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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:


      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

Pete Wenman

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About Pete Wenman

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    Pete W

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  • Location:
    Battle of Britain country
  • Interests
    Aviation art & military history


  • Location
  • Interests
    Aviation Art & Military History

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  1. According to Goggle the time at the Mordbunker is 04:24 Sunday, 3 December 2017 (GMT-5) Time in Windham, ME, USA @Mord go to bed !
  2. @Mord A quick and dirty for Heersgroup B, being the forces in the main used in Wacht am Rhein as quoted by Pallud in BoB Then and Now I'm not sure whether the 15 Armee units are Infantry Divisons, or VG, or a mix. HEER Inf PzGr Pz VG SS Pz SS Pz Gr SS GJ FJ OKW Res FBB FGB 11 9 10 6 3 167 79 257 15 Armee 176 15 9 59 183 340 363 246 47 353 85 344 89 6 Pz Armee 272 1 3 326 2 277 9 12 12 5 Pz Armee 116 18 2 62 lehr 560 26 7 Armee 352 5 276 212 P
  3. C2 & Information Sharing (REDUX)

    Fire at will P
  4. C2 & Information Sharing (REDUX)

    Just to reiterate the excellent info provided here by @MOS:96B2P and to again illustrate how sophisticated the game radio net is I've attached a simple scenario for FB based on the Stoumont master map. This is a massive, resource heavy map, so some systems may struggle with it, but it shows again how critical it is to maintain good C2, both horizontal and vertical and the impact it can have on a very large map. If you fancy giving it a whirl, play as US against the AI, on elite. This will clearly show the flow of info through the radio net. Add a short target arc to the M8 to prevent it firing and push the BRB. As each unit gains a ? contact marker, click on the next unit and await it too gaining the ? contact, and so on. The situation is that a M8 scout car, from 1st section 3 Plt A Troop, is observing in the direction of Cheneux. It is some 3k forward from the 1st Infantry Bttn HQ which has a radio mounted jeep also from 1st section 3 Plt A Troop adjacent to it. Timings for the playthrough I noted as follows. Game start at 30.00 29.52 (so after eight seconds) the M8 gets a ? contact on an enemy unit 1.6k away across the valley. 29.03 The radio mounted jeep from 1st section 3 Plt A Troop receives a report and gains a ? contact marker for the enemy unit, despite being out of LOS and over 3k away from it 28.56 The M8 gets a solid ID on a 251/1 halftrack and passengers. 28.53 1st Inf Bttn HQ gains a ? contact marker, as the report from the M8 is passed horizontally to it from the adjacent cavalry jeep. 26.49 A Co HQ (1st Inf Bttn) gains a ? contact marker for the halftrack as the infantry battalion HQ now passes the info down the battalion radio net. (A Co is approx 1k forward from Bttn HQ) 26.24 1st Plt A Co receives the contact report via A Co HQ (1st Plt HQ being some 200m from Co HQ, but out of LOS from it.) 25.42 1st platoon shouts details of the contact to 1st squad in a nearby house. So in just under 5 minutes the contact report has gone up the cavalry net, been shared with the Inf Bttn HQ and been passed back down the infantry net to all units in C2 for that net. From a real world perspective this is perhaps a little fast but not unrealistically so for trained and competent troops. If nothing else it shows the clear advantage that a working radio net provides. If the radios are not present the passage of info will rely on runners, liaison units and self spotting. If this was the initial part of an actual game the M8 could report on all it sees and enable the infantry bttn to share all it's sighting info, denying the German player a degree of surprise he may otherwise assume he has. Just my ramblings P Stoumont Master Map recon.btt
  5. IED not working?

    Yep this method works, but is not fall proof. Sometimes the triggerman opens fire, even when on hide, with his weapon and is killed before he detonates the IED. Just use a large IED and place it outside by the door, the end result is much the same as if its placed inside the building. P
  6. Infantry Movement Rates

    To add to the replies above, which are both spot on, it is also important to understand the differences between the various move commands, so ensuring the appropriate order is used where possible. All of the five move commands for infantry units not only affect speed of movement, but also the likelihood, or not, of returning fire while moving, use of nearby cover, whether a unit will stop when under fire, or continue to move regardless etc. P
  7. IED not working?

    Others will proabably be able to add more, but I believe the radio IED needs line of sight in order for, what is presumably a VHF radio signal, to work. However in all cases the IED operator needs to be able to see the target so the IED can be exploded at the correct time. So in other words all IEDs in effect do need line of sight P
  8. Mission amount without mods / downloads

    This should give you a pretty accurate overview http://www.combatmission.lesliesoftware.com/ P
  9. Festung La Gleize

    @theforger This might help Kampfgruppe Peiper CUF full.btt P
  10. Festung La Gleize

    Were they? They should have been the 150mm Grille rather than Hummels. Yep my bad - 13th ko. were indeed Grille. 3rd Bn SS Paz Arty had the one Hummel that was lost at Coo while attempting to get to La Gleize.
  11. Festung La Gleize

    No towed ATG with Peiper as far as I can see, which is not a surprise given their role. ( I think what towed ATG the division had were with KG Knittel )
  12. Festung La Gleize

    Fallschrimjaegars - in Stoumont as at 19th Dec was the 12./FSch.Jg.Rgt.z.b.V. I don't think there were any more in the area. p
  13. Festung La Gleize

    KG Peiper had the 6 SP 150mm guns of 13th SS Pz Heavy Infantry Co, together with the1st SS Pz Arty Bn, (towed), comprising 3 batteries of 6x 105mm pieces Edit Just to add having checked the 150mm were Hummels. It is worth noting that both units suffered losses before arriving in the La Gleize area and so were not at full strength when they deployed there. So no Wespes. PS as the map maker I'm really pleased to see someone doing this. I am a little surprised the map has not seen more use. P
  14. Armoured Infantry

    I don't know either, but actual accuracy is not the whole issue. In simple terms for a combat setting, accuracy is a function of barrel length and bullet velocity, and most WWII rifles had a longer barrel than the current assault rifles and a more powerful cartridge. (The reason behind the bullpup arrangement on the SA-80 was to keep barrel length whilst reducing the overall weapon length). Like others here I have shot both a rifle and assault rifle at the ranges being talked about - I my case being the 7.62mm SLR and the 5.56mm SA-80 which replaced it in service with the British Army. In terms of hitting targets at 300m it can be achieved without too much difficulty once the firer understands his windage and aim off for range. From experience the SLR shot pretty straight at 300m (I'm sure someone will recall the actual drop for range at 300m but something in the grey matter says 3-4 inches only). The SA-80 was not greatly different but the magnification on the sight made it much easier to see fall of shot allowing for easier and quicker adjustment onto a target. If you can't see your initial fall of shot it is very hard to adjust, but at 300m with a zeroed weapon you should still hit a man sized target without needing to aim off. P