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  1. Like
    Commanderski reacted to MOS:96B2P in RT Unofficial Screenshot Thread   
    The tank riding, no prisoner taking, one eyed, Forward Observer.  

  2. Like
    Commanderski reacted to Macisle in The Year Ahead Bone Post   
    +1 to adding the ability to control air strikes during the setup phase. As things stand, I generally don't use air assets in CMRT as either player or designer because you never know when they are going to show up and the risk of attacking friendlies is so high. So, the feature is essentially useless. The only scenario I managed to get them in successfully was a vs-AI-only battle where the player had lots of time before he got any armor, a big map, lots of buildings to put his troops in, and the air assets were friendly Stuka specialized AT -- so they wouldn't attack his own infantry.
    I'd love to add air to my current project for CMRT, but it's simply too risky unless it can be controlled -- at least during setup.
    It seems to me the only real use for the current system would be to have some kind of attrition phase for a campaign, where the player's units would have to make it across a map and exit with enemy air in the skies -- but no assets on the ground, other than a hidden FO. But even then, the air might never show up.
    Seems a shame to waste the feature. Setup phase control (with a guaranteed arrival time) would make it usable.
  3. Like
    Commanderski reacted to umlaut in Umlauts Commercial Buildings   
    Howdy folks
    The other day I realized that I had an almost complete mod set of commercial buildings that I´d never finished and released. So now I have brushed up the files and made it sort of ready for release. Mind you: The mod set is not as finished as I would like it to be - that is the reason why I didnt release it, when I made it three or four years ago. But I dont think I will ever get the time to fully complete it - so I have decided to release it as it is, rather than just letting it sit idle on my hard drive. 
    I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again.

    Here´s a bit of info on it:
    Umlauts Commercial Buildings
    This set of mods contains modded commercial buildings for CM Normandy.
    I have added murals to the gables of some of the buildings and some extra storefronts.
    According to my research they should all be typical of Normandy in 1944 – but I could be
    The mod set contains quite a few extra commercial buildings, compared to the base game:
    Buildings 100: Base game = 2 sets – this mod = 3 sets
    Buildings 101: Base game = 2 sets – this mod = 15 sets
    Buildings 102: Base game = 2 sets – this mod = 2 sets
    Buildings 103: Base game = 2 sets – this mod = 13 sets

    Mirrored gables
    Unfortunately, the game reuses the gable BMP´s for both gables of a house, so if a
    commercial building isn´t accached to another buildong, then one of the murals will always
    be inverted.
    I have tried to fix this by adding two different versions of each gable – with the inverted
    part on both sides. This means that you can place two commercial buildings next to each
    other and cycle through the building layout (shift-left click), until the inverted gables are
    hidden where the buildings meet.
    Choosing the preferred layout
    I highy recommend that you cycle through the building layout (shift-left click) of each
    building to choose the one with the preferred layout. If you leave it to the game, the
    building layouts are assigned ramdomly – and you will probably see a lot of inverted
    gables and indentical buildings next to each other.
    When you cycle through the layouts, remember that there are up to 15 different layouts for
    some types. And if you click and nothing seems to change – then it is probably only the
    layout of the gable that has changed, while the rest of the building stays the same.
    I have altered the damage files of the game to suit my tastes. The buildings with damage
    showing the brick work through the plaster are modded to fit these damage files. To apply
    damage, press shift-alt-leftclick.
    Please remember that I do not consider this mod set completely finished. But I dont think I
    will find the time to finish it anytime soon – if ever – so I´ve decided to release it as it is.
  4. Like
    Commanderski reacted to BluecherForward in Question - Amiens Tonight, Prelude on the Seine   
    Current SITREP: So I am down to under 30 minutes left in the scenario. I tried to follow the guidelines for the scenario at first - leapfrogging companies toward the JELLALABAD Objective, while sending B Company to Objective Don. Very slow moving, but makes for some excitement when contact is made. After encountering two Panzer IVs and a platoon-plus of infantry on Obj JELLALABAD - as well as taking some heavy losses from arty en-route, I decided to use arty and smoke (in sequence) to suppress the enemy at JELLALABAD. The arty - full blast of 25 pounders - did a number on the infantry. Since I did not have my tanks yet, I tried to advance PIATS - using cover of smoke - to take out the Panzer IVs. This did not go well - although it did force the panzers back over the crest of the hill. They kept backing-up as my Tommies fired PIATs. The panzers are still there, however, and now I have less PIATs...
    So I decided to avoid enemy strength and go for an indirect approach - sending my tanks, once they arrived, on an end-run over Objective DON (which I had already taken) towards Objective ACK, reinforcing B Company. I used smoke from 51mm mortars to get A Company across the stream to advance on Obj CHARLIE, while D Company (reinforced by the two remaining armored cars - mines!) exploited the woods to skirt the panzers to the east (right) - taking the Chateau (Obj BEER) - en route to Bois Jerome. I left C Co, the under-strength company, in a defensive / blocking position on JELLALABAD. Maybe it will be able to exploit forward as the situation develops.
    In the meantime, I am fighting off a platoon-sized counterattack on Obj DON (maybe that is why I did not get the 90 points?).  My plan is to either leverage the panzers back off Obj JELLALABAD as I advance on both flanks and behind them, or attack them from all sides once I have them cut off - we'll see. I am suspecting that the enemy will get a vote on all of this as well. There is also the time factor. I have included the map image below to illustrate the situation.

  5. Like
    Commanderski reacted to MOS:96B2P in RT Unofficial Screenshot Thread   
    Two grenades pass in mid flight during a grenade chucking contest. 
  6. Like
    Commanderski reacted to MOS:96B2P in RT Unofficial Screenshot Thread   
    AIR RAID!!! 

  7. Like
    Commanderski reacted to Aragorn2002 in RT Unofficial Screenshot Thread   
    Never knew that! So just make a map called (for instance) [trash] in your z-folder, add it in the editor as a mod tag and voila?
  8. Like
    Commanderski reacted to MOS:96B2P in Mission to Maas   
    +1.  Sounds cool.  You're Mission to Mass scenario gave me some ideas for a CMRT scenario that I've been working on.  
    FIVE AI plans!!!     Now, that's motivation. 
    One trick I recently learned is to leave plan #5 blank.  So if I ever want to wipe clean plans #1 through #4 I'll Copy the blank plan#5 and paste it into the plan(s) I want to wipe clean.  A lot faster than going through and deleting every order for every AI group.  With a huge map you're more likely to want to reuse it or a portion of it for some future scenario / campaign.  Or just to start clean with an AI plan you decided you didn't care for etc. 
    Good luck.  Look forward to seeing what you come up with.    
  9. Like
    Commanderski reacted to General Jack Ripper in CM WWII: Are tanks "overpowered"?   
    So I take it you're one of the people in the "foxholes should make infantry immune to cannon fire" camp.
    Feel free to start a thread and hash out the issue, but cherry-picking my statements won't help you. Here's the missing context you decided to leave out:
    Moot point.
    It's still not borg spotting though. It's all down to the player. CMx1 had borg spotting, where if even one unit could see the enemy, then all units magically became aware of their position, and all units with LOS and LOF could engage said unit with zero delay. That's what borg-spotting is.
    Players using gamey tactics that infuriate other players is not a bug, it's a feature, and has no bearing on the relative strength or weakness of tanks.
  10. Like
    Commanderski reacted to Majick in The Year Ahead Bone Post   
  11. Like
    Commanderski reacted to Bud Backer in Shall try to start an unofficial screenshots thread?   
    From a battle I have been playing in pre-R2V CMFI for months with a friend. It’s a huge complicated battle, starting in pre-dawn light and with rain.
    An early engagement led to him losing quite a lot of armour and infantry around a wooded hilltop that I was using as a place to park my reserves. My estimate is it cost him three to four Shermans, three to five Bren carriers, and probably a platoon and a half of infantry. I lost a Panzer III and a Tiger and one squad. I still have armour, artillery and infantry there. That was an unfortunate place for him to attack...

    A kilometre or two away, my main defensive position, a large town, falls under an exceptionally heavy artillery bombardment. This explosion is the result of a large artillery shell striking the roof of a Brumbar, as well as the detonation of on-board ammo. Never seen this in game before and the image isn’t doing the spectacular effect justice. Nevertheless you can see the blast is substantially taller than the four and five story buildings nearby.

    This is the scene after the blast dissipated. The Jagdpanzer IV in the foreground is operational and undamaged from the blast, but the hapless Brumbar, which is kept secreted totally out of sight, is visible (below the smoke plume and flames) in the giant crater beyond it. The blast appears to have knocked down an adjacent building as well. Men inside nearby buildings are cowering. 

  12. Like
    Commanderski reacted to Aragorn2002 in The Year Ahead Bone Post   
    Apart from that. Real life is full of bugs.
  13. Like
    Commanderski reacted to MeatEtr in The Year Ahead Bone Post   
    It's simple really... I lose a battle and the game is broken beyond repair! I win a battle and the game is perfect! 🤪
  14. Like
    Commanderski reacted to Erwin in Good Movie for Research   
    Pavilov's 28 men:
    Not a great drama and dumb dialogue with highly dubious German tactics allowing them to be mowed down like we used to see the Russians get mowed down.  But, great for winter scenery, Russian uniforms and some very real looking PzIV's.
  15. Like
    Commanderski reacted to MOS:96B2P in Infantry Riding Tanks   
    Steve from Battlefront posted the below: 
    CM Final Blitzkrieg Module will take the Western Front from the Rein to the Elbe.
    I hope this might include things like Kriegsmarine, Commonwealth and Pershing tanks. 
  16. Like
    Commanderski reacted to Warts 'n' all in CM WWII: Are tanks "overpowered"?   
    "Are tanks overpowered?"....
    Yes, if they are enemy and blowing yours up.
    No, if they are friendly and can't hit a barn door 2 miles away.
  17. Like
    Commanderski reacted to Bulletpoint in Mission to Maas   
    True, but Peiper wouldn't have needed to call up every single halftrack and say "Feldwebel Schmidt, your orders are to drive forward 90 metres, then turn 45 degree to the left, then drive forward 50 metres, then turn 45 degrees to the right..." etc etc etc...
  18. Like
    Commanderski reacted to Falaise in battlefield relic   
    I just got this helmet from a farm near Mortrée, probably 116 PzD
    it is so beautiful that i integrated it into the game

  19. Like
    Commanderski reacted to John Kettler in Brécourt Manor attack dissected   
    Found this useful piece and thought I'd share it. Taught me a number of things I didn't know about this tiny CM level engagement that shut down punishing fire on the beachhead and yielded a true intelligence windfall.

    John Kettler
  20. Like
  21. Like
    Commanderski reacted to Macisle in CM:BN Screenshot Thread #2   
    AT guns to the left of me,
    Shermans to the right, here I am...

  22. Like
    Commanderski reacted to John Kettler in CW's push to the Rhine newsreel   
    One of the CoC guys posted this most informative 4 minute newsreel, which is replete with CM level goodies. First time I ever saw British units in closeup street fighting, a Churchill in action shot at spitting range by the camera man, an LVT loaded with a UC, putting the tail ramp up and driving into the water with it. Great visual reference for terrain, buildings, kit, etc.
    John Kettler
  23. Like
    Commanderski reacted to Warts 'n' all in Infantry Gun Bug   
    I think that you will find that during the set-up phase, one of the crew took his ranging poles and measured both the distance to the barn, and the height of the roof. Then he clambered up onto the roof and checked it's angle. And once the battle started he lay there calling in targets to his mates. Of course, all of this is abstracted in the game. Or, maybe not.
  24. Like
    Commanderski reacted to wadepm in The Year Ahead Bone Post   
    I think a vehicle pack of early war stuff would be a good seller.  It has been mentioned that BF might not want to double sell stuff that would be in later modules/games but at the rate we are going the early war Russian Front is 5 years away and probably in CM3,  I don't think it will cause a sales problem. 
    We would need a couple of early T-34s, KV-I, KV-II, a couple of BTs, A couple of PzKpfw IIIs, the early PzKpfw IV , and the early STuG  - maybe 10 in all.  Half of these models are already complete in later versions.  Of course this work would have to be squeezed in around a lot of other stuff but it would make ME so happy... 
  25. Like
    Commanderski reacted to Heirloom_Tomato in CM WWII: Are tanks "overpowered"?   
    The only thing stopping you from playing with 5 minute intervals, is you. There is no in game limitation say you HAVE to give orders every minute. The problem is this is a game, and we all want to win. It will be difficult watching your men get shot to pieces and knowing there is nothing you can do to stop it for the next few turns because of a simple rule. I think most players would break their own rule.
    That said, the greatest lessons I have learned in this game have come from watching my many failures and trying to figure out what I did wrong. A battle where you can only give orders every 5 minutes would definitely be a harsh teacher. 
    If an H2H battle was to feature orders every 5 minutes and use the no enemy icons mod, there would be a lot of lessons being learned by both sides.
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