Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 05/23/2018 in all areas

  1. 26 points
    Bootie

    New CMMODS IV

    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
  2. 23 points
    IICptMillerII

    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!
  3. 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.
  4. 19 points
    Mord

    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.
  5. 17 points
    Bil Hardenberger

    CMSF 2 – US-SYRIA BETA AAR

    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
  6. 15 points
    DougPhresh

    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.
  7. 14 points
    hundtand

    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.
  8. 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
  9. 14 points
    Falaise

    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
  10. 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.
  11. 13 points
    sttp

    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.
  12. 13 points
    Wicky

    Update on Engine 4 patches

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

    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.
  14. 12 points
    IICptMillerII

    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.
  15. 12 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...
  16. 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
  17. 12 points
    usgubgub

    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.
  18. 12 points
    snarre

    Update on Engine 4 patches

    some new info about patch status could be cool
  19. 12 points
    IICptMillerII

    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
  20. 12 points
    Baneman

    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 ).
  21. 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.
  22. 12 points
    Bil Hardenberger

    CMSF 2 – US-SYRIA BETA AAR

    For this game we wanted to show as much as possible, and yet provide an entertaining and challenging game. We decided that each of us would take two nations, and some UNCONs and Fighters and duke it out man on man, steel against steel (or Chobham as the case may be)... the only constraint was that whoever chose the US would also have to field the Syrians as the US does come with some advantages (Javelins etc.). I gave Baneman first choice and he went with his own folks, the UK and partnered them with the German Army. He suggested that I, as an American should take the US, so what choice did I have? As for force purchases we adhered to the following: These constraints will apply to EACH nation we choose (purchase must be 50-50): Light troops - one platoon of mounted recon (or light armored recon) or two platoons of dismounted recon Armor - either two tanks (1st class: M1, Leo, or Challenger) or one platoon of second class tanks (anything Syrian, Leo 1 (Canada) Infantry - either one company (mounted) or two companies dismounted troops Artillery - whatever comes with our purchased units, plus: one battery of medium howitzers (one from each nation) UNCONs - will let George select and deploy for us No air We then sent our purchases to @George MC who provided a gorgeous map for us to fight on, and he set us up.. George also selected and setup the UNCON force for us and deployed them.. neither of us knew the force composition or the locations of our irregulars. George identified key objectives for us also and really this game could not have happened without him. So, THANKS GEORGE!!! I will get into the details of my force pick and what I suspect Baneman is bringing to the party in a later post... should be interesting, this is a Meeting Engagement with the following forces arrayed against each other: BANEMAN - UK and German - UNCONs including some Technical (gun truck) support) ME - US and Syrian - UNCONs including some Technical (gun truck) support) The next post will have some pictures. I will show some map highlights and include a topo map that I am using to track the action in this battle. I will run through my METT-T analysis as quickly as I can in order to get to the action... the first of those posts will probably go up tonight. Bil
  23. 11 points
    Hello, I had pretty much given up on CM back in 2016 for various reasons and mostly lost interest in anything CM related as well. The announcment of CMSF2 has brought me back somewhat and, coincidentally, I am currently learning a new programming language. So I decided to write a little application I had wanted to write even way back then, which can extract scenarios from campaign files so you can look at them in the editor or edit them. Mad Mike's ScAnCaDe is a great tool for parsing scenario files, extracting campaigns and visualizing scenario and campaign metadata. However, it does not work with the 'legacy' CM games Shock Force 1 and Afghanistan. Also, who knows if Mad Mike is still around to update it anymore for future versions. He did a great job deciphering the various campaign file formats that have existed throughout CM's lifetime and much of what I did is based on his groundwork (which involves a lot of staring at hundreds of rows of bytecode and figuring out which bytes stand for which variables), so credit where credit is due. And while according to the devs you should be able to play any old campaign in CMSF2 out of the box, now you can also extract the scenario files from these campaigns and update them to the new engine standards, even if the original creators are now longer around. I decided to focus on the extraction part and didn't bother with any of the metadata listing and visualizing. The tool should be able to extract any campaign file from any CM game so far and should also work with CMSF2 once it's released. I originally wanted to extract every bit of information required to also recompile the campaign from the extracted data without any further input, but that proved to be more difficult than I anticipated because some of that information is compressed or decrypted within the campaign files and I have not found a way yet how to extract that. This includes the campaign victory/loss texts and the complete core units and campaign briefing data. Maybe I will manage to add this at a later point. For now the scenario extraction works really well however, but I need some feedback from others. I don't have any CM games installed currently besides Shock Force and thus have only been able to thorougly test the CMSF stock campaign as well as many campaigns downloaded from the Scenario Depot. So if anyone finds a campaign that does not work, make sure to post or send me the error log file that should be created. Usage of the application is as simple as it can be, just put the .exe file in a directory that contains any number of campaign files and start the executable. uncam-0.9.zip
  24. 11 points
    Hello all, About seven years ago the computer I was using to play CMSF1 had a severe crash and I lost everything associated with the game. I had several login names as I was purchasing these great games but over time I had forgotten them. I sent in a ticket to the Support Team and John really helped me. So, I just wanted to say thank you to him and the outstanding service he provided me. I just wish more of the gaming companies took care of their customers in the same way Battlefront does theirs. Chris.
  25. 11 points
    I figured it was about time I created a scenario for this title and I am now in the closing stages of finishing off a scenario titled Assault on Port Cros. The scenario, while based on historical events, is not what I would term as an accurate representation of them so this is more of an attempt to offer something new and maybe different for CMBN. The basics: Play Mode: Allied vs Axis AI only. Battle Type: Allied attack. Battle Size: Large (I know this is subjective so to qualify this it is an Allied company plus force against an approximate Axis battalion element). Battle Length: 3hrs 30 minutes (although this may change based on final testing). Map Size: 2368x1264m Requirements: Market Garden and Vehicle Pack modules. The basics of the history are that the First Special Service Force assaulted German coastal defences, including Port Cros, on a small island group covering the approaches to the Port of Toulon to set the conditions for the main Operation Dragoon landings in the south of France in August 1944. The following image forms part of one of the briefing graphics for the scenario:
  26. 11 points
    These Tactical Problems designed by Todd Justice ( @ScoutPL ) and myself are designed to give small scale (Platoon to Company (+)) and short (around 30 minute) games for two players to test and explore tactical solutions to unique situations. They are Head to Head only in order to provide the toughest challenge. Each side in these scenarios is designed to provide a challenge, though some sides may be tougher than others, refer to the scenario complexity ratings for the difficulty rating for each side. Post your solutions in the comments section for each scenario, or on the Battlefront forum. We might in the future add AI to each side of these scenarios based on the best submitted solutions for each side. Links below: PBEM Tactical Problems Introduction PBEM Tactical Problem 01 - A Rifle Behind Every Tree PBEM Tactical Problem 02 - Strongpoint! (Coming Soon) PBEM Tactical Problem 03 - The Last Hundred Yards (Coming Soon) It had always been my intent to provide Tactical Problems like these on my blog to allow you to learn and test tactical situations. Please leave your feedback below. I would suggest that if you have an AAR or a solution to one of these scenarios that you start a new thread and post a link to it in this thread to keep spoilers to a minimum. Bil
  27. 11 points
    Some Marines keeping an eye on things.
  28. 11 points
    Initial situation This AAR is being played using the Quick Battle system from the v4 engine in the new version of Shock Force. We are playing a Red probe with Bil taking the Syrians vs Canadians commanded by myself. The back story we decided on is that the NATO advance is proceeding well and the Canadian battle group has been assigned to flank protection for the main advance. D Company has been directed to take up positions around a village on the main East West road in the area. Taking the walk through the village to meet with the local elders was something that Capt. Leslie actually enjoyed. The security situation for these types of meetings was much better here than in Afghanistan where, as a platoon commander, often had to provide security for the CO in one of these meetings. Over there it was always a nerve racking time. Here, today, his men had taken up their positions already and there was no love for the Assad regime around here. There was no love for the Assads anywhere actually – even in the enclave where his family drew the most support it was based on fear not love. So his walk today was pretty safe. Walking through the village reminded him of the last time he was in Syria. When he was just a boy visiting his father who was stationed on the Golan Heights as a UN Observer. Back then this trip to Syria was an exciting event. He got to fly on Hercules from Germany to Damascus where his Dad’s apartment was. The trip had made an impression. Not just the Roman ruins and the amazing castle Krak des Chevaliers (and having lived in the UK a few years earlier he knew castles) but it was really the people that impressed him the most. They were so friendly and open. It was this trip and listening to his father tell the stories of visiting with security guards on his way home each night that cemented in him the certain knowledge that you can go anywhere in the world and the regular people you meet are more like you then they are different. This meeting was just a formality but an important one. They would not be here for long and the Canadians had no mandate to provide any kind of assistance this was just to introduce the force that would be on their door steps for a while and point out that most likely nothing eventful would happen today, tomorrow or the next day. Capt. Leslie had put off this meeting for a hour because he had to spend time on the radio sorting out their artillery support. They were not expecting any action and so had only been assigned only a battery of light artillery and some Battalion mortars but he wanted to make sure they were ready with solutions plotted just to be sure. For some reason there had been a delay. Usually the artillery guys were ready before his FO was but today somehow the assignments had been confused and no battery thought they were supposed to be on call for D Co.. He had the reputation not as a rising star but a solid cross the t’s dot the i’s find a solution get it done officer. And he had done so again. Other officers liked him because he did his homework and was fair even when he was pushing for something. He didn’t make a big production but he didn’t back down either. He remembered his Dad used to say “not everyone can be a rising star, those stars need good officers to get their jobs done”. His Dad’s other advice when he joined up as a junior officer was “always listen to your Sergeants and Warrant Officers, they are the ones that have the experience know how to help you find solutions and keep you from screwing up”. He had taken the advice to heart. Force selection: The Quick Battle system is still not complete so don’t read much into what you see other than the happy path I will describe J. As you can see the usual points panel is there along with the selected force’s flag and available branches. The various units might still need tweaking in the QB list and single vehicles and teams is not officially complete and the points might change. All the usual caveats apply. No one has tested the auto pick force make up yet – although the three times I used it during testing it actually did a good job. At any rate before release this stuff will be tweaked some more. Similar to the CMBS game there are combined force battle groups available. That is where I will start: Defending in a Medium Probe lets you purchase about a mechanized company or so. I start with paring back to D Company and a platoon of tanks. Then I do something I started doing recently – renaming the top commander on QB battle field after myself. I think it is more fun to think of yourself down there in the game. Hopefully no one thinks it is too arrogant since I have never served as more than a truck driver but I’m adding a little colour this time based on an alternate reality where I joined up back in university like I very nearly did. Now the hard choices. I am pretty certain that Bil will be bringing armour to this and those T72s are every bit as deadly to the Leos as the Leos are to the T72s. That means I need to be able to handle enemy armour. So, to get the points room to have some support I chose not give up a tank but instead gave up a platoon of infantry. Therefore the basic force is two platoons of infantry and one troop of tanks. With that I’ll settled I chose to keep two of the battalion’s AT LAVs, one battery of mortars and a sniper team. Never leave home without your sniper team.
  29. 11 points
    Mord

    encouragement !

    Personally, I agree with some of what Carl has to say, but his delivery and demeanor suck. The good points he might make get buried by his attitude and combative nature. He's rude and obnoxious when there is no need to be and this thread is a perfect example. There's a fairly defined demilitarized zone between rabid fanboy and bitter troll and an objective thoughtful person can usually navigate it without setting off the landmines. Unfortunately, Carl tends to break dance his way through...in clown shoes...on a pogo stick. Mord.
  30. 11 points
    Mord

    encouragement !

    Didn't sound like he attacked anybody to me. Sounds like he is trying to bring some positivity to the table in the midst of all the negativity that's been posted lately. But apparently you aren't gonna let the rotten b****** get away with it. Mord.
  31. 11 points
    sid_burn

    The patch?

    This is a bad argument. They keep all relevant information (sales figures, cash flow, etc.) secret ostensibly to "protect it from competition." Just pointing to longevity is ridiculous, for all you know they could have been limping along for 20 years, it's literally impossible to know how successful they are. I'll tell you what's not a sign of a good company, releasing an update with a game breaking bug (I consider it game breaking because it effectively makes the single player unplayable, unless you enjoy effortlessly gunning down fleeing AI troops) and charge $10 for it. Then going over a year and a half without any sign of a fix on the way. Bonus points for the fact that the update to fix 4.0 will also likely require you to pay for it because BFC loves its customers so much that they nickle and dime them for basic bug fixes. But hey, I gotta give some credit to BFC, they've clearly mastered the art of building up a dedicated fanbase. Paying customers are demanding some action to fix their game, and we got @IanL throwing out terms like snowflakes, because screw them for wanting to be able to play their $60 game without using janky workarounds.
  32. 10 points
    CONTACT As soon as 1st platoon dismounts in front of NAI 3, they make contact. It appears to be a squad sized element split between two buildings. Bradley gunnery is up to a high standard, and rounds are immediately pumped into both buildings before the enemy has a chance to fire at my dismounting infantry. The enemy is suppressed, and friendly infantry begins to cautiously advance forward to clear the rest of the complex. Suddenly an enemy ATGM flies out from behind NAI 3 and slams into a Bradley, destroying it and killing the driver. Moments later, an Abrams in overwatch spots a BMP-2 hiding behind NAI 3 and destroys it with a HEAT round. Just as suddenly, more enemy infantry are spotted in the buildings, and a close range firefight breaks out. The firefight is short and violent. No friendly casualties are suffered. A lull in the fighting momentarily occurs, and I use the opportunity to push up a scout team armed with a javelin to try to get eyes on the second BMP-2 to the rear of NAI 3. As the scout team is moving up, they are suddenly engaged by the second BMP-2. 30mm HE rounds streak down the road and explode against trees and the ground, though miraculously none of my scouts are hit by the fire. One of the scouts is armed with an AT-4 and takes a shot at the BMP. Unfortunately the shot falls short, but the scouts are able to crawl out of the line of fire and suffer no casualties. The BMP poses a problem due to its positioning, but the encounter could have gone much worse. A survivor of the Bradley’s barrage pops up and fires a few bursts. This time, the enemy’s aim is good, and I suffer a casualty. My infantry, as well as an Abrams in overwatch, return fire with small arms and coax. Its enough to finish off the lone enemy soldier. The BMP-2 is in a good keyhole position, covering down a road that separates my infantry from the buildings on NAI 3. Crossing a road like this is already a very dangerous thing to do, and is known as a Linear Danger Area (LDA). In order to deal with this serious threat, I move Scout Team 3 off of their observation post and down into a position where they can get eyes on the BMP and engage it with their Javelin. The scout team is able to get into position and take aim. The scout fires moments later, and the missile hits its mark. On the right flank, 3rd platoon advances cautiously into the woods covering NAI 1. It doesn’t take long to find the enemy. A fire team takes fire from it’s front and suffers a minor casualty. Thankfully, the soldiers body armor prevents the wound from being serious. One of the scout teams helping to clear the woods pushes up and spots the enemy. They begin engaging with rifle fire and grenades. Having pinned down the enemy, the scout team capitalizes on the situation and rushes the fighting position. The scouts kill the remaining enemy soldier and occupy the fighting position for themselves. In this short but violent exchange, I was lucky. I only suffered one man lightly wounded, while killing 2 enemy soldiers and taking their fighting position. The last thing I want to do is get sucked into a costly close quarter fight in these woods. It’s not even my main objective. Moments later, another enemy position is discovered further into the woods, on a very slight reverse slope. My goal is to quickly sweep the edges of the forest for enemy assets that can pose a long range threat to my advance down the MSR, such as ATGM teams or artillery spotters. Once these threats have been found and neutralized, the infantry will fall back and let the armored vehicles strongpoint the position. That way, if the enemy decides to attack out of the woods, they will be cut down in the open by my vehicles. Here is an overhead view of the woods covering NAI 1: This should help to illustrate my intentions with NAI 1. I would need much more than a platoon of infantry to clear these woods, and even then it would be long and bloody. It simply isn’t worth the effort. The good news is, the terrain appears to be too dense for the enemy vehicles to emerge in any semblance of order or speed. As long as NAI 1 is strong pointed by friendly armor, I should be able to keep it bottled up and it will not pose a threat to my advance down the MSR. 2nd platoon (infantry) along with elements of 2nd platoon (armored) and the Task Force command element move forward to establish new overwatch positions along the right side of the MSR. A call comes over the radio informing the JTAC that the Apache called in on the possible enemy armor concentration behind NAI 1 is now on station. Moments later, a missile is seen streaking into the sky. The shot came so fast that the Apache pilot didn’t have time to pop flares in defense. The enemy missile hits the Apache, destroying it. This is an expensive lesson to learn. The airspace is not safe for aircraft. Half of my available fire support is now restricted until I can proof the airspace. However, there is hardly any time to contemplate this new dilemma. The two tanks from 2nd platoon (armored) advance to a berm and discover… What appears to be an entire enemy tank company in a reverse slope position, at point blank range. Before either of my tanks have a chance to react, one of the enemy tanks fires at Number 3 tank. The round impacts the berm, causing no damage. My tanks are quick to respond. In rapid succession, they pump 2 rounds into targets to their direct front, destroying them. The exchange is not one sided. Before either of my tanks have a chance to reload, number 3 tank takes a penetrating hit to its lower glacis plate. The Abrams is destroyed, but all 4 crewmen survive the hit and are able to bail out of the tank without suffering a casualty. While this is happening, the infantry from 2nd platoon dismount their Bradley’s and begin advancing on NAI 11. They are immediately greeted by a hail of gunfire from enemy infantry occupying the buildings on NAI 11. The fire causes no casualties, and is quickly returned and silenced by 25mm HE fired from the Bradley’s overwatching the infantry as they dismount. I’m now in a precarious position. I have deployed infantry and their Bradley’s dangerously close to enemy tanks in a reverse slope position. Further, I now only have 1 tank directly observing and engaging what appears to be a company of enemy T-72s. If the T-72s are able to maneuver out of the reverse slope position, they could destroy a significant number of Bradley’s and Abrams at point blank range with just a single volley. I have tanks in overwatch positions, but they would likely not be able to react in time to prevent a mini-catastrophe. In response, I quickly maneuver 2 teams of Abrams to either flank of the reverse slope position to keep the enemy engaged and hopefully pin him down/destroy him so the T-72s cannot threaten my IFVs and infantry in the open. What happens next is pure chaos.
  33. 10 points
    Bulletpoint

    Update on Engine 4 patches

    Seriously guys...
  34. 10 points
    Ok, did some very basic preliminary tests. Mostly seeing what can be done without hex editing. Did some texture swapping and used some masks to get the results I was looking for. These aren't perfect just proof of concept/dipping my toes. This won't be as good as my old civil war and mixed combatant mods but it'll do. With the Syrian Reserves being 98% free of shared textures a very decent Civil War mod and scenarios can be produced. Best results as I see it would be Syrian Reserves (Infantry and Mech), Combatants and Fighters against Syrian Mech, Guards, Airborne and Spec Ops. The Reserves have a pretty decent selection of tanks (and access to most AFV/IFVs) so it would be a decent match up. Here's some alpha pics to get your imagination pumping. NOTE: Combatants are not mixed in with Syrian Reserves. Mord.
  35. 10 points
    There are 2 things I hate in mission combat It and that "shark teeth" As for the distortion in the ploughed fields, Kieme's mod brilliantly solved the problem. But for shark teeth alas, it is a constraint related to the engine of the game. Some scenario maker and map maker make a lot of effort to avoid them. I am thinking of the Bulletpoint "front contact" scenario where no shark teeth are visible, which gives you some of the most beautiful and realistic map. some other map makers , shift the bend two or three turns to avoid the effect of shark teeth. However for historical scenarios that rely on a precise map of places there is sometimes no choice. I recently tried the scenario The Carillon 1 It's Quiet-Too Quiet and I noticed this curious road with an unknown angle of 22.5 ° Revelation !! The author, (I do not know who) is a genius who managed with the highway tiles to do this feat, opening a new field of possibility in the design of the maps. The only flaw is the visual So I created this little mod to give a coherent visual. Now I like everything !! Road of Carillon Change on the map of "Liking up and breaking out" then and now this one to compare with the one above that I hate the different angles of the road
  36. 10 points
    No time for actual playing unfortunately though I investigated in the editor somewhat. I made some flat roof mod to the 8x8 modular building (taking roof1 from CMSF2 Demo) and adding some (concrete) textures fitting to the ones I made for a scenario of mine using modular buildings as pillbox substitute. Could possibly be of use for you. I also needed something like this for a planned Metz, or Brest fortress scenario. Another recent finding was you actually can make large gates through modular buildings by removing (CNTRL Click 3D Editor) the facades at the bottom at both sides and then putting a 16m bridge (rail or stone) on top/through it. With the bridge taking precedence you even can move tanks through it now, which the AI wouldn´t do before. More on that after the holidays. Good work on the Port Cros map btw. 8x8m Level 2 modular building with flat roof and new textures. Infantry and vehicles will use the bridge just like the building isn´t there. Yet the 2nd story above the passageway can be used normally like in any other building. I got a bit creative on one the forts on your map to see how the mod probably works out. It replaces the Holland independant building and got some flat balcony added at level 3. This enables any attackers to hava a look and shoot to the interior of the forts.
  37. 10 points
    It sure is funny how most of the people who complain about price and why is the games not on sale for bargain prices are people who have a handful of comments on the site and are recent new members. In other wards I see them as typical gamers expecting the same thing they see with most of the rest of the industry. Expecting to get something for almost nothing after a short life span of the product , with a newer version out and selling again for that company. They have never played any game for any extended period of time and are just waiting for the next thing on the market that they can consume. The concept of a game with depth and years of endless playability is not a possibility in their thought process. Let alone a fact that the company is not capable of putting out new versions in a year or two with staffs in the hundreds to do such things. A product with only a handful of guys working on and making adjustments to and no ability to try and push the graphic limits of the present home computer each and every year. They see it as a unknown logic in the world that they live in and cannot accept it. I find it funny. BF is two guys that came from that world and hated it, created their own way to run and manage their game and have done what they wanted and made the life they wanted for themselves and provided us with games no one in the all powerful industry want to do. So Bf keep selling and doing business how you want. I appreciate the games too much to care about sales and how they do business.
  38. 10 points
    BlackMoria

    Artillery advices needed

    As a ex-artillery officer, here are the principal differences between the types of platforms. Mortars are high angle only and are incapable of direct fire. Given an equal caliber, a mortar will have a higher rate of fire than a howitzer or a field gun. Mortars (except for the very largest) can be broken down and man packed or carried by improvised transport (like the bed of a pickup truck). For getting directly behind tall intervening terrain with fire, they are a preferred weapon. Most effective against infantry, limited effectiveness against vehicles, emplacements and buildings. Lethality inceases with caliber but portabillity/mobility decreases. Howitzers are capable of direct fire, indirect fire and high angle fire. They are either towed or self propelled. Can get really big calibers. Very effective against infantry, limited against vehicles and emplacements. Preferred weapon of choice of you don't have airpower and want to level a position, a building or structure. Biggest variety of ammuntion type - illumination, Smoke - Base Ejecting, Smoke - WP, Cannister (anti-infantry direct fire),HE, ICM, DPICM, and smart munitions and variable time and time fused ammunition. Field Guns are direct fire weapons and in a pinch, can do low angle indirect fire, limiting their range and usefulness. A anti-tank gun is a example of a specialized field gun, for example. Can get to big calibers like howitzers and are either towed or self propelled. Not a lot of field guns are made anymore due to their limitations as tanks have largely taken over the roles the field guns used to provide. In general, the larger the caliber, the bigger the lethal zone. The larger the round, the smaller the CEP (Circular Error Probable) footprint - a fancy way of saying that if you want to hit a point target, you get the biggest caliber you can get as the round is more stable in the air and less affect by meterological and has a smaller CEP footprint. The larger the caliber, the more destructive it is to vehicles and structures and emplacements. Bigger is better. Call or response times are not weapon dependent. They are determined by the communications capability and doctrines of the C3 systems used by the army in question. Lighter weapons like small mortars can be set up quickly and torn down quickly but once emplaced, once a call for fire goes out, it is the C3 systems, crew training and observer training that determine how fast you see a round on the ground. Combat Mission games try to simulate artillery systems and capability. Why does it take longer to get a 155mm round on the ground verses a 80mm mortar round base on what I stated above? The delay is to simulate the fact that mortars are closer to the enemy than howitzer systems and to reflect time of flight realities. For example, most of the time, a mortar 1 km from the enemy will tend to have a round on the ground sooner than a 155mm howtizer shooting from 7 km away. And the chain of command / communication issues are simulated as well. A US 155mm is not inherently faster than a Soviet built 152mm yet in game, the US player will get fire for effect well before the Syrian player will. This is doctrine and C3I being simulated in game. So the bigger delay in response time is coded into the game to 'simulate' that. Hope that answers your questions.
  39. 10 points
    I've posted Combat Mission on Pornhub. No one can stop me.
  40. 10 points
    Even though the other BETA AAR is still going on, I expect it will end very soon. I had already promised to take IanL on in a second game to fill the time, so here 'tis. I hope it fills the time left until release. BACKGROUND A NATO attack is in progress and they are making massive gains. In an attempt to slow them down high command has decided that a spoiling attack is required. We are the tip of that spear. Our task is to Probe into the assigned sector on the flank of the NATO attack and determine the strength of the Canadian flank security force in front of us and if possible, destroy it or force it to withdraw. Our force will not be reinforced unless successful, so if we fail, another unit will become the spearhead for the main attack. Hopefully that will suffice to set the stage for what we are doing in this action. Ian and I are playing a Quick Battle (QB) Medium Probe, with me as the Syrians on the attack, force selection for both sides was Mixed (Infantry, Mech Infantry, and Armor are all okay to purchase) with no restrictions set for either side. I do not expect an easy time of it, as the Canadians are tough and Ian is no slouch tactically. He even uses some of the same movement techniques I use so I expect this to be a hard struggle ORDER OF BATTLE My purchases: MAIN BODY This element will be my main combat element in this action. They will be tasked with capturing early objectives, ascertaining enemy strength and capabilities, and recovering the enemy Order of Battle. A Company Mechanized Infantry on BMP-2s Company HQ Element Tanks are intended for anti-infantry support ZSU-23-4 is mainly for AA support, but also is intended to be used in an anti-infantry role 1st Platoon Will have one AT-13 team attached 2nd Platoon Will have one AT-13 team attached COMBAT SUPPORT 120mm Mortar Battery with FO Also purchased four TRPs AT 13 Platoon One of the two sections will be assigned to the Main Body, one AT team per platoon Note: truck was purchased specially to carry the remaining section and the HQ element AT 14 Platoon One of the two sections will be assigned to the Reserve, both AT teams in the Mech Infantry platoon Note: truck was purchased specially to carry the remaining section and the HQ element RESERVE - This force will be husbanded until needed, or until I can identify the main enemy positions Airborne Mechanized Infantry Platoon on BMP-3s Will have one complete AT-14 section attached Tank Platoon on T-72M1 TURMS-T Technology Note: These tanks feature the TURMS-T computerised fire control system by Galileo Avionica. It will be interesting to see how that helps in action.
  41. 10 points
    Minute 155: Orders No new orders are being given. I thought that it would be interesting to see the information flow so the following are some screen shots to show that. Starting with the scouts of 15 Platoon. They can see enemy vehicles in their assembly area and they have contacts just outside the ambush zone. 15 Platoon HQ has a pretty good representation of the scouts information. The company CO has a bit less but still the basic picture. The tanks in 18 troop have nothing yet. I see, however that there is a break in the comms because they have no contact with E squadron (not on the map). I did not check the HQ tank when I took these screen shots.
  42. 10 points
    Baneman

    CMSF2 - UK-Germany Beta AAR

    Well folks, here we are again. Your favourite ( I hope ) underdog is once again risking everything ( because I have a named unit on map ) against Bil, the evil genius. This battle is essentially a classic Meeting engagement between our recon elements and will escalate as our main forces enter later. Bil and I are both using forces from 2 nations and the makeup is essentially the same: Each nation has a platoon of mechanised recon and an infantry company with a couple of attached tanks. The battle area will also have some local guys, some of whom are on our side and some who have been seduced to the dark side. In my case, I am fielding elements from the UK and Germany. The battle is set up ( thanks to George MC ) as follows : Turn 0: Scouts - on-map in the set-up zone at the start: British recce platoon (Scimitars); German Aufklaring platoon (Fenneks). Turn 5 Advance Guard: 2 x Leopards; German PzGr Company HQ and Obs section and the 1st Platoon (Marders); Artillery ( some 105's ) and on-map mortars; Myself as the German body HQ - performing a classic c3k manoeuver by waiting until it's safe. Turn 10 Main Body: 2 x Challengers; Brit Arm.Inf company (all elements) - Primarily infantry mounted in Warriors. Turn 15 Rear Guard: Remainder of the German PzGr company - 2nd and 3rd Platoons (Marders). Bear in mind that I've never played CMSF1 and barely touched on CMBS due to my preference for WWII. So I am ignorant of many of the weapons systems and their capabilities. Just pointing out how underdoggy I am ( gotta get the excuses in early - yeah, I learned that from c3k too ! ).
  43. 10 points
    MikeyD

    New Uncon Models?

    Eh, I don't see any harm in posting a pict since early models had already appeared in the AAR.
  44. 10 points
    MINUTE 12 Apologies ahead of time for the media heavy content in this post... Another Warrior IFV platoon appears to be moving toward Point 32.9… M1 #1 moved into position in the early stages of this turn and almost immediately spotted one of them moving up to the Ruined Farm (Baneman does like that position), with one round it was sent to Valhalla… 10 seconds later it killed a second Warrior also near the Ruined Farm. Think he has learned the lesson to stay away from that farm yet? Immediately after killing the second Warrior IFV, M1 #1 spotted a Challenger! Alas... before he could reload and reorient, the Challenger killed the Abrams with a one round turret front penetration… wow… After looking at it from the Challenger’s perspective, I don’t think M1 #1 was hulldown to it… not sure if that would have even made a difference though. To kill an Abrams from the front is impressive gun performance. M1 #2 spotted one of the Warrior IFVs headed toward Farm 002 and got off one round, which hit the weapon mount with no ill effects that I could see, but that must be a gun kill. The IFV trundled on toward Farm 002. At the end of the turn the other Challenger was seen moving around the southern end of the large stone walled field in KT1. M1 #2 will attempt to get a spot next turn and see if we can’t even the score. I do like that he has split up his Challenger tanks so each is now operating independently. Baneman has at least one dismounted infantry AT team (German) far forward near the wall… he is obviously attempting to get close enough to engage my LAVs with an AT weapon. I need to check on the range for that weapon. I suspect it looks meaner than it is. LAV #4 spotted and fired on this team which went to ground. The Bradley platoon started to arrive this turn, the dismounts will organize a Javelin armed AT team which will proceed to the ridge while the remaining infantry will remount next turn. At least two Warrior IFVs moved beyond Point 32.9 appearing to be heading toward the position that is held by the BMP-3 Platoon. I think he has two Warrior platoons in this area, one near the Ruined Farm (two vehicles spotted, both destroyed), and the other moving past Point 32.9 (three vehicles spotted). Overview of enemy movements this turn: Battle Position 1 (BP1):
  45. 10 points
    Bil Hardenberger

    CMSF 2 – US-SYRIA BETA AAR

    MINUTE 5 Team 2’s ATGM that was in flight last turn missed high again… I think all the incoming fire threw off their aim so they missed both of those shots and in my opinion that is a realistic result. Baneman opened up on them with several Scimitars this turn, however the team was able to pull back over the ridge no worse for wear. The AT-7 is still partially deployed, an advantage of moving just one action spot, resetting will take far less time. They do have three missiles left... next time I use them I need to find a better, more keyholed position, preferably away from the prying eyes of those damned Fenneks. One lucky SOB (composite image to show the missile's path): The BMP 2 is now re-manned and I will be moving them toward a firing position next turn to attempt to engage a Scimitar further in depth. LAV-25 4 moved into a keyhole position and at the end of the turn spotted, fired at and penetrated the Scimitar near the ruined farm (Weapon Mount penetration). I don’t think it is knocked out yet, so next turn I will be pouring it on. The Fennek right next to it spotted my hulldown LAV almost immediately and fired a salvo of grenades, but they went long. Damn that thing has amazing optics. Drives home that I need to take them out as quickly as I can. The Scimitars in comparison do not seem to spot my units very well at all. At the end of the turn the LAV-AT attached to Team 2 got a firm spot on the Fennek near the ruined farm. It was taking aim as the turn ended. I doubt they will miss like the AT-7 team did, fingers crossed. Killing the Fenneks is now a priority task. The dismounted recon platoon is closing in on OBJ GARNET. They are looking for a covered route to move towards the enemy positions. At Farm 002 the Fennek that dismounted last turn remounts. That vehicle is useless without its crew and loses all the advantages its optics give him, guess he realized that. In DUMAYR, Baneman continues to throw his teams forward. I am going to abandon my positions near the Monastery and move my fighters to South DUMAYR and let them join the fight for that objective. The Monastery and Village Charlie are not as important as DUMAYR and I’d like to concentrate against the unit he has engaged there and eliminate it. With a little luck he could find himself squeezed between my two irregular forces. Team 1’s BMP-2 will be providing some support fire into the enemy held buildings across from my teams in an attempt to reduce some of the pressure. In other news, my Advance Guard arrived in the AO. I am actually wishing I had another five minutes for the recon battle... it is just now starting to develop and get interesting. With my Advance Guard will also come his… and he can deploy his forward far faster than I, so could, in theory achieve fire superiority before I can get into position. KT-2 does provide the highest ground in the AO so that is an advantage for me... but it will be tricky bringing my combat power to bear without exposing them. I also expect a linear artillery barrage on KT2 in the near future... maybe before the main body arrives so I need to prepare for that as well. Advance Guard I have five turns before the main body arrives so I would like to commit the Advance Guard to action as soon as possible. My intent is to attrit the enemy recon force and the enemy Advance Guard to such a degree that when the main bodies arrive I will have a leg up. I feel like the battle in EA1 is the key to this battle. Whoever wins that fight will have freedom of maneuver. I will try to target my mortars on KT1 if possible. The T-90SA platoon will be quickly moving over the bridge to support the LAVs that are engaging the enemy recon elements and to be in a central position in order to react to where they are needed. The BMP-3 platoon will disembark their infantry and then the vehicles will move en-masse to the north edge of the KT2 ridgeline. I want them to engage the enemy with their ATGMs, if possible one part of the enemy force at a time. I would love to eventually get them down to the plain between KT1 and KT2 to take the fight to the enemy but that might have to wait for the main body to arrive. The dismounted infantry platoon will move down the gully and move toward the river. Once close they will await orders. My intent with them is to drive as deep as possible under cover toward the river, and cross it if possible to support the irregulars in DUMAYR. It will take a few turns for them to get moving as they need to disembark, split, remount one of the teams to allow the BMP-3s to operate at full efficiency, and only then can they head out. Can't wait to play with these guys: Once the BMP-3s arrive at the ridgeline I will pull the LAV-ATs from the teams they are supporting and attach them to the BMP-3s. The Syrian Recon Platoon dismounted elements will remain where they are for now and continue their dismounted recon and harassment role. The BMP-2 #2 will be moving to join its brother so they can cooperate as a team, mainly against the enemy DUMAYR irregular fighters. Next turn I will include a SITMAP to show all friendly and enemy unit positions (known and suspected).
  46. 10 points
    Mord

    Afrika Korps or Early War?

    Well, it's damn near unanimous! If given the choice between Afrika Korps and Early War Europe, Fulda Gap would win! Mord.
  47. 10 points
    Rinaldi

    encouragement !

    Honestly @CarlWAW I'd insult you, but I'm not quite sure you're worth the effort. You're basically self-defeating at this point.
  48. 10 points
    Rinaldi

    The patch?

    The (poor) sarcasm is doing you no favors. Jackass move.
  49. 10 points
    Muzzleflash1990

    The patch?

    I agree, facts are a pain in the arse. One of the facts, that incidentally also is a pain the arse, is that is has been 17 months since 4.0 was released, and still no patch.
  50. 9 points
    IICptMillerII

    Combat Mission AAR: MSR Titan

    MOVEMENT TO CONTACT The battle begins and my task force starts deploying. 2nd platoon (tanks) moves forward to establish hull down positions on the rise in front of them. 3rd platoon (tanks) establishes hull down positions on the MSR. Artillery begins to fall on NAI 1. On the left flank, scout team 3 moves forward, dismounts and establishes an observation post. All is quiet on the left. Immediately after taking hull down positions, 2nd platoon encounters and engage enemy infantry moving in the open. Upon doing my terrain analysis, it became quickly apparent to me that NAI 1 would be an excellent defensive position due to it’s cover, concealment and dominating sightlines along MSR Titan. In short, it is an excellent place for infantry to dig in and engage my forces as they try to move down the MSR. It appears that the enemy is aware of the defensive advantages of this position as well. The enemy team my tanks engaged is proof that the enemy is on NAI 1 in some capacity, but to what degree? In order to find out, I dispatch 2nd platoon (infantry) to begin moving towards NAI 1. In addition, scout team 1 pushes up to get extra eyes on and help discover any hidden threats not yet uncovered by the tanks. As 2nd platoon and the scout teams begin their movement, Signals Intelligence (SIGINT) indicates that there could be a concentration of armor in the vicinity of NAI 1. I waste no time getting the JTAC to call in an Apache to put eyes on the area, and missiles into anything spotted there. Scout team 1 dismounts and pushes up slightly to get better eyes on the tree line, but spot nothing. Covered by the tanks and scout team, 2nd platoon moves up on line and dismounts its infantry. Meanwhile on the left flank, 1st platoon (infantry) covered by 2nd platoon (tanks) move forward along MSR Titan to gain a position overlooking NAI 3. NAI 3 is close to the MSR and would be an ideal spot for the enemy to launch spoiling attacks against my task force moving down the MSR, such as firing RPGs into the flanks of my vehicles. Further emphasizing this point, SIGINT reports that there are potential contacts in the building complex farthest to the rear. Perhaps this is an enemy outpost watching the MSR? To prevent the enemy from launching any spoiling attacks against my task force and to deny him his (potential) observation post, 1st platoon (infantry) will establish a base of fire observing NAI 3, and then sweep and clear the buildings to ensure no threat is posed to the rest of the task force. As 1st platoon moves into position and establishes overwatch, the platoon fire support team calls in a fire mission on the suspected outpost. The mission is a single section (2 tubes) of 155mm and will be short but violent. Shortly after calling it in, the fire mission lands. The fire mission is short, only dropping a handful of rounds. As soon as it ends 1st platoon (infantry), covered by tanks on the MSR, advance and dismount in front of NAI 3. Back on the right flank, my infantry are now fully deployed and arrayed against NAI 1, supported by their Bradley mounts, some tanks, and a scout team. Despite being in the open, my men have not taken any fire. Further, despite having good direct observation of the NAI, I have not been able to uncover any enemy positions. It’s time to advance. I bring all my tanks in the area on line and begin bounding the infantry forward in teams towards the tree line. As this is happening, an enemy artillery barrage begins to land. It seems to be falling in the open field to the rear of most of my forces and poses no immediate threat to me.
×
×
  • Create New...