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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
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      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


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About Strategiclayabout

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  1. Things sure are becoming interesting with soviet forces concentrated in the north and south. Seems the center is wide open and you'll be able to put pressure in the back of Kiev very soon. Have you considered some kinf of mobile defense around Rovno and Vinnitsa to suck in the Reds while advancing on the flanks ? * Nice job pushing Finns in Karelia: looks like there isn't much Reds before Leningrad in the area. You still have some time in summer and I suppose Soviets won't be able to be that strong later on with all those costly counterattacks. That said Stalin sure knows how to use those worthless political op... er... I mean divisions to take casualties and shield main units . PS: welll done keeping a german strategic reserve in the Reich
  2. Thanks for previous answers . Yes losing that panzer in the south will hurt during long 41 summer but look at the good side: you've glued a lot of Soviets in the south. That's one of the reason advancing on all 3 fronts (north-center-south) is a good strategy: there is always a weakness somewhere to exploit. Also organizing those offensives in Ukraine should be quite costly for Stalin and with all those l-tanks in the north you now know where most of them are. * Looking at your northern pic I see you refitted many land units to elite level. I suppose taking Pskov is your objective but avoiding frontal assaults won't be easy.. On this front I usually like to advance fast on Riga-Tartu-Rakvere-Narva. Narva provides a supply 6 source close to Leningrad and in the back of the Velikaya line. Well in your situation maybe you'll have a chance to ake big gains towards Moscow even if you're slowed down towards Leningrad.
  3. Hahaha enter the magic carpet roll ^^ ! That's interesting to see you shift 4 panzers to the north. Problem with Riga/Minsk is the more you wait the more it entrenches. It's possible to capture Riga on turn 2 to speed up the advance but it depends on your moves on turn 1 and how Russians defend. Being able to use those two bombers help a lot there though one is too far at start and fighters arn't in escort range (it's rare to see red wings in the area but you never know). * In the south debates are still open about some points like where to push panzers and/or use artillery but you're right it's better to encirle Odessa before attacking most of the time. Rolling panzers full speed towards Kiev along the northern railroad still has my preference because it's shorter/straight forward but you're doing well starting a Vinnitsa-Chisnau pocket . Nice job stomping on a soviet HQ, keep it going ! Good move to upgrade those romanian corps too, will save MPPs/casualties in the long run though the cost is high early on. * I don't see Hungarian or bulgarian HQs around to help provide more supply, any plans for them ? Also Gemans lack fighters at start so I tend to upgrade/reinforce italian/romanian ones quite early to help escort bombers. (I like the finnish one alot because of its elite step and good HQ, always nice when AGN approaches Leningrad) Care to share your strategy for unit production and tech investment ?
  4. Oops made a mistake with Riga MPPs I think it's 20 not 16 since it's a liberated capital (2 x 10 at max) so 46 MPPs and even more reasons to go for it ! True about counterattack but if they're done in low or 0 supply and without supporting HQ Soviets will kill themselves for you with atrocious odds . I consider you can lose some time and forces early on because Germans can't go much faster than their HQs anyway. As you say we'll see .
  5. Hi both of you , Glad to see you back for new adventures ! Don't worry about unfinished AAR: it happens. * Leningrad Got a slightly higer MPPs count for northern option with 42: 16 (Riga) + 16 (2x8 Leningrad) + 10 (Helsinki going from 5 to 10 supply with railroad to Berlin) On the good sides you can add Baltic States supply sources can allow 10 supply for german HQs at max capacity (towns to 6) while Soviets are limited to 8. If you take some risks/do well engineers won't have the time to do much before you reach Leningrad. Moscow I still think advancing in the center (even if you don't capture the capital in the end) is a major objective in 1941 because it's when you can grab the most ground. The marshes don't need that much units to keep partisans at bay (buy more GAR early on including italian ones if you think you'll lack units). It will also make the fall of Kiev easier with pressure from the north though targeting soviet MPPs in the south remains a possible strategy. First turn Trying to encircle/cut supply/railroads to more units on first turn so you can destroy them below 5 supply on following turns would help Germans a lot in the long run. Here many soviet air units, l-tanks and HQs will be able to escape while most armies you destroyed will cost less time and MPPs to come back. Air units only need 1 supply to move and they have long movement ranges so they can escape pretty easily if not destroyed on turn 1 or left at 0 supply. * You can take a look at this thread where some encirclement options were discussed (you even have some pics) : http://community.battlefront.com/topic/117599-first-turn-in-the-north/ Wish a fun game to both of you !
  6. Hi steelwarrior77 , Allies have various levels of commitment from the start: UK: will stay in the war a lot longer than the others even if you go a bit wild. US: will get out quite fast whatever you do. FR: moving units away from Odessa will take them out very quickly (around 10 turns). * All those countries have nearly no offensive units or artillery to deploy, only divisions and planes. UK has a freikorps by event and a persian cavalry corps to buy but that's it. Their main power is diplomacy and to some extent income (MPPs transfer/events to help Whites). * That said there are some tricks you can use to have more flexibility: 1) you can focus their ressources on diplomacy to get 1 or 2 minors on your side. (Romania/Germany will be french controlled, Norway will be UK controlled and their units will benefit from Allies tech/research) 2) you can disband US and FR land units (even some UK ones) to gain MPPs and buy more diplomatic chits. (disband them on high supply tiles to get more MPPs back) 3) if Whites invade Ukraine before USSR France won't land in Odessa so no french units available. BUT that also means no ticking clock for France withdrawal so more time to play diplomacy. 4) you can transfer units in the north to the south in one turn using naval loop to the Med (map data is wrong as it shows several turns for the loop) * It's far more interesting to get Romania in than trying to use french units for a limited time as Bucharest brings 1 HQ, 1 artillery, several corps and 1 or 2 divisions. Hope this helps ^^ .
  7. You're welcome , My bad as I thought your main problem was OE late entry instead of russian trench tech but there are still ways around. LAST STATEMENT I do think chances are more or less equal in CtA. My comment about CP was more like: "you're the attacker so you have the initiative" (to decide where the game will go). * EAST After the Lodz move it's true Russians receive many corps and can stall CP on the Warsaw line or a bit ahead. However Russians can't cover the whole front despite their numbers. You can have some kind of mobile warfare in 1915 but you need to create it by forcing Russians to leave their trenches and redeploy. 1) always keep at least one artillery in the east and try to destroy 1 russian corps per turn by concentrating attacks (at that point you should have shell production 1 so 2 shells per turn meaning even trench lvl 3 won't last long on a clear tile vs german better stats) 2) use a second artillery to reduce important targets in range (fortress/city) and/or rotate it with the other one when needed (the idea is to have constant pressure to keep the initiative and manage russian numbers) 3) then use your strategic mobility to attack where russian lines are thinner (usually Russians can cover the whole polish front but there will be holes in the Baltic States) 4) amphib on russian ports can also help to stretch lines a bit * SERBIA In my opinion it is worth it to spend those MPPs early on operating german units because they will get good results and even experience. You only need one german HQ and two infantry corps to capture Cetinje then you can move them to main serbian front and to Italia or OE in the future. German artillery can help not only for Belgrade but also for the mines and second serbian capital and it can mix with german units from Montenegro. At that point you will have one HQ two corps and one artillery meaning you can even have two more german units around if needed. I see those units as some kind of a "shock force" that will move a lot so it's like making necessary efforts to create a strategic reserve early. (it's possible to operate all those units on turn 2 without hindering your efforts on other fronts by planning moves a bit on turn 1) Yes it won't stop Russia by itself but it will make CP life easier in the long run. * WEST Haha yes made some bad somes there too in some games and that ù^$* summer mud doesn't help when it happens ! Usually moving units adjacent to Belgians and occupying Messines ridge is enough to avoid trouble at Ypern. But there are other possibilities including a clean cut to Calais port on turn 1 with a chain of forcemarch units. (however you need the 2 deployable cavalry at start plus 1 corps already on the map) * Add a blocus of Oostende/Anvers ports by german fleet on turn 1 to block naval transport. (sure you'll take 1 or 2 naval losses but nothing big if you retreat on turn 2 after bombing Oostende) That will force ENT to make difficult choices as it will block french units from forcemarching to Ypern on turn 1. (and the wall of ZoCs will create trouble for both belgian and french units) If Belgians try to defend they risk being completely destroyed and if they fall back to french lines Belgium will fall faster. * Another thing to consider is where to defend/entrench for Germans and I think the line between Sedan and Calais is good because: 1) there are a lot of hills (forcemarch a line of corps on turn 1 then entrench) 2) all tiles are on railroads (meaning high strategic mobility) 3) close to high supply centers 4) the front is straight with no salient to defend and even one more tile than EN line 5) the coastal tile is a town reducing effect of naval bombing for Germans The bad side is french northern mines are on the frontlines. * About the gap thing in Alsace-Lorraine at start it's all about balance between tiles you need to occupy (usually in front of Verdun) and keeping some space to allow easy unit upgrading later. * RESEARCH PRODUCTION DIPLOMACY Well diplomacy chits are mostly if EN threatens Holland, at worst you can even take the NM hit for Norway. I agree research plan can be hard to follow but you can delay a bit to reduce early cost below 500 MPPs. (invest usual 1 chit in infantry but only 1 in shell production plus 5 in trench and you already have 1 in industry) That will save 450 MPPs or more than enough for a new heavy artillery unit plus some spare change. The goal is to start the research so you benefit from it each turn in critical areas even if you're not at full capacity. Germans receive a lot of reserve corps early so don't burn MPPs to reinforce badly damaged ones (5 and below): just move them to the back in good supply and replenish them later. * OE As you say but as OE will always be in trouble whatever you do some turns won't make a big change. True the Sultan Osman is more a liability than anything else because of its cost and possible NM hit if sunk. That said with some air recon having a BB around can help set up an amphib operation vs Odessa or Sevastopol. Other than that you can shield OE troops with some Germans the time to invest in tech and some units (need bulgarian railroad of course). It's also possible to consider refusing the Von Sanders event to speed up german investments but you better be ready to support OE later on. * Stockpiling MPPs was a funny way to say it I agree but that's the only way to invest 125 MPPs in infantry when OE is at peace haha. I suppose investing in industry instead or detachment to cover vulnerable spots are also possible and even trench despite the 75 vs 50 MPPs cost. Regards (of the same) Kind Strategiclayabout Well I suppose we can try a CtA game at some point with you on the shovelling side ^^ .
  8. Feedback from a multiplayer game

    Hi steelwarrior77 , Not sure if it was designed like that but it makes sense as it's equal to Germans' armor pool full capacity: 10 panzers in normal campaign 7 more named panzer corps in the force pool (not available with hard builds option in normal campaign, available at extra cost with soft builds) 1 romanian tank corps total = 18 * For unit numbers it seems ok since Germans have more MPPs they can buy a lot of divisions early (only 2 monthes to produce). There are also some GAR units (only 1 month) and the cavalry unit (2 monthes) for around 21 units if I'm not mistaken. Germany also has 15 units in the production queue at start scheduled to arrive in the summer. Some units with 3 monthes production delay can even arrive arrive at the end of September if bought in June. * So it's 84 german land units at start + 4 for Hungary + 8 for Finland + 15 in queue + 21 with short production delay = 132 (not counting Italians). Then you have those extra 8 panzers for 140 and 8 more else (probably corps). Panzers have a 4 monthes production delay so I suppose extra ones come as bonus reinforcements in the PQ (or maybe events) as well as those extra 8 units. So overall for max difficulty level those numbers arn't that incredible . Hope it helps !
  9. Hi Furchtlosundtrew , From what you say I think the problem is you/CP are too agressive in the West in 1914. There are several moves possible in the east with german deployable units at start: * EASTERN MOVES 1) You can wipe out two russian corps in the Baltic States and capture the empty city in the rear with a cavalry raid. That usually forces Russians to burn MPPs operating units to cover vital areas in the back and/or to retreat. It's a deadly move but has one weakness: it extends german front and leaves Russians free to organize in Poland. 2) You can also attack in western Poland to capture Lodz (the city west of Warsaw) and protect Silesia while anchoring AH flank. That will shorten the front and make a later assault on Warsaw easier while even allowing AH to attack a bit south of german forces. * SERBIAN MOVES At the same time you can focus on depriving Russia of some serbian MPPs: 1) It's possible to take Belgrade in 2 turns if you deploy 2nd AH army against Serbia (quite certain if you also send german starting artillery there). That will make it easier for AH to manage that front and go for serbian mines and 2nd capital. 2) You can also target Montenegro as starting two AH corps in the south are where they need to be. With forcemarch you can isolate MNT capital then operate 1 german HQ and 2 corps there to finish the job next turn. 3) Here you have to know MNT is a bit special as you can collapse it if MNT hasnt 2 of its own units inside its borders when/after you take Cetinje (the capital). That usually means EN player has to give the russian event HQ to MNT to avoid that early collapse. 4) The collapse of MNT also forces Albania to remain neutral meaning AH navy has far better chances to defend Otrante straits in the Adriatic. That leads to completely different strategies including vs Italy later on. you can still DoW on Albania but there is a diplo cost (losing some OE mobilization around 15% I think). * All in all you capture no NM location in Serbia but between MNT capital and serbian mines alone Russia loses 10+15=25 MPPs/turn vs Dardanelles trade of 30 MPPs. Plus AH gets 8 more MPPs/turn from Belgrade (Russia loses nothing there since serbian 2nd capital generates 16 MPPs again). * WEST All those moves need you to weaken the push in the West but in my opinion you only need one of the 2 deployable cavalry there to grab Lille and nearby french mines in turn 1. Don't advance too much, concentrate on taking Belgium and MPPs locations (Lille and mines) then entrench to avoid french counters. Isolating and destroying belgian units should be your goal as once they're out they won't come back as long as you control belgian territory. * RESEARCH & PRODUCTION With that you also need to plan your tech/unit spending. Usually a good early combination for german tech is: 1x125 infantry (as soon as possible = turn 1) 4x50 trench (5 is possible but you'll have to wait for a hit to buy a third chit in shell production because you'll be at 950/1000 max research) 3x125 industry 3x100 shell production (total 1000 for max research) Then disregard buying back lost infantry corps (if any) for now and concentrate on producing all remaining german artillery. That way you'll have enough MPPs and shells to upgrade units and sustain your offensive in 1915. * To help AH you can take a turn of german income to produce detachments: entrench them on italian border and it should be enough to buy time. As Bill said diplomacy can be dangerous so keep an eye on Entente activity there (MPPs stats screens) especially for Holland/Norway/Sweden in that order. Other options with spare MPPs include upgrading starting german lvl5 HQs to 7/8. * OE It isn't that bad to have a delayed OE entry though it gives more time to UK. Because it will also delay caucasian entry for Russia including a good HQ and an artillery plus a 2 corps redeployment event. Plus it will give CP more time to get Bulgaria in and clear the serbian railroad to OE. And while at peace OE don't have to worry about defending weak points to they're free to stockpile MPPs to produce detachments or invest a bit earlier in tech. * Well SC WWI campaign has a lot of possible outcomes and tricks, that's what makes it great. I can't cover everything so you'll have to adapt and try things to keep your foe out of balance. Just remember that as CP WWI is usually yours to lose (though Rafal is a very good player) ^^ .
  10. First Turn in the North ?

    Now to the south where I'll only talk about Lviv area since there's no panzers further down. Same strategy as in the center with a giant encirclement denying supply sources to trapped units. There are two main possibilities here: capture Lviv first or encircle units first to avoid retreats (red moves 3, 4 & 5). It's up to you to test both and see what you find better but I usually prefer to block retreats first. 1) A move designated panzer on the free tile near Lviv and attack the division there B it will either defend or flee if it defends the second panzer strike usually kills it C if it survives finish it with Luftwaffe as it's a critical tile 2) A move second panzer unit in the empty town and attack the soviet HQ B it will also defend or flee if it defends the second panzer strike will usually kill it C if it flees don't use Luftwaffe on it (yet) as you still have a chance to bag it with other units 3) A move elite corps on the right wing near low supplied red army in the western woods B attack with that elite corps to reduce the army and ensure a 1 strike kill for remaining panzer C if the army retreats use other corps/Luftwaffe to finish it * 4) A if the army doesn't retreat crush it with your panzer first strike B then roll it in the gap all around Lviv to the east C if you can't reach the woods because of ZoCs just cross the river further east (or even to Buchach town but you'll need more units to close the ring int he north) * 5) A complete the encirclement by moving/forcemarching units in the north B that can be tricky if you don't use the good sequence of moves or if you used too many units in the center C at worst you can kill planes (especially the northen fighter) to reduce the ZoC problem a bit and gain some APs ^^
  11. First Turn in the North ?

    Now that we've crippled soviet HQs in the area next goal is to take Bialystok. As said above things can go wrong there is no perfect plan so you'll have to adapt depending on combat results. Moving/forcemarching units before combat can help negate some retreating pathes but it uses some units you may need later on. 1) A use remaining panzer north of the town to attack army in low supply to the south B advance panzer to destroy fighters behind it C use adjacent elite german corps to finish soviet army if it survives * 2) A move that german corps in the back forward to eliminate remaining fighters unit near Brest-Litovsk B that also allows Germasn to control crossing points on the Bug river C if needed bomb any of previous attacked units with Luftwaffe to finish them * 3) A move panzer adjacent to the fortress on the tile where soviet fighters were B widen the gap by eliminating the bombers then nearby army C finish that army with german corps north of Siedlce if it survives * 4) A move remaining panzer near Bialystok and hammer the division in it B here things can go wrong as the soviet division can retreat in a bad spot (blocking the town with ZoCs) C you still have a chance to kill it with Luftwaffe but at this point it's down to your luck * 5) A attack the remaining soviet army west of the pocket with adjacent german corps B move that german corps in Bialystok to capture the town C force march german units (usually need two) in the back to close the ring northeast of Bialystok
  12. First Turn in the North ?

    There is no definite answer to that because of random retreat moves and combat results. Several strategies or move combinations are possible depending on what happens. * Here is one of them for the center: First the southern pincer 1) move that GAR unit to take control of river Bug banks 2) roll your southern panzer all around Brest-Litovsk 3) eliminate fighter unit and reduce nearby HQ Second the northern pincer 1) move designated panzer east to recon/cut railroad 2) attack soviet HQ if you're lucky you'll destroy it with 2 strikes 3) now you should see a big pocket coming
  13. First Turn in the North ?

    Hi Fintilgin , Maybe something SCGC team can improve for next games as you're not alone saying that it seems ! Well enjoy FM as it will open a new world of tactical options in your campaigns .
  14. Infrastructre Tech

    Hi blah367 , Just to be sure I'll also say you can use forcemarch to double your units AP. Never know as several players said they didn't know about it lately .
  15. Infrastructre Tech

    Hi blah637 , I'd add that if you want improved movement in China the tech you need is motorization (+1AP).