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Everything posted by MOS:96B2P

  1. I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”. It is in Beta testing now and is intended as player vs AI. Below is part of the Designer Notes that gives an overview. Followed by a few screen shots. This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment. It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements. A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol. Separatists scouting for vulnerable infrastructure to attack. Separatist mod created by @pquumm. Street fight in the town of Belz.
  2. Yes .............. what is that? Some fancy French word for yeller?
  3. MOS:96B2P


    +1. Good point. Interesting. I may try this.
  4. I agree. The Centurion dude was like Forrest Gump in that he showed up at almost every historical event . In fact, now that I'm thinking about it, I may try to find it and watch it again.
  5. +1 Rome was a very interesting show.
  6. Very nice, useful map. One of the things that make your AARs so excellent IMO. Very cool. This is a clever way to get information on the screen. It will be interesting to see what these units report from the far end of their movement paths..............
  7. MOS:96B2P

    How much do you roleplay?

    Not that I am aware of. However I use a modified version of Peregrine's rules for both WW2 and modern that I'm happy with. One of the things I find interesting about the rules is modifying them to make them work in different circumstances. IMO Peregrine's rules are an excellent base to start with. I add to the rules and modify them as needed. Bil's rules are also very good but I struggled with the Excel document and in the end made a Unit Tasking form on a Word Document to use with a modified version of Peregrine's rules.
  8. It's a part of history I didn't know much about. Gives a new perspective to whats going on in South Africa.
  9. Well.... I now own it on Kindle. I'm almost done with Katanga and then I'll start A Savage War of Peace. Thanks!
  10. MOS:96B2P

    How much do you roleplay?

    I was thinking the same thing .
  11. Not yet but getting closer. Just got a long e-mail with feedback and am making the appropriate changes. Testing / feedback is moving along.
  12. MOS:96B2P

    Editor Trick/hack.

    A screenshot of the map tiles in the Editor would be useful.
  13. MOS:96B2P

    Editor Trick/hack.

    Yes, @sonar please explain the screenshots. I'll test it myself but it is always useful to hear the original designer's thoughts.
  14. Interesting stuff to think about and very cool diagrams. +1 The hard cap on visibility at night is especially interesting IMO. My understanding is the blue target line shows how far a unit can area fire (LOF). On a clear night this can be hundreds of meters while spotting distance may be a few dozen meters. At night LOF is probably longer than LOS. @Vanir Ausf B is somewhat of an expert on this stuff and might be interested in the above diagrams. If we're lucky maybe he'll notice this thread and have time to provide some useful feedback/commentary on the provided information.
  15. MOS:96B2P

    How much do you roleplay?

    THANKS!!! Very cool. Their OP sheets are basically my Unit Tasking Form. Some interesting reading at that site. I think I can improve my Unit Tasking Form with some ideas from the OP sheets........................ very cool.
  16. MOS:96B2P

    How much do you roleplay?

    Yep, you can get as complicated as you want with this stuff. As an example: I have a Unit Tasking form on a Word document where I generally record the current mission for each platoon (I usually play with a Company + so maybe 6 platoons). So if it was part of the original plan it is allowed (it can also be added with the appropriate time delay/communications). 1st platoon will suppress Hilltop #231 in order to support the advance of 3rd platoon. Also, the units can burn through ammo pretty fast so this particular example of area firing probably won't happen very much or for very long. All kinds of interesting rules you can adopt and modify to what interests you.
  17. MOS:96B2P

    How much do you roleplay?

    You can also add the dismounted vehicle to the TOE of the unit you want the runner to be assigned. This will create realistic platoon. company and battalion runners within the C2 system. I actually wait for the information to be relayed through the C2 system before allowing a unit to react to it. Example: A tank can't fire on an OpFor HMG position until the tank has at least a tentative contact for the position. An infantry platoon sends a runner over to the tank. Generally in a minute or three the tank gets the tentative contact and is then able to react to the HMG. See the below link for peregrine's command layers. The scenario TOC uses several novel ideas that have not been used before. Most are explained with accompanying screenshots in the thread you linked. But in summary it provides the player with time sensitive actionable intelligence and the use of a grid system. The grid system and intelligence code make it possible for the scenario to report locations and times to the player (some intelligence also comes with a reliability rating). You "play the role" as the commander of a Tactical Operations Center (TOC) for a four hour shift. During your four hour shift you attempt to analyze and use your intelligence (SIGINT, HUMINT, TSE, SCIF, S2, UAVs) to keep control of the approximately 7.5 square kilometer area of operation. The TOC is located in a Forward Operating Base (FOB) that has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units need to exit from. There is an S4 section in the FOB that provides additional vehicles and ammo during your four hour shift. Logistics matter in this scenario. Another feature included in the scenario is the ability to destroy OpFor base camps thereby preventing the Separatists from receiving their scheduled reinforcements. Back to the original topic of roll playing if you do a search for "House Rules" you will find more information on this interesting topic. I use a modified form of @Peregrine rules when playing the AI. See link below. Also, as discussed above, dismounted truck drivers make good runners for the WWII titles.
  18. MOS:96B2P

    A question about the Z folder

    Good, accurate, useful information. +1
  19. I've not tested this but I don't think they can if the ATGM team must deploy. They can't deploy while in the vehicle so they can't fire. Some teams that are not required to deploy, RPG, Javelin etc. might be able to??...................... Good question................. If the team was in ammo sharing distance of a vehicle or supply dump they could, in theory, scan, acquire, fire and reload. Of course if the vehicle catastrophically blows up when hit ...............
  20. Ah, okay, I understand now.
  21. Apart from ditches, dirt roads (Fortress Italy lacks dirt paths, so I have to use dirt roads) will also offer some protection, as I set them to be 1 unit deeper than the surrounding fields. Properly done (the road needs to be black, the surrounding fields blue)* soldiers can line up very neatly on each side of the road, with good protection (prone) and good fields of fire. * Does not work with all types of terrain. E.g. ploughed fields create edges that are too sharp. It certainly works with sand and wheed terrain. PS: Did you know? The engine casts shadows depending on the time of the day! I was smiling when I noticed that the shadows are cast to the northwest in the morning and to the northeast in the evening. Well I screwed up the the quotes above. Sorry about that. But anyways...... Why do you say it won't work in a Quick Battle? I didn't follow that. The raising and lowering of a road by using the "Ditch Lock" to make trench like terrain is an interesting idea. Combat Mission is a very cool game with a lot of detail. In the editor all kinds of cool things are possible.
  22. MOS:96B2P

    New features curiosity

    You're welcome, my friend.
  23. MOS:96B2P

    New features curiosity

    Only one supply dump will appear in the Acquire list. Not sure how the game determines which one will be the one to appear. You can however Acquire from any supply dump by moving the troops until the supply dump you want shows up in the Acquire list. (Moving to the far side of the one you want while placing your troops out of range of the one you don't want.) YOU would think of such a question........................