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George MC

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Everything posted by George MC

  1. We do - its called the briefing and the format is set. In this case commander's intent is stated: "Your parent platoon is tasked to advance west along the road as far as Bridge ‘A’. Its key tasks are: To protect following units from ambush/surprise attack. To clear any obstacles. To break weak resistance. Ensure the undisturbed advance of the main body. Secure Bridge A (OCCUPY - Angr.z WILHELM) no later than 1245Hrs, allowing the main body to pass through its positions and maintaining the tempo of the advance. Your platoon should ensure it remains operationally viable – taking no more than 10% casualties and remaining at 80% or more combat effective." You can complete this anyway you like in the scenario. I've seen players approach this in different ways - successfully. that's the point. Maybe I'm missing something here though?
  2. Ah brill - good to know it works! Re the second one - crap that's me probably uploaded the wrong briefing. I'll double check. Good catch ta. Actual briefing below.
  3. Hi Thanks for the comment (cool graphic BTW). I’m unclear what you are suggesting? Donyou mean this should be mentioned in the briefing? As is the actual plan and related course(s) of action is for the player to devise. The briefing only lays out the situation and your mission. Bit maybe I’m misreading your post?
  4. I think @domfluff has given some pertinent advice for dealing with one of the key challenges in this mission. Anything I can add at this point risks spoilers, so I'll hang fire for now. But I will add the map is not flat and there is key terrain that allows long line of sight (and correspondingly (line of fire). Brille gave some useful tips re using smoke, though keep in mind some of these Panthers are early versions so not all have smoke dischargers. Your attached SPW unit has more reliable smoke dispensing capabilities with the 251/2 and 251/9 tracks. If push comes to shove the grenadiers have smoke grenades. Combine both bits of advice and I'm sure you'll crack this. Cheery!
  5. Ah useful feedback. I’m a fast reader! Aye can dial back the speed. It’s been a bit of a learning curve with timings, more used to doing stuff ‘live’!
  6. This is Part 1 of a short series giving a summary and overview of the tactical fundamentals and principles behind WWII German and Soviet armoured unit tactical drills and combat formations commonly used in 1944 using examples from Combat Mission Red Thunder to illustrate key points. Part 1: What is the difference between formations, drills, principles and tactics? This video defines these terms and may also help the viewer differentiate between a potentially bewildering array of terms and puts them into context with German armoured doctrine.
  7. EDIT Thanks to @Monty's Mighty Moustache who picked up a briefing error in TTP No2. This has been amended and the attached zip file below has the updated file. This series of three missions is very loosely based on several of the ‘Tank Battle Problems’ detailed in the Nafziger publication ‘the German Tank Platoon in WWII: Its Training and Employment in battle’. Whilst the series of ‘problems’ outlined in the book appear to be pre/early war I have updated the fundamental concepts to a later period in the war i.e. 1944. The key intent of these tank tactical problems is to give the player new to using German armour an opportunity to use them in a more doctrinally ‘correct’ manner within the limitations of the Combat Mission game engine. This series complements the German halftrack (SPW)/panzergrenadier training lessons in the CMRT Battlepack 1 where the main focus is on using SPW in Combat Mission. For the tactical problem series the German player uses Panzer IVs. This tank was used in significant numbers during the war and though starting to become outclassed by 1944 by the Soviet T-34/85 was still a significant part of the tank strength of most panzer divisions. Though Panthers were slowly starting to form the main panzer strength in the panzer regiments. The player cannot rely on superior armour/armament to bully through this series as the Panzer IV’s armour is comparatively speaking, inadequate. All the missions are best played as German Vs Soviet AI. There are NO German AI plan. Each tactical problem has a ‘Tactical Top Tips’ at the end of each briefing (under ‘notes’) which may help the player new to using tanks in Combat Mission get the most out of them. Plan is when done to convert them to Soviet versions so players can contrast. If you get a chance to give em a whirl I'd appreciate any and all feedback thank you. You download https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/cmrt-german-tank-tactical-problems/
  8. Ah cool - that would be good if you could thank you
  9. My oppo has gone dark on me, so aye be good IMO to have a wee nudge sent to players. Cheery!
  10. Brill update ta. The End Game is always the toughest part of any battle I find. Appreciate the playing as though you were there. I tend tae adopt a similar stance when playing.
  11. I've had some success with using the Razer Cortex software to free up memory when playing larger scenarios. https://www.razer.com/sg-en/cortex You'll still have the 4Gb cap but at least you'll know you've maxed that 4Gb!
  12. Thank you - feedback like this is a great motivator Much appreciated thank you.
  13. Ah cool - aye took a long time to pull together and a wee bit later than I planned still just made it in time for the second deadline Cheery!
  14. Ah cool thank you - congrats on the new job. Aye HKL is one of my favourites, so yeah be interesting to see how it pans out. I've seen players tackle it in ways I never foresaw during playtesting so ended up doing some AI plan tweaking to account. Cheery!
  15. A wee something I put together. This video showcases content from the Combat Mission Red Thunder Battlepack 1 released by Battlefront.com. It's a brief overview of each scenario, what it's about and the main intent; it also covers the campaigns (including a brief summary of the main campaign branches). There are NO spoilers in the video chapters. https://youtu.be/wyrRX4bP2mM
  16. I've found if you are using a VPN and/or some anti-virus settings might prevent you from accessing the sharefile links. Failing that best bet contcat BFC tech support and raise a support ticket.
  17. Aye you are right but only a binary sort of way either stay or go. I meant there were no other varibalkes like if you have taken 30% casualties don;t do this - this then gets into branching etc.. He! Thanks - yup it does all come down to hours of testing - nae short cuts. But good planning and terrain analysis at the start really does play dividends as you can anticipate the most likely enemy COA.
  18. Errm no - the time is the game clock time. So it would be hard to create what you are stating as the time the trigger is activated would be very variable depending on enemy action i.e. it could be triggered right at the very start or right at the very end. You can mitigate this by having the next order painted pretty close so the unit would move up, but working out how long it would stay there for would be hard.
  19. What you seeking and describing are conditional triggers and we don't have them. So you have to work around this cos we have the tools we have. As I said you can fudge this to an extent by lots of testing, and at least anticipating common courses of action. Playing against he AI will never (well least just now) be like playing a human, and attempting to have the AI operate like a human is a road to frustration cos it cant and it wont. For what its worth my own personal goal it to at least create an AI plan that has the computer player operate in a way that at least appears realistic and tactically sound and reflects the tactics that national armed force might have used. Oh and it provides some fun and enjoyment for the player. Or in short hand - its good enough but not perfect.
  20. The key to making triggers work is good terrain analysis and thinking what the enemy player might do. Then you adapt your plan accordingly to minimise the possibility of your AI being outwitted. But players eventually find more ways of approaching a scenario than you can often anticipate so sometimes yeah the AI will steadfastly continue on its merry way to its doom attempting to compete its AI plan orders...
  21. Yeah, no - I've not found this to be a limitation using triggers. Thats why you need to test your AI Plan. You can achieve what you are after but you need to test your plan. I've never managed to create a plan off the bat without lots of testing and subsequent amending. Even then players can do weird **** that totally whacks your plan, but then good luck to them for getting within the AIs ODA loop!! You're trying to fight this - just go wi the flow man
  22. @PEB14 what Carl wrote. Yup the AI will not skip an order. It'll move onto the next and the next. The risk here, especially with infantry teams is they can become exhausted. So testing your plan to avoid the worse impact of this - exhausted teams crawling their way to their doom - is a must.
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