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  1. Ted

    Why don't you take it over to the Few Good Men. I'll bet you could find 16 there.

  2. Nope, it's closed. Given the low level of interest, I'm not inclined to wait indefinitely. Maybe I'll try again in the fall.
  3. Well, having had this open for sign-ups for 48 hours, I'm closing it down for lack of interest. Not sure why so few people are up for it; when I ran "The Farm" for CMBN, I had to expand it to accommodate the flood of people who wanted in. Apologies to those who contacted me, but we need critical mass to make it work, and it doesn't exist. Mods, please lock this thread.
  4. For anyone who wants to participate, include your location in the PM to me and I will try to match people in similar regions to minimize the time issue. There's also the option to play turn-based via direct connect and just bang it out in a single session.
  5. They are tight, but bear in mind that the scenarios are really small. Playing turns will be quick, even for the most fastidious players.
  6. What we have on offer here is “One Long Morning,” a short four-game CMFB tournament representing (fictionally) small-unit actions on the opening day of the German December 1944 offensive. The scenarios are very small and quite brief – 15 to 30 minutes – and all take place on the same map (this will be familiar to those who played in my CMBN tournament “The Farm” some years ago). All players will play all four games, with the winner being determined by the total score of all four games. The tournament is strictly limited to 16 players. Deadlines are detailed below. Scoring works like this. Each game has 200 points available via a variety of objectives. In addition, players will gain 100 points per scenario for completing a detailed AAR (detailed narrative with photos and/or video) in a dedicated thread on this forum. As should be fairly obvious, players who do not complete AARs will be at a significant disadvantage – please consider this before signing up. Both players will report scores for each game. In case of discrepancies in reporting, screenshots will be required to validate the scores. With small, short scenarios, the games will be completed quickly. With this in mind, here's the schedule: Game 1: Play: 1 Jun – 22 Jun; AAR: 23 Jun – 29 Jun Game 2: Play: 29 Jun – 20 Jul; AAR: 21 Jul – 27 Jul (One week hiatus) Game 3: Play: 3 Aug – 24 Aug; AAR: 25 Aug – 31 Aug Game 4: Play: 31 Aug – 21 Sep; AAR: 22 Sep – 28 Sep For obvious reasons, all games must be complete before AARs are posted, hence the separate windows for each. The sign-up period will begin at noon Eastern Daylight Time on Saturday 28 May 2016. To sign up, send me a private message with your email address after that time (early entries will be ignored). The first 16 will get slots; I will keep a reserve list in case anyone drops out midstream (but if you think you might not be able to complete the whole tournament, please don't sign up).
  7. Thanks - I appreciate the feedback. Glad the AI provided an acceptable performance. FYI, the most current version has just been submitted to TPG.
  8. Note that, while there is a rudimentary AI, this is intended primarily to be a H2H scenario. I'm not planning to do much more with the AI, so don't concern yourself with that aspect in terms of feedback.
  9. I don't know why that section isn't active, but the scenario's there and in the rotation of "Latest" stuff at the top. I also posted the link in my announcement thread a while back. In any case, here it is: http://www.thefewgoodmen.com/tpg2/cm-final-blitzkrieg/a-chance-encounter-revisited/ Frankly, however, I wouldn't bother downloading that version, as it's quite out of date. I've attached the latest version to this post and I'll send the revised scenario to TPG over the weekend. A Chance Encounter Revisited_BETA5.btt
  10. I already made one and sent it to The Proving Grounds for testing. Nine downloads, no comments. I've got an updated version, based on my own testing and development, that's basically done but based on the lack of interest and feedback I quite frankly wonder if it's even worth releasing.
  11. Bugger. That's annoying. It would be nice if demo charges could be used for, you know, demo.... Ah well, thanks anyway.
  12. I'm sure this has been covered at some point in the CMx2 evolution, but I can't be bothered to dig through all the various fora to find it. The basic question is this: Is there a way to demolish bridges with engineers? I can't seem to get them to throw their satchel charges at all (even when not targeting a bridge - this seems a little odd), and "Blast" doesn't work either. Is there some trick I'm missing, or is it just not possible?
  13. Shameless plug: http://www.thefewgoodmen.com/tpg2/cm-final-blitzkrieg/a-chance-encounter-revisited/
  14. It's not showing at TPGII yet, but here's the direct link: http://www.thefewgoodmen.com/tpg2/cm-final-blitzkrieg/a-chance-encounter-revisited/ H2H only right now. I'm working on a rudimentary AI, but don't expect anything hugely complex in the final form. If you play, please offer your feedback here or over at TPGII. Thanks.
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