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Badger73

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Everything posted by Badger73

  1. Some armored vehicles (and this looks like one of them) are equipped with machine guns so that the crews can provide for their local security (self preservation) when unsupported by friendly infantry. In such cases, its not an offensive weapon system but rather a defensive one. Combat psychology is a funny thing. Crews just felt naked in combat without machine guns on their vehicle. Ma Deuce as pacifier in many respects . . .
  2. There is a MOD that helps with this in the repository for "CM: Battle for Normandy - BASE GAME". Check out "CMBN Scenario Organisor v0.22" at URL = http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1542
  3. FYI - Windows7 snipping tool info --> http://windows.microsoft.com/en-US/windows7/products/features/snipping-tool
  4. @PvtW, I've made two more attempts with this scenario as the USA player and have had no success. I really struggled with trying to accomplish the USA mission with the forces available. I don't think the US can overcome the 1:1 force ratio nor is there enough time to accomplish the kind of recon necessary before assaulting the objective. I was very frustrated with the minefields. One part of that is because I don't know how to search for and clear them before I blow something up running into them; chalk that up to newbie player shortcomings. The other part is that I don't think I have enough time to accomplish my objectives and slow down for mine clearing tasks. I'd like to see more info in the briefing, plus additional FO's, the engineers mounted in half tracks, and an additional platoon or so of regular armored infantry. For me, the three mortar jeeps could be better represented as off-map artillery but that's because I don't think this scenario supports light mortar direct fire the way I played it. That stone wall running the entire length of the road from the US entry point to Objective 1 made no sense to me. It really constrains and channels the US player while preventing support for any kind of recon on the left flank of the US advance. The map is exellent but I think the mission is too ambitious with the forces used. So, I didn't have as much fun as I would have liked. The scenario as is, is not a scenario I could recommend for others to play. Its clear that you put a lot of work into this but I don't think its ready for prime time yet. This scenario has real potential. Keep tweaking play balance and don't give up further development. Stay at it! Thank you and good luck.
  5. @PvtW, I think its too soon to tweak the forces involved. However, I concur and strongly endorse a more thorough briefing. I'm a big proponent of the 5 Paragraph Op Order format and a player should know as much about the pending situation as possible. As gamers, we don't have the situational awareness that historical participants did. It's imperative for a gamer to have reasonable expectations of what to face and a clear understanding how to approach the battle. To me, what makes a scenario successful is how well it builds and fulfills player expectations. In CMBfN, those start with the briefing. In my first pass through this scenario, I was too cavalry-like with artillery in that I held it back to save for when I was in actual contact. I also spread my forces out too far. I didn't expect how well prepared the German defensive positions might be. Second time through, I began with 105mm fires already called on Objective 1 (5 minute delay) and a Thunderbolt pass on the Church tower (3 minute delay). I'm also keeping my engineers closer to the other vehicles for mine clearing operations. My approach this time, is more towards better prepared offensive planning and maneuver than just movement to contact. So for now, I'd recommend focus on a better briefing. Half-tracks for the engineers are not a bad idea but its too soon to tell. One more real FO (forward observer) might make sense too but again, its too early for me to say. I won't have any more feedback for you until later next weekend. Thanks for designing this. Good luck and good gaming!
  6. @gundolf, Those scenes portray the mechanical details well enough (base plate, tube, and tripod) but completely ignore fire controls. Mortars use optical sights, even in direct fire. The crew needs to align deflection with the direction of the tube and establish an elevation which lobs those fixed propellant charges the correct distance to the target. Indirect fire is much more scientific. The Fire Direction Center does the mathematics of plotting fires and translating those plots into tube deflection and elevation as well as how much propellant should be placed on the rounds to fire. Even direct fire needs a sight to point the tube accurately but more importantly an elevation value to set the bubble for the gun-to-target distance appropriate to the standard charge on the mortar rounds. So, the movie drill was close enough for dramatic license but not the way to train your mortar crews! All the best.
  7. Okay. First game played as USA found my head handed back to me on a serving platter! After 30 minutes of elapsed time, the 17th Luftwaffe Field Division has severely mauled and manhandled the 87th Cavalry Mechanized Reconnaissance forces. The Germans are well and cleverly positioned. Must ponder anew and try again. Am not using my artillery effectively at all. Will keep you posted. Map is gorgeous. Am finding the US force mix unusual and interesting. Thanks for the scenario!
  8. A Ranger Squad Gets a Tall Order! CM BfN Base Game scenario submitted 25-June-2012 file author: Ed William (Pellaeon) - June 9th, 1944 - Duration = 15 minutes - US Rangers with tank support vs. German Grenadier Infantry with anti-tank support. - Americans are ambushed approaching a Normandy crossroads hamlet. Gameplay report - played as both USA and GER on WARRIOR setting. A very snappy little scenario! Great opportunities to explore CMBfN. This is a very useful "combat laboratory" for exploring small unit options in short duration experiments. Thank you @Pellaeon for the time and effort you put into creating this scenario for the rest of us to play! ==================================================================================== The adage goes that the difference between a fairy tale and a war story is that fairy tales begin with, "Once upon a time" while war stories start, "And there I was". So, there I was. As a relative newbie, I'm playing USA only CMBfN battles in "historical" order from D-Day through the end of the campaign; meaning I started with scenarios dated June 6th and am working my way through the Normandy Campaign day-by-day in calendar sequence. (I'm using Michael Wellhoefer's repository mod "CMBN Scenario Organisor v0.22" to sequence this.) I had just completed my first CMBfN battalion sized scenario and was a little drained from the intensity of managing over sixty combat elements on each side. Next up came "A Ranger Squad Gets a Tall Order!". What a sweet little surprise! I was really ready for this short and intense encounter. This is a tiny battle. Both sides command one (1) squad (that's right, only 9-12 men) with armored vehicle support in their deployment zones. The GER player commands a grenadier squad and two (2) StuG's. The USA fields a ranger squad plus a bazooka team and one (1) M4 Sherman tank. This scenario provides more than enough time for each side to perform their missions. As a tiny battle, it will take 15-25 minutes for solitary play. So, when you find yourself with a half hour waiting for your wife / girl friend / significant other to finish getting ready before you join them, this is the daily CM game-crack fix for you! Ready, set, go, and done; without being harangued for spending too much time gaming! ##################### <<< SPOILERS FOLLOW >>> ##################### 2) Conduct of operations. 2a) As US Player, you command "crack" infantry and a "regular" tank crew. When your mother taught you that you can't run away from the bad things in life, she was training you for counter-ambush techniques. The US player takes enemy fire immediately upon set-up. You can't outrun it and you certainly can't hide from it. Rangers are tough. They'll take initial losses without turning tail. The Germans have you in their cross-hairs. You check your gut and dish back in kind. Success comes from suppressing the German ambushers immediately. Use the tank to target one house and split small arms fire between the other two. The guys to hide and protect are the bazooka team! During your first minute, the hamlet will erupt in fire and a StuG will advance from your left front. Keep your tank out of StuG lines of fire, use your tank to light up the leftmost house and support the infantry. As your tank rounds fly past the StuG's front, it will back off to find a hunker-down and wait-you-out position. During subsequent minutes, get your AT team out of the cemetery into the left side buildings and find a position shielded from small arm fires to wait for the StuG's reappearance. While this is going on, the German ambushers should start taking losses or become suppressed. That's when your Ranger's should advance by bounding teams next to, around, or into cleared houses. The tank should stay back shielded by left flank buildings to continue raking the hamlet. At the same time, a second StuG will appear across the bridge on the right flank of the hamlet. A well positioned tank facing the hamlet diagonally will take that StuG out before it can react. As the game progresses, the Rangers should continue winkling out the Grenadiers and the bazooka team should lie in wait for the remaining StuG. The tank should stay beside the left flank of the cemetery providing over-watching fires. At some point in time the left flank StuG will need to react. Either the tank or the bazooka team will likely take it out. The Rangers, in the meantime, should always use one squad as the unmoving base of fire to cover any other squad maneuvering to secure the houses in the hamlet. Soon enough, they will prevail and accomplish your mission. 2b) As the German Player, you command a "veteran" Grenadier squad with an MG34 and two (2) "regular" crewed StuGs. The German player will find the American Rangers exposed in the kill zone of their ambush area. The Germans have line of sight into and around the cemetery. Cover and concealment matters from the beginning. You need to realize that buildings draw fire. The Ami tank will blow your socks off. Consider deploying only one (1) team in a building and the rest of your squad back in the hedgerows where they have concealment, some cover, and lanes of fire into the cemetery. I decided to use my right flank StuG to suppress the Ranger's left flank. I raced my left flank StuG to the edge of the wood line and hunted from there to target the Sherman. The infantry will get shot up somewhat. The idea was to prevent the Ami's from advancing and let my armor rake their flanks. It takes a while and the Ami's don't back off readily. ################## <<< SPOILERS END >>> ################## Assessment: This scenario is more fun to play as the Americans and easier to win as the Germans. The beauty of this scenario is how quickly the battle reaches resolution. When you screw up, you have plenty of time to start over, avoid your mistakes, and try again. I was way too tentative as the Americans in my first tries at this. It did not go well until I adapted. What this scenario really does is let you experiment with all kinds of "what if's?" As USA player: - What happens when I deploy the Rangers as close to the hamlet as possible? - What happens when I deploy the Rangers as far from the hamlet as possible? - Where should my bazooka go? How long can it sit there? When can I scoot and shoot? - My tank crew is unbuttoned, should I leave them that way? As GER player: - What happens when I deploy all my infantry among the three houses? - What happens when I don't? - Defend forward? Defend back? - How cool are StuG's? What's the best way to use them? USA player has to grit his teeth, check his gut, and deal with hot lead in close proximity. GER player gets to develop the situation and learn the value of prudence. Both sides let you watch the effects of different weapons and see what happens when you change how you use them. This is a scenario best played against the AI and used as a Combat Lab. It is not a scenario I would play H2H because there's too little room for creative solutions and it ends so quickly. I highly recommend this scenario to CMBfN newbies. It is an exceptional "learning" scenario. I had a lot of fun replaying it using many different tactical plans. Rate "4" for map design. Rate "5" for AI deployment of forces. Rate "5/4" for USA initial play / replay against AI. Rate "4/4" for GER initial play / replay against AI. MOD Recommendation: This is the scenario to play using "Vein's Germans" and "Vein's 2nd Rangers US uniform" mods along with "Mord & DC's unit portrait mod"! Good luck and good gaming!
  9. @PvtW, Initial thoughts; haven't set up or deployed. Real life will take me away from gaming for a while. Look forward to playing this. 1) The map is gorgeous! Very impressive details. 2) Who / how rendered the town cemetery French grave markers? 3) Interesting US force mix. I really to need think through how to proceed. 4) Staghounds, Stuarts, and Thunderbolts! Looks like this is where I finally learn how to use Air Support. Thank you!
  10. I am. Well, not so much "peace offering" as project "milestone". That patch incorporates everything needed in the CMBfN v2.0 upgrade. Even if the code isn't identical, program logic needs to be. So now that Caesar has crossed the Rubicon, we can march to Rome (er, I mean the Lorraine Campaign and on to Market Garden . . . ). Good luck and good gaming!
  11. @sfhand, I would enjoy reading an AAR of your experience and thoughts of Carentan as PBEM scenario. Hope you write one. Good luck playing it out! Thank you.
  12. @Bimmer, I have yet to screw my courage to the sticking place and play PBEM or H2H. If you develop the AI plans for solo play, I would post my AARs. Good luck and good gaming!
  13. Yes, very cool. I was especially taken by the way all the gun carriages recoiled on their vehicle chassis when firing. Very cool indeed.
  14. Michael Emrys answered this well above. I concur with all his points. I reiterate others who say CMx2 has a steep learning curve. Download the demo's and give yourself plenty of time for trial and error. I only play solo and have found this to be the WW2 tactical game par excellance! When I learn to play it better, down the road I hope to enjoy PBEM opportunities as well. Good luck and good gaming!
  15. @mjkerner & @JonS (& anyone else). okay. Check out "La Fiere Causeway - June 9th" in CMBfN Maps & Mods. Critique M1Garand's scenario there. Critique my AAR here. Will adjust accordingly going forward. Thank you.
  16. La Fiere Causeway (June 9th) CM BfN Base Game scenario submitted 2-August-2012 file author: Mike Snyder (M1 Garand) - June 9th, 1944 1030 Hours - Duration = 1 hour 20 minutes - 2nd Bn 401st Glider Infantry Regiment (who would become the 3rd battalion of the 325th Regiment of the 82nd Airborne) vs. 91st Luflande Kampfgruppe - Americans are attacking from La Fiere across the causeway to dislodge defending German forces at Cauquigny and Amfreville. Gameplay report - played once as USA and once as GER on WARRIOR setting. A nicely done scenario. Exceptional map with a large number of units. NOTE. I am always grateful for the hard work which serious gamers put into creating scenarios for the rest of us to play. It takes a lot of time and effort, usually done as a labor of love. This scenario is a credit to its designer. Thank you. ================================================== ====================== This scenario picks up the rest of the story begun at La Fiere Causeway on the 6th of June 1944. Much happened during those three days. The American opportunity to secure this objective on June 6th failed to materialize in the confusion of missed dropzones, mis-oriented commanders, and lack of radio communications. The Germans have firmly established themselves in Cauquigny. The US 4th Infantry Division cannot exit Utah beach because the Merderet River was fully flooded and crossable only at this 500-yard causeway. American army Companies G, E, and F 401st GIR must frontally assault well prepared German 91st LL defensive positions. 1) Deployment & Initial moves: This is a large battle. Both sides will find 62 elements in their deployment zones. The US player commands four glider infantry companies; three infantry, one heavy weapons, plus the leadership and FO sections of the battalion. The USA also fields two full medium tank platoons, one at the start and another on its way. The German player commands two infantry companies plus machine gun and mortar sections. Both sides know the US axis of attack. Each has to figure out how to deal with it. This scenario provides more than enough time for each side to perform their missions. As a big battle, it will take several hours for solitary play. ##################### <<< SPOILERS FOLLOW >>> ##################### 2) Conduct of operations. 2a) As US Player: The US player takes enemy fire immediately upon set-up. The Germans have line of sight across the entire river on each side of the causeway. Cover and concealment matters from the beginning. It is suicidal for the US infantry to attack immediately. Success for them is counter-intuitive. Initial set-up is disjointed. Make the time to organize infantry unit C2 by grouping sections into platoons, and platoons into companies before you start play. The heavy machine guns of the weapons platoon, not the tank platoon, are your best base of suppressive fire. Deploy everyone as already in contact and ready to assault. Given that this area has been contested for the past three (3) days, expect that German Artillery is well registered everywhere that matters to you. The Germans will have multiple TRPs all along the entire causeway from La Fiere to Cauquigny. So, as any squad sergeant will tell you, "Smoke 'em if you got 'em". In this case, the US should target a line along the river's edge firing artillery smoke and block their view across the river towards you. Once that smoke screen gets established, move out quickly. German machine guns won't as effectively hit what they can't see. You'll need to bypass the incoming German artillery quickly by swinging into open areas briefly. Here's where you go counter-intuitive. Use the road to conceal and advance US infantry. Swing the first tank platoon off road to the right (north) through breaks in the lining hedgerows and leap-frog advance by alternating sections. Given that the US player has no engineers to create breaches in the hedgerow, accept the fact that the Cauquigny side of the causeway will be mined, targeted, and covered by anti-tank fires. The end of the causeway will become a deathtrap for tanks and the avenue of advance for the infantry. Take your time. Advance tanks slowly, section by section, but keep them out of panzerfaust range. As the tanks approach Cauquigny, German positions will unmask and the tanks become your best anti-machinegun platform to take out the enemy. Infantry should advance in companies by platoons concealed along each side of the causeway. They will become the units that suppress German AT and seize the objectives. When smokes clear and the FO's can identify where the Germans have dug in, call for point or area fires and sit tight the 3-5 minutes it takes before your rounds drop on target. Tanks should continue crawling carefully forward off-road where the ground is solid enough for them to advance. When the second tank platoon appears, use them to reinforce the first as needed on the north, or carefully advance along the causeway to support the infantry taking fires from the south. Don't forget that the Cauquigny bottle-neck is where tanks will die. German artillery will continue pounding the causeway until all rounds complete. As the American, you have to figure out when to hang back and when to leap forward. The bocage mostly shields you from direct observation and small arms fire but German mortars are well dialed in. Gut check and move on. Take 30-40 minutes to cross the causeway and secure a piece of it. Then redeploy your weapons platoon and sections forward to support securing the next objectives. Continue using tanks as infantry support platforms. This is not the place for blitzkreig! The tanks have plenty of ammo to suppress the Germans. Use it copiously so that the enemy is pinned while your own infantry advance to engage them. Play things out and secure your objectives. 2b) As German Player: The German player will find the American tank platoon deployed in line north of the causeway to fire upon your infantry, while the American infantry make their run to cross the causeway. The Germans have line of sight across the entire river on each side of the causeway. Cover and concealment matters from the beginning. You have multiple TRPs for a two-mortar section. I deployed my TRPs on the crossroads at La Fiere and along the causeway back to Caquigny. I laid my mines along the last stretch of causeway where the bocage still borders it just west of the Cauquigny crossroads. I decided to hold artillery fires until an FO could confirm American movements on the causeway. I organized the infantry by platoons, and platoons by companies. I deployed 1 Company east and south of the Cauquigny crossroads in hedgerows and fields. I did NOT place them in any of the buildings because they are vulnerable to American artillery spotting. I deployed 2 Company along the hedgerows east of the road in the fields east and north of Cauquigny particularly avoiding the church and cemetery because they too are vulnerable to American artillery spotting. All elements of both infantry companies are set to HIDE except for the platoon leaders because they have binoculars. I deployed the MG platoon in the hedges west of the road and set them to HIDE and wait for orders to open fire. The Weapons platoon leader and Mortar FO were positioned to observe as much as possible of the causeway and the open area north of it. One MG was deployed in the hedgerow south of the causeway with direct observation and fields of fire all the way to La Fiere Manior. Wait for the Americans to advance. The deployed tank platoon will stay put and look for Germans to shoot from a distance. The Germans can't hurt tanks west of the river, so stay hidden and ignore them. American artillery will paste Cauquiny and the church yard. Stay well back and hidden. At some point, American infantry will rush westward along the causeway. Estimate the rate of advance and call for a line of light mortar fire for medium duration between the TRPs in front of the advancing Americans with one tube. Call for another line of light mortar fire for medium duration between the TRPs bracketing the Merderet river bridge. As US squads flee from the road onto the outer causeway, unmask your MG's and rake with direct fire. Over time, unHIDE your 2 Company squads intermittently and let them fire obliquely west and south into the flanks of advancing infantry. During all this time, HIDE and protect all your German AT teams. After 15-20 minutes, the second American tank platoon will appear and advance through Le Fiere on the causeway to Cauquigny. You can't stop them. What you should have done by now is pin the American infantry with artillery and MG fires so that the tanks continue advancing unsupported. You Feldwebel FO might suggest, "Rauchen sie, wenn sie haben, Herr Leutnant." In his case, the German FO should target a TRP point along the causeway road in front of the tanks but within 100 meters of your positions and start firing a short burst of artillery smoke. Once that smoke screen gets established, move a couple AT teams quickly to positions in the hedgerows along the southern road edge no more than 100 meters east of the Cauquiny crossroads and HIDE them. HIDE any German machineguns shooting the length of the causeway. The tanks will advance in one at a time or in teams of two out of your smoke screen. Bide your time and unHIDE AT teams intermittently to take out the US tanks when you think best. You can choose to do that before they hit the mines you've planted or wait for the mines to take out the lead tanks while you brew up the remainder from sides and rear. Keep some AT teams in reserve in the hedgerows south of the causeway as well as hidden around the crossroads. As your panzerfausts take out tanks, you can unHIDE your MG's to take out abandoning crews and any advancing infantry. In quick time, your mortars will expend their ammo, the first platoon of American tanks will fail, and the lead elements of the American attack will faulter. Then the original US tank platoon will decide to abandon cross-river firing and try forcing the causeway themselves with whatever infantry support remains. Shift your 1 Company squads around the crossroads and move your 2 Company squads behind them to confront that challenge by infiltrating your AT teams along the concealed areas of bordering bocage. American efforts should finally peter out and end after an hour elapses. ################## <<< SPOILERS END >>> ################## Assessment: This scenario is more fun to play as the Americans and easier to win as the Germans. It is the first "battalion/kampfgruppe" CMx2 size game I've played. I was a little overwhelmed by the the number of sections to command. I found it easier to let the sections reform as squads and move the squads in platoon C2. Success comes from concealment and patience interspersed with moments of madness and speed. USA player has to constantly cycle through rock/paper/scissors approaches when attacking. When should tanks fire then move, then fire again? When should infantry advance while tanks hold back? When should infantry assault the enemy? When, where, and how long should artillery batter a particular area? GER player is the situation's stronger force and can defend in strength at any one place. GER player has to decide where to deploy what defense far enough back from likely (and deadly) USA artillery fires then move forward quickly enough to defend in strength where needed. Rate "5" for map design. Rate "3" for AI deployment of forces. Rate "5/4" for USA initial play / replay against AI. Rate "4/3" for GER initial play / replay against AI. My only complaint is with the scenario "briefing". The briefing lacks Op Order structure. It doesn't communicate situation information effectively to the player. Only the game map provides a player the mission objective information, but it does so satisfactorily. Recommendation: This is the scenario to play using Vein's Germans and Vein's 325th GIR US uniform mods along with Mord & DC's unit portrait mod! Parting shots. I really want to commend M1Garand for a very well researched historical scenario. He has done an excellent job of portraying and informing one about the D-Day battles at Le Fiere June 6th and 9th. My initial reaction as the American player for this battle was that the US OOBs were weird and mis-labelled. I had never heard of the 401st GIR and thought the lack of artillery and combat engineers downright odd. That was pretentious and mistaken of me. This scenario specifically provides the units historically present on both sides of the battle. For the historical player, this scenario is a faithful recreation of the combat situation. I really came to understand and appreciate the remarkable things accomplished by G/401 (L/325) GIR and the follow on ad-hoc force of the 507th PIR. See for yourself at the following URLs: http://www.historynet.com/world-war-ii-capturing-the-la-fiere-causeway.htm http://www.reba.net/images/UserFiles/File/news/Richard%20B%20Johnson.pdf A Gamer would want to tweak this for H2H or PBEM. An unhistorical but more playable OOB would give the USA more options for transiting the causeway. Modify the E, F, and G company forces by replacing some FO's and bazooka teams with satchel carrying Combat Engineers who could also clear the minefields. To make the GER side less omnipotent, remove several infantry squads but retain the AT teams and give more mortar ammunition or another mortar section. Good luck and good gaming!
  17. @PaperTiger, Good and helpful post. I see how your suggestions help the designer. Any thoughts on what an AAR should provide to other/potential game players? Specifically, I'm wondering whether too much detail might spoil someone else's own gameplay experience. When I explain how I succeeded (because I am not inclined to elaborate all my boneheaded screw-ups!!!), does that give too much away? Do such revelations diminish the fun (and frustration) of discovering for oneself which plans work (or not) and why they do (or don't)? I'm about to post another AAR (La Fiere Causeway - June 9th) and would like to apply your advice. Inquiring minds want to know . . . Thank you! Good luck and good gaming.
  18. @Womble, What's the "lowest-level"; squads or platoons or does it depend on how small units are broken down? I understand you to mean that if a squad breaks down into teams, the teams will share ammo within 2 actions spots. (I think that's why people suggest breaking a squad into teams so that one team can use the "acquire" command to resupply from munitions carrying vehicles. Is that correct? Does the same thing happen within a platoon if all platoon subunits are still full squads? Thanks for posting.
  19. I spend enough time to group units together by C2 somewhere large enough to organize all the squads by platoons and (if a larger battle), all the platoons by companies. Then I look to see which units have what assets. Finally, I review the mission and terrain to figure out where to best deploy specific units. Usually 30-45 minutes. Sometimes up to an hour. Then (because I play WEGO), I need to run one turn before creating my first save game for that scenario. I don't have 6-hour blocks of time for setup but I usually allocate at least an hour to do so. Good luck and good gaming!
  20. Note that these Historical Software scenarios are hypothetical (and based on either Panzerblitz or ASL situation cards). Don't let that stop you from doing them though! They are worth developing and playing. Good luck and good gaming.
  21. @JonS - you're right. In fact there are two (one each BfN and FI). Most of those discussions are about possible scenarios to design or reactions to finished ones within their particular CMx2 game. I would reiterate that these contain several excellent recent threads between the CM BfN and FI forums referencing map sources and historical archives for v2 scenario design. Seems to me that these threads will likely get deeply buried in their discussion boards over time, especially as more CM modules get released. My thinking is that a separate forum dedicated to the CMx2 design engines for all CMx2 scenario design threads could prove truly useful. The same techniques for creating the maps, force balance, and briefings in a Normandy scenario will also apply towards Italy, as well as to Africa (I hope), and East Front (when it comes). As @Franko said, your own reply is very helpful. It should be stickied in the stand alone CMx2 Scenario Designers folder. Just struck me that with the release of FI, CM scenario design skills will now spread across multiple game modules and might be better served as a single collection in a dedicated place. I guess we'll see what develops . . .
  22. Please let me apologize if this has been already asked and answered. Two questions: 1) Are there any websites / URLs where actual or credible WW2 unit Op Orders for historical battles can be found? 2) Has consideration been given to creating a "Combat Mission BfN / FI" forum sub-folder for scenario design threads and discussion? I'm a CM newbie who wants to learn. Elaboration #1: I have noticed threads from scenario designers who ask for help putting together the mission briefings and tactical displays for their scenarios. I have also noticed some repository scenario's with minimal or rudimentary situation briefings. It seems to me on one hand that after all the heavy lifting of map design and unit balancing, briefings get short shrift. On the other hand, after immersing themselves so heavily in a scenario's design, what is often obvious and clear to the designer himself doesn't communicate to the player. I think that referencing actual five paragraph like Operations Orders or using historical Op Order formats as much as possible would help designers polish finished scenarios and further enhance the finalized battles they produce and post to the repositories. Elaboration #2: There are several excellent recent threads between the CM BfN and FI forums referencing map sources and historical archives for v2 scenario designing. These threads will likely get deeply buried in their discussion boards over time. Savvy people will know how to use the search engine to find them. Uninitiated tyro's like me will not. A dedicated forum for such threads could prove truly useful. Commendation: I am a veteran gamer who is new to CMx2 and is extremely impressed with the diligence and standards for excellence displayed in many of the scenario's and mods posted to the repository. These are long labors of obvious love given freely to the rest of us. Too often in our commercial world "free" products equate to objects of little value. That's clearly not true of the objects in the repository! Whatever can be done to help designers clear the final hurdle of composing complete battle briefings and notes before final publication will only enhance the value of these battles for Combat Mission games. Such in turn will definitely increase the value of the commercial Combat Mission games themselves. Thank you to everyone for providing me a wholly satisfying WW2 tactical gaming experience! Please keep 'em coming! Good luck and good gaming!
  23. Playing scenario's alphabetically didn't work for me. I felt lost in where I was and what I was trying to do. I decided to approach the game in a more historical sequence and avoid the very big battles as a newbie. I found the CM BfN Base Game mod "CMBN Scenario Organisor v0.22" very useful. (See URL = http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1542). I like that you can make it order the list of battles in date/time sequence, list the forces involved, and show battle size as tiny, medium, large, and huge. At this point, I'm playing American battles only (really love using the unit patch uniform mods and CW portraits mod) in historical sequence. This lets me pretend my play is improving with lessons learned as happened to the actual combat units with the passing of time and their gaining of experience. It also lets me skip big battles; I really need to learn how to command effectively as a lieutenant before I try so as a lieutenant colonel . . . Also want to master applying US doctrine within the game for myself before attempting Common Wealth battles. This mod is a java app. Runs fine for me in Windows; expect it would work on a Mac as well. I highly recommend Mr. Wellhoefer's mod as a very useful tool for players new to the game.
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