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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:

      -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

BrotherSurplice

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  1. British Campaign Briefing Maps

    In the introductory briefing for the British campaign, it states that the MOD have been scrambling to make new maps for Syria, but in the meantime, they've found some old Soviet-era maps for you to make do with.
  2. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    And now the end is near, And so I face the final curtain . . . The time has come for the final assault. The Scimitars trundle forward and start pelting the buildings of the East Yard with 30mm HE. Unfortunately, there is some fratricide as a cannon shell bursts on a tree next to my Javelin men, wounding one. Another mistake, I should have pulled the Javelins back by this point. The APCs of the Command Troop and the leader of the Support Troop zoom up and start hosing down the objective with their machine guns. The scouts charge forward in their Spartans, machine guns blazing as they go. Sound the charge! As my APCs close on the objective, an enemy MMG section rises from their trenches on Point 225 and begins shooting up my APCs. The armour of my APCs is mostly proof against MMG fire, but one enemy team lands a hit that damages the optics and tracks of one of the Spartans. He is spooked and begins to pull back, but fortunately not before dropping off his dismounts. I retask some of my APCs and tanks to suppress the MMG teams. The Support Troop spot a knocked out BMP-1 in a keyhole position. So that's what the Apache was shooting at! It is fortunate that the BMP is knocked out, as this would be a perfect position to ambush my scouts as they go in. Two scout teams pour fire into the objective, while the other two teams hurl themselves across the bridge. The amount of lead flying around is truly awesome, even this little attack making a brilliant spectacle. However, I am taking almost no fire. Where are Rinaldi's men? The enemy weapons platoon HQ makes an appearance, taking potshots at my scouts as they cross the bridge. Fortunately, he misses all his shots and is taken under fire by the APCs. The first evidence of the enemy positions is uncovered, as my scouts trample over the remains of a rifle squad. In the next building, almost an entire rifle squad is found cowering on the floor, terrified and helpless. The ensuing slaughter is horrifying to behold. My scouts bound through the East Yard, pouring fire into every unsecured building before advancing. The base of fire continues to suppress the enemy machine guns on Point 225. But apart from the enemy rifle squad, all we find is empty buildings and bodies. A brave little BMP-1 rolls forward from the reverse slope of Point 228 and puts a few 73mm shells into the ground before my scout teams. Fortunately, his fire is ineffective. Honour thus satisfied, his fear overwhelms him and the BMP withdraws. My opponent has known for a long time that the game is up and he requests a ceasefire. I accept and am rewarded with a Total Victory. Hurrah for the 9th/12th! I am chatting with Rinaldi as I take these last few turns, and the reasons for the lack of opposition are revealed to me. Rinaldi's men have been routing from the field ever since the first Apache strike. As can be seen from the victory screen, almost half of his force has abandoned their positions and fled the battle. One of the BMPs that withdrew behind Point 228 was actually abandoned by the crew, as the panic spread through the enemy C2 network. The only enemy troops still left on the field are one of the MMG teams on Point 225 (the other fled) and the brave takfiri of a BMP behind Point 228. Rinaldi had told me earlier that some of his men had routed from the Apache strikes, but I had no idea that his situation was this bad. My elation at this victory is tempered by the knowledge that my opponent was essentially helpless to stop the near-total disintegration of his force from a single helicopter strike. Nevertheless, I am pleased that I managed to lose only one vehicle and take only three casualties. Things could have gone so much worse for me. I plan on doing one more post after this one, where I shall make, in effect, an AAR of this AAR, analysing what went well, what went poorly, what I did correctly, what I did wrong, etc. I'll finish with observations gleaned from the battle. Also, now that it's all over @Rinaldi can come in and give some input from his perspective. Stay tuned!
  3. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Thanks very much, glad you're enjoying it.
  4. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    In the last entry, things were not going well for the 9th/12th. I suffered my first casualties and the enemy managed to escape unmolested (again). But over the next few turns, I feel the pendulum swinging in my favour once more . . . My Javelin men take aim at the enemy ATGM team. The missile pops out of the tube and howls skyward like a bloodhound let off the leash. I believe in you, little missile! I never asked for this. The missile plops into the berm at the foot of Point 228. If the enemy doesn't kill the rest of my Javelins, I bloody well will when this is over. Fortunately, my Scimitars have spotted the ATGM team and a hail of 30mm HE bursts all around them. No casualties are caused, but the terrified gunners flee, leaving their weapon behind. Suddenly, as the turn comes to a close, another enemy ATGM team takes a shot at my Scimitars! This time, however, the offending team is spotted. If you look closely, you can just about see the missile speeding towards my tanks. Fortune is with me, as the enemy missile is fired short and crashes into the hill crest in front of my armoured troop. The turn ends a second later, and I rub my hands with glee as I mark the enemy weapons team with target orders from all three tanks. I breathe a sigh of relief as the cannon shells evenly distribute the enemy gunners about the road and buildings. My Scimitars withdraw behind the slope of my hill, having at last avenged their troop HQ tank. Time is ticking on, and I need to start prepping for my assault on the objective. Confident that the threat from enemy ATGMs is now minimal, I move the Scimitars forward again, to a position where they can overwatch the East Yard. I also move the APCs up to my withdrawing scouts. The exhausted sleuths eagerly embark their battle taxis, glad at the chance for some rest before the final effort. I now begin to soften up the objective itself. Remember the building that the enemy platoon HQ team entered earlier? Well, so does my Javelin team . . . This time, their aim is true and the roof of the small hut is stoved in. If anyone is in there, I would not want to be them right now. I move my tactical air controller forward and call in my Apache once more. This time, I will focus his attention on the East Yard and Point 225. He has little ordnance left after the first attack run, so this strike will likely not be as devastating as the first. But any fire on the objective at this point is welcome. It will take four minutes for the strike to come in, and I estimate that it will take around two to four minutes to be completed, so I call the strike in with eighteen minutes left on the clock. This should leave me with ten to twelve minutes to make my assault. If the enemy has been suppressed, I am confident that this will be enough time to clear the yard. Now all I can do is wait . . . As the turns tick by, one of my Scimitars picks up an unidentified contact in a trench on Point 228. I am leaving nothing to chance, so I subject the contact to a twenty-second burst of HE from my tanks. There was something in that trench and whatever it is will now be severely discomfited. The gunship arrives over the objective and subjects the western edge of the yard to a rocket strike. It then follows that up with a burst of cannon fire . . . . . . and then hits the eastern side of the yard with cannon fire too. The gunship has hit those buildings with cannon fire twice now, so I reckon that there's something in there. I order my Javelin teams to hit the two buildings with missiles. The gunship makes its last run a spectacular one, as it hits a spot in the western edge of the yard with a cannon burst. This spot promptly explodes and begins burning. I immediately guess that he has found and knocked out a concealed BMP-1. The Apache returns to base, ammunition well and truly depleted. The dust begins to settle over the East Yard once more, and quiet descends across the AO. There is a pregnant pause. It is almost time . . .
  5. Ukrainian Side is Seriously Underpowered

    S L A V A U K R A Y I N I
  6. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    This is beginning to really irritate me now. With my Javelins in position on the forward slope of my hill, I am swiftly rewarded with the sight of an ATGM team perched in the bushes atop Point 228. I expect the Javelin teams to use their launchers and wipe the enemy team off of the face of the Earth, but instead, the idiots start plinking away with their rifles! I hurriedly give the team that has spotted the enemy a 'target' order on the offending ATGM. The AT operator finally puts away his rifle and takes aim with his launcher. I anticipate the thunk-whoosh of the missile launching, but all I hear is the chatter of incoming machine gun fire. Before he can fire, the Javelin operator is critically wounded by the next burst from the enemy MMGs. My first casualty, and all because the stupid bloody Javelin men decided that it would be a splendid idea to use their rifles instead of their honking great missile launcher. This is exceedingly frustrating. The offending MMG team and his platoon HQ are spotted on the edge of the berm. Another enemy ATGM team is spotted making a run for the East Yard. All of my vehicles are currently behind the slope of my hill, so once again I am unable to do a thing about this. The round of frustration isn't over yet, as one of my withdrawing scouts is shot in the back by another burst from the MMGs. My second casualty, and this time I have no one to blame but myself. I should have used the hunt or slow command, but I wanted to get the teams back to their APCs without exposing the APCs too much, and also these scouts are exhausted from creeping forward all the way from my start line. I creep my three Scimitars forward and subject the location of the ATGM team to a few bursts of 30mm HE. The time for conserving ammo is gone. Unfortunately, before the Scimitars get into position, I spy the ATGM team crawling away to safety. This time, however, Instead of leaving the Scimitars in one location, after about twenty seconds of fire I pull them back and relocate. Then I roll them forward again and give the location of the machine gun a similar pasting. The enemy AT platoon HQ is spotted running for the East Yard, and I have a pretty good idea of what building they ran to. A future target for a Javelin missile, perhaps? The ATGM team on the hill is spotted again, in an alternate position. Thankfully, the Javelin team elects not to open up with their rifles this time! I order the team to target the enemy ATGM. Second time's the charm? This time though, I'm going to be more careful. I send the Scimitars forward again, to a position where they can see the berm. If that MMG team reveals themselves again, they'll be in for a rude shock . . . This has been a highly irritating and frustrating few turns. By the quirks of the game and my own mistakes, I've suffered my first casualties of the game. This is not an auspicious start to my first proper engagements with the enemy. Hopefully, however, the next few turns will be better. Finger's crossed . . .
  7. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    It would be a good way to smoke out the BMPs, but I need every gun, missile and rocket softening up the objective. The Apache has such little ammo left, I need to be sure that it will be spent well. Also, the buildings aren't exactly tough. In other games, I've seen 60mm mortar rounds tear right through them. I'm confident that they are no defence against the weapons that my Apache carries.
  8. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Alas, it has very little left, so I'll be using what remains on the objective.
  9. Who's winning the tank war?

    Did you really just use GFP as a source?
  10. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Cheers. No, it still has some munitions left. Yes, that little bit of re-evaluating was quite helpful. Cheers Bil, and yes, I really must take better care of my vehicles. I've done this in other battles too, left my vehicles exposed in one spot for too long. Even the mighty Abrams can be greatly inconvenienced by a lucky Sagger hit.
  11. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Gosh Fungling Darn it I knew that I'd kept that Scimitar exposed for too long. I knew that I hadn't checked the lines of sight of my other units on the hill. I was just thinking 'my Scimitars are pretty vulnerable there, I'd better pull them back soon'. Then whoosh! Crack! Bang! The Troop Leader's Scimitar is a smoking wreck and no one even saw where the missile came from. How very irritating. The only saving grace is that the whole crew escaped with only minor wounds. I think that the missile was launched from a trench on the eastern slope of Point 228, so I spray the offending trench with machinegun fire from my Scimitar and APCs. Shortly after the Scimitar is knocked out, one of my APCs observes a couple of men from a Syrian infantry platoon HQ moving through the East Yard. As expected, this means that Rinaldi has likely emplaced his infantry platoon inside the East Yard. Happier news from my left, however, as the enemy ATGM team under attack from my scouts suffers a casualty. Meanwhile, the two scout teams on my hill are nearly able to get eyes on the objective. More intel comes in, as the first enemy ATGM team is seen withdrawing and an ATGM platoon HQ is spotted. So, Rinaldi does indeed have the whole ATGM platoon in support. There are three other teams out there, somewhere. The first enemy ATGM team unmasks once more and an MMG platoon HQ is spotted. So, along with his infantry platoon, Rinaldi has both an ATGM platoon and an MMG platoon. Amazingly, a BMP-1 zooms by as well, making a beeline for the far side of Point 228. Sadly, my Scimitars are pulled back and my Javelins are not yet in position, so I am unable to punish this risky move. The MMG team spotted earlier suffers a casualty as it comes under fire from my forces on the hill and is forced to hide once more. The loss of my Scimitar and all the enemy forces revealing themselves rattles me, and I make what may prove to be a very hasty decision. I elect to go with Axis 1; I will assault the East Yard by making a frontal attack with my scout platoon over Tweedledee, with my remaining forces in a support by fire on the hill overlooking the objective. I made this decision because I was becoming concerned with the remaining time available to me and because the BMPs now in position on the reverse slope of Point 228 would make an advance along the main road or an assault on Point 228 too risky. I begin pulling the scouts on the left back to their APCs. Meanwhile, the scouts on the hill are able to identify the burning vehicle behind the toolhouses; it is indeed a BMP-1, knocked out by the rocket strike from my Apache. The first MMG team is spotted making run for it, heading for the more solid cover offered by the berm. Whether this a panicked flight or a deliberate move is unclear. Another BMP-1 is spotted moving for the cover of Point 228, this time from behind the East Yard. Frustratingly, my units are still not in a position to take advantage of his vulnerability. The redeployment of forces from my left to my right is in progress. My scout platoon is far too small to make an attack with anything less than full strength and I want my other two Scimitars on the hill. From now on the Scimitars will all act as one unit. If any other ATGMs take a pop at one, I want the other Scimitars to see it. The redeployment is nearly complete. The Javelins have finally dismounted and are heading for the overwatch positions currently occupied by my scouts. The rest of my force is on the reverse slope of my hill, hidden from the enemy (hopefully). They are very tightly packed though. If Rinaldi has mortars, now would be an excellent time for him to use them . . . Well, that was an unpleasant few turns. One of my most potent units was taken out at almost no cost to the enemy. Many enemy units revealed themselves, with me unable to actually do anything about it. There are at least two BMP-1s, probably more, now safe and sound on the reverse slope of Point 228, in an excellent position to launch a counterattack. Also, my concerns about the time remaining are actually pretty unfounded. I still have thirty minutes left, over half the time allotted to me. I have committed myself to a course of action unnecessarily early. It's time to slow down, take a few deep breaths, and re-analyse the situation. My mission has not changed; I still need to occupy the East Yard and inflict casualties on the enemy. I've inflicted a few casualties on the enemy, but nothing decisive yet and obviously the East Yard is yet to be occupied. My picture of the enemy is much clearer now; I know that his rifle platoon is highly likely to be positioned in the East Yard, and I know that he has an MMG platoon and an ATGM platoon scattered about Point 228 and behind the berm. Importantly, a look at the editor gives me some good news; the ATGM platoon is actually made up of only one section, with three teams, as opposed to two sections each of two teams as I had first assumed. I know that he has lost a BMP-1 and has at least two others behind Point 228. If he has his full complement of BMPs, that means that he started with seven; three for the rifle platoon and two each for the weapons platoon and anti-tank platoon. It is still possible that my enemy has mortar support, though I feel that if he had them, he would have used them by now. I still do not know if the crossing points are mined. The terrain remains the same, largely. The most important things of note are the discovery of a partially covered route to the objective and my understanding of the slopes of the hill overlooking the AO. Bar the loss of one of my Scimitars, the situation of my own troops has changed very little; no casualties have been taken thus far and ammunition expenditure has been low. I have thirty minutes left to complete my mission, over half of the initially allotted time. So, apart from my picture of the enemy and the loss of a light tank, little has changed from the beginning of the match. I haven't really hurt the enemy yet, but I still have a decent amount of time left to finish the mission. I am still going to commit to option one for my plan of attack; it allows for the best concentration of force and is the least vulnerable to a counterattack from those BMPs behind Point 228. For the next few turns, however, I am going to continue trying to shape the battlefield. With my Javelins in overwatch, I should be able to splatter any weapon teams that reveal themselves. I'll periodically unmask my Scimitars and APCs, in an attempt to try and provoke some movement or counterfire from my enemy. When I decide that the enemy has been sufficiently weakened, then I'll make my final assault on the objective.
  12. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Shouldn't joke about that, I'm already resitting my third year Yes, I can see how this battle could be a challenge. I'm still concerned about how I'm going to make my final assault on the objective. Thank you for the offer of help, I'll keep it in mind. No, I attend the University of Wolverhampton.
  13. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Oh don't worry, I wasn't trying to sound gloomy, I was just trying to be realistic about how my degree is directly useful. I'm well aware of the general utility of a university degree. Even if it were useless, I'd still have no regrets, as I've had a great time studying for it.
  14. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Oh don't worry, I'm well aware of the fragility of my force. One good hit from the enemy could ruin my chances of winning any kind of victory. I do like to keep people waiting Well, what I meant was that only the scout platoon and the light tanks would be taking part in the assault. The rest of the APCs can only lend their machine gun fire - which against trenches and buildings, leaves a great deal to be desired! It is indeed interesting; in my second year, for example, I got to go on a field trip to Normandy for a week. That remains my favourite holiday ever. I've met some fascinating people as well. The career prospects, however, are somewhat limited. I could become an academic myself and go into teaching, I could work for a thinktank or journal, I could work for the government, I could go into the military, and er . . . that's about it - for places where my degree would be directly useful at least. Also, I will almost certainly have to do several post-graduate degrees for any sort of career in academia or the government. No apology necessary Bil! Someone has to keep the people entertained while I warm up the next update!
  15. Sabres at Dawn AAR - BrotherSurplice vs Rinaldi (H2H)

    Well, well, this is an honour Thanks very much for the praise Bil! Your Battle Drill Blog has been a great help to me in playing CM, and this match has been no exception. Though I question your assessment of my odds. While my total strength is indeed a Company(-), the actual manoeuvre units amount to sixteen infantrymen, four APCs and four light tanks. Hardly what I'd call overwhelming! Still, it depends how much I'm hurting the enemy at the moment I suppose. I do not have a military background, though I am currently reading for a War Studies degree at university and have several internet friends who are military or ex-military.
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