple of BMP's was pretty cool.
  45. 1 point
    Beta team, I think. Its very hard to tell who is official who is beta team, and who is just a fan. Beta team members also seem to contribute scenarios and other stuff, so, to me, its a very gray area. Though Steve does come in and throw shade at customer demands now and then. The gaming forums I visit tend to view these boards as a place not welcoming to even the slightest criticism. I don't wholly subscribe to that, but the over-sensitivity like the above just reinforces the perception without any context.
  46. 1 point
    H-HOUR This is the situation at the start of the battle. Carrier based AEW is in the air, as is a patrol of Prowlers performing EW and 2 flights of 2 F/A-18F Super Hornets providing CAP. Additionally, the EC-130H Compass Call is coming on station and is conducting active jamming. This jamming coupled with the Prowlers will hopefully be enough to frustrate the Regime radars. Speaking of which, all Regime radars, including illumination and fire control radars are active. The white text next to enemy radar and SAM sites shows the pulses of energy from these active radars. They clearly know we are coming and are combing the sky trying to find my aircraft. With air units on station or arriving on station, it is time to initiate the first Tomahawk land strike. This strike will come in 2 primary waves. The first wave is designed to strike enemy ADN assets and government/military targets in Al Mout. The second strike will be aimed at radar sites and any remaining ADN assets that survive the first strike. SAM sites are capable of targeting and shooting down incoming Tomahawk missiles. To combat this, constant jamming will make it difficult for their radars to find and track the incoming Tomahawks. If they are able to fire at the incoming Tomahawks (which is likely) there will be 5 assigned to each SAM target to insure that at least a few are able to get through. All other targets (radar sites, government/military targets such as buildings) will receive 2 Tomahawks. This is to ensure maximum damage against these targets while insuring against weapon malfunction. The order is given, and the ships of CSG 12 fire their Tomahawks at their designated targets. 111 Tomahawk missiles are launched in this first salvo. Nearly half of the total number of Tomahawks I have on hand. A strike like this gives a visual example to the term “shock and awe” which, rhetoric aside, is a very real thing. As the Tomahawks approach the coast (10-15 minutes after being fired) they begin to be detected by enemy radars. Fire control radars from the SAM sites try to lock on to the incoming missiles, but cannot cut through the jamming until the Tomahawks are very close to their targets. Some SAM sites manage to fire missiles at the incoming Tomahawks and knock a few down, but the majority of the Tomahawks are making it through and striking their targets. A few of the weapons malfunction, but the majority perform as advertised. In response to the Tomahawk strike, the Regime appears to scramble aircraft from Al Mout International. Multiple bogies are quickly detected climbing into the sky. The bogies are quickly identified as Mig-25’s, first by the E-2C and then visually by the F/A-18F’s Forward Looking Infrared (FLIR) camera designed to spot, identify and track aerial targets out to 100nm. The Migs begin to chase down and engage the Tomahawks striking targets in and around Al Mout. They are able to shoot down a number of the relatively slow moving, non-maneuvering Tomahawks. Tomahawk Strike Battle Damage Assessment (BDA): The strike was largely successful. Most of the Tomahawks made it to their targets with only a few malfunctions. Most of the SAM sites that were targeted are either completely destroyed or heavily damaged. In Al Mout, all strategic targets were hit except for the government complex. However, one of the SA-6 SAM sites is still active. Additionally, the SA-2 site still appears to be active, but its radars are not emitting which likely means they were destroyed. These two SAM sites pose a direct threat to air operations over the city and will have to be reengaged before the Marines begin landing operations. A second Tomahawk strike, primarily targeting enemy radar sites and priority targets in the vicinity of Al Mout will commence shortly. In order for the second Tomahawk strike to be successful, the enemy Mig-25s will have to be dealt with. A group of 8 appear to be heading out to sea towards my aircraft and ships, while a second group appears to be forming up over Al Mout International. This has the makings to be a pretty big air battle.
  47. 1 point
    chris talpas

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

    How about operations with persistent destructable buildings and vehicles? Enjoyed that aspect when I played Close Combat 2 years ago. Chris
  48. 1 point

    Improvement suggestions

    Regarding sounds, it would be nice if the devs could include sound in the "fog of war". I.e. if you have no contact on a unit at all, you should not be allowed to hear its fire sounds and pinpoint the location of otherwise hidden enemy units very accurately just by listening (because the volume of the firing sound decreases very quickly over distance, so you just need to figure out where the sound is the loudest). I suppose that this sound-pinpointing is unintended? It could be fixed elegantly if the volume of the sounds would stay at maximum for a longer distance from its source, so that players could only locate the origin of the fire sounds more roughly ("MG fire is coming from this village!" NOT: "MG fire is coming from this house!").
  49. 1 point

    CMFI Rome to Victory Bones

    yeah, looking forward to FI module, but really can't wait for RT. Those late war winter battles in Hungary will be crazy.
  50. 1 point
    I did a lot of work on the scenario yesterday, mostly in the AI Plan. Here are the highlights: Fixed the runaway MG team problem (yes, it was just the kind of dumb mistake I thought it was, but I could swear the same attempt to fix it didn't work before...). Changed some Soviet Terrain Objectives to Touch. Since the Germans don't need triggers, I subdivided some of the Axis Terrain Objectives into smaller, more easily identified boundaries (as much as the 15 slots would allow). Did initial work on tightening up coordination between the Soviet armor and infantry by setting "Wait for Order" triggers. Now, the Soviet armor hangs back more and lets the infantry scout forward. This is going to make things harder, but more realistic. Lots more to do on this. Improved the AI Plan orders in general in terms of intelligent approaches to Objectives. Found and fixed some Plan errors like conflicting, unwanted painted zones I didn't realize were there. Oops! Switched out the current arty for standard Divisional medium and heavy howitzers. The player gets more arty overall, but howitzers are slower than mortars on fire mission setup times. Dropped the number of FOs from 2 to 1, but upped the stats from Regular +1 to Veteran 0. Originally, the at-start FO was near the HMGs and there was a risk of the player losing the team in the early turns of the game. So, I added a second, reinforcement FO. Later, I moved the first FO to safety, but never deleted the second. Now, the single "Divisional" FO arrives at 25-50 minutes in a Kubelwagen at the end of the SW main road. Moved the Soviet's far-right flanking infantry back, so that they have to cover more ground before reaching the HMG/ATG position. The news about the 4.0 Upgrade is very exciting. There are many things in it that would really enhance this scenario. AI Area fire alone would be epic. So, my hope is that the Upgrade will be released soon, allowing me to integrate the new features.
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