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    • Battlefront.com

      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:

      -showui

      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

BletchleyGeek

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About BletchleyGeek

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  1. This guy is worth a watch

    Haha, 1965 "computers" could well mean a bunch of boffins at RAND corporation producing nerdy stuff that only McNamara would care about or be able to read.
  2. CM:FI AAR SLIM versus Bletchley_Geek

    I could see the wire just right @axxe, spent a couple minutes mapping its extent, as it is only revealed when you get visuals on it. Going around it on the left was an option I discarded as it seemed to me crazy to advance on the open and be probably subject to enfilade fire. @MOS:96B2P being a combat engineer in WW2 wasn't a very safe job. As long as they blasted one AS their job would have been done
  3. CM:FI AAR SLIM versus Bletchley_Geek

    Thanks @General Jack Ripper for the intro You have almost answered the question yourself, but there are a few aspects that impacted my decision making which I don't think were "observable" from your POV. The attack on Casa Fanella didn't start on the conditions of my choosing. That stray private walking onto that HMG was pretty much like firing a flare up into the night sky, as my line engaged yours. I wasn't ready just yet, or more exactly, I hadn't the forces I thought I needed to breakthrough all the way to the top of the hill completely in position. Hence the delay in breaching the wire. The engineers were still on their way. In hindsight, perhaps, the rational decision would have been to call off the whole thing. I wasn't very sure I had the combat strength to push all the way to Casa Riposa in the units I had in position. And I was very aware that as soon as we had made contact, there would be artillery coming my way. My calculation is that I would have like 6 to 8 minutes before the shells started coming... but I did that on the back of wishful thinking, as you had a TRP right on top of Casa Fanella. That was great forward thinking and probably the second small decision which saved the bacon of your left flank. The first was to put down wire In any case, it is fairly evident that I had enough combat power to gain fire superiority over your forward line and the defenders you had in Casa Fanella. I was actually surprised to see them routing (or falling back) after 2 or 3 minutes in the firefight. It was also one of the most intense firefights I have had in a CM game in a while. Yet, I wasn't in position to exploit that success because the wire effectively preempted me advancing further. The only unit I had able to move forward was the platoon on my right flank. I could have squirmed a squad or two more... but it felt like I was feeding my men in dribs and drabs to the maws of German machine gun fire. So I stayed frosty. The right flank platoon wouldn't be able to make much progress. The quality differential between my force and yours became apparent then. You mention in the video that one of your HQ teams was able to pick one by one several members of a squad. That wasn't my choice. My squad had jumped over the wall to move across the road, and then got a casualty and became suppressed/pinned. The platoon commander was too far to provide support, and the TacAI wasn't going to take them anywhere but backwards. First thing I did was to bring forward the HMGs and the light mortars and start putting some hurt on your guys... which I thought would be reeling (and they were). Your position shuffling tactics reduced considerably the effectiveness of the mortars. Here the diminished Commonwealth squad firepower failed to reduce the mobility of your higher quality troops, which as a consequence avoided those little shells of death (which were falling quite close from what I can see in your video). Eventually, I breached the obstacles and was able to move forward in strength. But then your artillery arrived. In hindsight, it is clear to me that I should have made my engineers a more integral part of my plan, so I could have brought them forward way quicker. The initial success of my infiltration was squandered because of lacking engineering support at the right time.
  4. CM:FI AAR SLIM versus Bletchley_Geek

    01:45 Ten (in game) minutes after encountering my opponent's scouts it was clear to me that he wasn't doing what I had expected him to. Coys A and B had advanced quite a bit without finding any enemy forces. On my right flank, Coy C was making slow progress as I was being very careful. Note how I changed the company formation from column to vee, with a platoon in reserve. That was suboptimal move, since it is a combat formation not a march one, but I was pretty much expecting to make contact at any moment. Eventually I felt a bit ridiculous - it was bit like swinging your fists in the dark, really - and relaxed a bit. Fortunately, nothing bad happened because of that On the left flank, A and B Coys kept with their methodical, one squad at a time leapfrogging. Very good practice for me - now I can do these drills with my eyes closed, but nothing too interesting when it comes to write up an AAR. 01:38 We advance the clock 10 minutes, right to the time when I reached the ditch. Having found no enemy here at all, it was time for a replan. Up to now, I was basically probing ahead to get a handle on Chris' defensive plan. And so far I had probed into empty air, with the notable exception of Casa Fanella where I found a piece of wire with my organic scout section. That was a key piece of information to use. I must say that since the very beginning of the game I had been inclined towards a flanking attack on my right. The reasons for that was that I saw the terrain to be more favourable for an infantry attack. There's a fair amount of trees - obscuring visibility from the high ground Chris was commandeering - and walls and other linear obstacles can work both ways. On the picture below, from left to right you can see the Scouting element, Coy A (2 platoons and 1 back by now) and Coy B ( still in column formation), and Coy C in a generally defensive stance. All of the above was somewhat validated by the advice in the Truppenfuhrung - due to the low visibility and terrain, I considered paragraph 317 to apply well to this situation. Or rather, I thought I could make it work. The plan was broken down on the following four activities: Work my way around the wire with two platoons (1 from each B and C coys) in the wings, and two other platoons to pin down the defenders I expected to be around Casa Fanella covering the wire, and two platoons in reserve. This was to be a small scale Umfassung attack, with the wire to be breached and Casa Fanella assaulted as soon as the wing elements flanked the enemy position. A Coy would continue probing forward with one platoon towards Casa d'Antonio. It didn't seem at this stage that Casa d'Antonio would be strongly defended, as the ditch and forest had been forgone. Move up Coy D from the reserve to the area right behind Coys A and B. This planning included up the the milestone of securing Casa Fanella. Further down the road was the general idea of exploiting a breakthrough in the direction of Casa Riposa and then continue the execution of the flanking attack. 01:29 That wasn't a very complicated plan, and I think that was a good thing. Because when it failed spectacularly, it wasn't a complete mess - there were a few elements of it that could be reused By now activity 2) was nearly completed, as I had visuals on Casa d'Antonio. Still no contact though. Activity 1) was progressing a bit more slowly than I expected though. The wing platoon from Coy B was still moving into position (I forgot to move them for a whole 3 minutes!) while the wing platoon of Coy C was nearly reaching its jump off position. The central element of the envelopment attack on Casa Fanella was already in place, while some engineers were rushing to position. The serrated red lines I have sketched out highlight the positions I had put my money on Chris HKL would be. And then a nameless private on the tip of the right wing literally just walked onto a German HMG. And a timer starts: tic-toc-tic-toc...
  5. CM:FI AAR SLIM versus Bletchley_Geek

    @JoMc67 comment was a fair one. But I don't have a baseline to compare with, other than Graviteam. And in that one there are fully implemented flares. Also, @General Jack Ripper was taking for you the God view/drone shot of the action. So it looks quite orderly. From the ground at eyeball level I don't think you can appreciate the pattern. Last, there are no SOP in CMx2, or rather there is just one (return fire on contact).So of course there is no hesitation to engage. The only delays possible follow from experience, morale and leadership/C3I (as it influences spotting).
  6. CM:FI AAR SLIM versus Bletchley_Geek

    Feel free to comment guys to your hearts content guys, you are also part of this. Being an AAR we can go back and forth over the files and even try to replay bits of the game
  7. Muddled my mind is after this gruelling week
  8. Good points both It's not TOTALIZE I was thinking of what the I British Corps was doing on the right flank around Villiers-Bocage and Caumont... I can't remember the name of that one. You have obviously done your research well, @Ithikial_AU - Heer will be fine too. Any idea of what was the size of that KG in terms of Company equivalents?
  9. I was actually thinking of a US Army vs. GE FJ match up - as that would be quite historical, and both are very cool OOBs. Substantial engineering support should be readily available. A CW Bn would be quite interesting too, but that would be an operation about TOTALIZE right? This has quite the flair of a US show... let's not steal the show from them
  10. CM:FI AAR SLIM versus Bletchley_Geek

    The Jacobites made great tunes back in the day any recommendations from the Roundhead's side?
  11. CM:FI AAR SLIM versus Bletchley_Geek

    It is indeed minor thing within the context of CMx2. There's some stuff coming up soon or soonish that will go a long way to give us satisfaction when it comes to bonding emotionally with pixel truppen. I wish it would be possible for the few surviving tactical war game developers to establish partnerships, so we can get compelling gameplay at several levels. In any case, looking closer at the true face of battle will be certainly refreshing. But it will be hard to gloss over sketchiness when it comes to the "fire and movement" side of the business.
  12. CM:FI AAR SLIM versus Bletchley_Geek

    Unfortunately, dear Oliver, it's not always that you can choose to turn down such offers The backstory to this old tune is quite interesting, one of his authors was none too happy about its success...
  13. CM:FI AAR SLIM versus Bletchley_Geek

    Thanks mate, I thought that since this is an AAR, there will be space for reflection. I am happy to get parts of this AAR "syndicated" in your blog. Let's have first a test run over here.
  14. Anybody interested in taking up this as a QB? I would gladly play either side, in either modality. Are you going to post further directions @Ithikial_AU? Like what are the force restrictions etc.?
  15. CM:FI AAR SLIM versus Bletchley_Geek

    Another terribly busy week... just barely managed to watch @General Jack Ripper excellent video. It's a shame we can't work out the name of single privates. When I saw him being mowed down I remember jumping on my chair. Thanks for that @Bil Hardenberger! Tthat's perhaps the highest praise I could expect. All those battle drills that you painstakingly curated in your Battle Drill blog are being put into (good) use Over the weekend I will come along and post some pictures and video capsules to illustrate the overall (both at the macro and micro level) attack plan. Which was inspired by the following passages of a famous book: The advice one finds on books (or booklets, or other doctrinal pamphlets) rarely can be applied verbatim. Rather than a method to do something, like drills are, they actually are heuristics. That is advice compiled by trial and error by those who came before, which is expected to facilitate the work of others. They're the basic ingredients to guide the formulation of a plan, but not a template (necessarily). Figuring out when they are applicable, and how to get a handle on how their advice can be used with the resources at hand and negotiating the constraints the environment imposes is a hard problem. That is, you will rarely solve it entirely to your satisfaction, and very often, things will go very wrong because you drew the wrong conclusions, formulated the wrong plan and implemented it wrong. Wrong, wrong, wrong, wrong. I have almost always learnt something from the games I have played... and this one was no difference. If I manage to get 50% not wrong, I consider myself a happy man
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