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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

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Found 27 results

  1. This thread will be a repository for videos showcasing a PBEM game I had against @BletchleyGeek which had finished about 4 months ago. Do not expect quick or timely updates, this is a free-time only type of project, and is mostly me trying to shake off my lethargy after running three PBEM games concurrently, which left me feeling a bit burned out for a while. Without further ado, stand by to receive your mission briefing! Feel free to leave comments, or ask questions, but I would ask that ancillary discussion be kept to a minimum.
  2. Hello, This is going to be an AAR of the Combat Mission Scenario: Going To Town as the Ukranians. I'm playing against a personal friend who I don't believe is registered on the forums. Before I start, thanks to @Rinaldi in particular for his advice with regards to making this AAR. I am new both to making AARs and playing as Ukraine, so I fully expect this to be rough around the edges, any advice would be appreciated. The Briefing I am a shattered Ukrainian Mountain Mechanized Unit who has been thrown into this town to halt an advance by a Russian Mechanized Unit. The time limit is 50 minutes and the skill level is set to elite. My own force (as you shall see from my OOB in a moment) is small, but relatively well trained and equipped. I have no ATGM units, nor do I have any artillery support. But command has managed to provide me with some vehicle support in the form of two BMP-2s, a T64, and a Tunguska to act as a fire support vehicle. I am also well equipped with machine guns and RPG of various models. My force ranges from veteran to regular in terms of experience, and all seem to be well off in terms of morale. My OOB is as follows: 2 Sniper teams 5 dedicated Machine Gunner Squads (3 light teams with RPKs, 2 medium teams armed with PK MGs) 4 3 man rifle teams with RPGs 1 RPO team 2 dedicated RPG teams 2 Grenade Launcher squads with ASG-17 3 2 man rifle squads armed with RPKs Vehicles: 1 T-64 Bulat 2 BMP-2s 1 Tunguska Here is an overview of the map, as you can see its a fairly large town. But, its split between myself on one side and the Russians on the other. There are two obvious routes into my side of the town. One along the main road and the other, smaller road on the right side. My plan is to concentrate the bulk of my forces on major road down the center, with a secondary force holding the less obvious road on the right. As you can see, I have concentrated the Bulat and Tunguska in the center to cover the main road. Joining them are various RPG and MG teams in the building. The idea behind my defense is to concentrate my forces in the forward buildings, which should allow me to gather good intelligence on the enemy force as well as hopefully engage any forces he sends forward. If things don't go my way, I have an easy line of retreat to the secondary buildings located at the southern end of the town square and at the department store. I doubt, given the state of my forces, that I can actually stop his entire force if he goes all in on a single attack axis. My hope is that he moves forward smaller groups that I can hopefully ambush from the buildings and overwhelm before retreating. Along the secondary road on the right. I have 2 BMP2s along with some supporting RPG and MG teams. Again the same basic logic applies. The forward RPG team can hopefully get some kills, and if not, they have an easy line of retreat to the line of buildings in the apartment store. Lets look at some close up screens of the defense I have set up. The main road: This is a minor tripwire force consisting of a light lmg team and a sniper squad that start locked in position. The defense along the secondary road: BMP2 in cover and RPG teams As you can see, this is heavily skewed towards an advance down the main road. Although much of my assets can be easily shifted to deal with a full on advance down the right road if absolutely necessary.
  3. The AAR I have made an AAR for the small scenario Platoon patrol and it seems to be getting good feedback, figured I'd post it on here as well.
  4. Good morning/afternoon/evening everyone. This is an AAR of a PBEM played with the British Forces module of Combat Mission: Shock Force. The scenario is "Sabres at Dawn" - I am attacking with a British light armoured reconnaissance force and @Rinaldi is defending with a Syrian reserve mechanised infantry force. So, without further ado, let's do a quick analysis of the situation. My primary task is to attack and clear a compound known as the "East Yard" approximately 500m to the North-Northeast of my deployment zone. My secondary task is simply to destroy the enemy in the field. I must not suffer over 20% casualties and must have my force "arrayed for future operations", which presumably means I must keep ammunition expenditure to a reasonable level and have as little vehicles immobilised as possible. My force consists of light armour and mechanised reconnaissance infantry, supported by ATGM teams and rotary-wing assets. My enemy is defending positions in and around the East Yard, north of a deep irrigation ditch running west-east across the Area of Operations (AO). Intelligence states that there are no enemy units South of the irrigation ditch. Presumably, given the low quality of my enemy's units, his intent is to hold his position for as long as possible and bleed my forces as much as he can before being eliminated. Enemy forces are estimated to be a platoon-sized force from a reserve mechanised infantry battalion equipped with BMP-1s. It is possible that they may be supported by ATGM teams. Due to my enemy commanding a reserve unit, it is likely that the equipment, training and leadership of his units are of a low quality. However, several things should encourage me to caution. Firstly, my own force is small and very light, designed for reconnaissance, not assaults on fortified positions. The BMP-1 is not a fearsome machine in Shock Force, but even its low-velocity 73mm cannon can easily pop any of my vehicles if it can land a hit. Secondly (and more importantly), Rinaldi is a highly skilled and experienced player of Combat Mission. I myself have very little experience, with only two other PBEMs under my belt (one of which ended prematurely because my opponent got bored, the other of which ended with Rinaldi kicking my teeth in). I can expect my opponent to quickly develop a very clear appraisal of the situation, with great knowledge of the capabilities of both his and my own units. He will likely try and engage me at as short a range as possible to try and offset the advantages that modern optics and firepower give me. He will be on the lookout for any weakness or mistake and will exploit such opportunity ruthlessly. I must be very careful if I am to avoid being severely embarrassed here (doubly so, as Rinaldi takes great pleasure in denigrating the fighting ability of my countrymen ). Now for the terrain. The AO is small, only about 350x600m. To my immediate front and right, the ground is open and rises steeply, before gently falling off to the north. To my left, the ground rises more gently, with an MSR running North-South and a small Orchard running North along the edge of the map. The aforementioned irrigation ditch runs east-west, bisecting the AO. The briefing informs me that the ditch is unfordable, with only two crossing points, designated Tweedledum (to the north-west) and Tweedledee (to the north-east). North of the irrigation ditch, the terrain becomes more complex. There is a small compound immediately North and to the left of Tweedledum, known as the "Tool Houses". North of the Tool Houses there is a gentle hill, designated "Point 228". Immediately North of Tweedledee is my objective, the East Yard, a sprawling compound of one-storey buildings. North of the East Yard is another hill, designated "Point 225". Both Point 228 and 225 are covered in trenches. There is a thick haze covering the AO, the temperature is warm, the ground is very dry and there is a medium breeze blowing from the west. Finally, a view of the AO through the eyes of my enemy. He has some excellent positions to take advantage of, with a large obstacle to his front, the complex semi-urban terrain on his left and right, and elevated fighting positions to his left-rear and right-rear. Now to identify the key terrain (KT) of the AO. The first KT is the hill immediately to the front and right of my deployment zone. This is one of the highest points on the map and will provide excellent sight lines and fields of fire to the North. The second KT is Tweedledum and the Tool Houses. Tweedledum is one of only two points where the irrigation ditch can be crossed and the Tool Houses could provide cover and concealment for forces defending the crossing point. The Tool Houses could be a good place for a forward observation post. The third KT is Point 228. this hill provides sightlines and fields of fire across almost the entire AO, and the reverse slope offers an excellent place to conceal forces, for ambush or counterattack. Any advance towards the East Yard will be enfiladed by fire from Point 228. The fourth and final KT is the East Yard and Point 225. The East Yard is my objective and must be cleared, but is also likely to be the toughest nut to crack. If he so wishes, Rinaldi could hide units deep in this compound as my units approach, before making a potentially devastating point-blank ambush. Point 225 provides good lines of sight over the open ground south of the irrigation ditch and would make another good location for an observation post. Now for a detailed assessment of the force at my disposal. I command a small company-sized force from "A" Squadron of the 9th/12th Lancers. Firstly, we have the Command Troop with the Squadron Leader and Second in Command (2iC) mounted in Sultan APCs. A Tactical Air Controller team is mounted in a Spartan APC and will be directing the fires of a single Apache gunship. Secondly, we have 1 Troop, consisting of four Scimitar light tanks. These little fellows are fast, agile and equipped with a hard-hitting 30mm autocannon. They wield the heaviest firepower of my force but are very lightly armoured, only really able to resist small arms fire. Thirdly, we have the Support Troop, consisting of the command team and four four-man scout teams, all mounted in Spartan APCs. Each scout team has a SAW, a sniper rifle, an under-barrel grenade launcher and three light anti-tank weapons (LAW). These infantry teams will be needed to clear out the East Yard and conduct dismounted reconnaissance, but are all very fragile. This is undoubtedly the most vulnerable but also the most important part of my force. Last, but definitely not least, we have the Guided Weapons Troop, consisting of two Javelin teams mounted in Spartan APCs. Each team has five missiles. The Javelin is an excellent weapon, accurate and very hard hitting. These teams will likely be the best option for knocking out AFVs and other hard targets. Troops thus covered, all that remains is the time; it is currently 0530 and I have 50 minutes to complete my objectives. Phew, so much for a quick analysis! I still haven't really thought much about what my enemy might do or made a tentative plan yet. However, this post is getting rather long so I shall leave that for my next entry. Stay tuned!
  5. Hello this is an AAR of my quick battle with @Oleksandr It's a Russia vs Ukraine medium size meeting engagement. I haven't played much Black Sea (I mostly play Final Blitzkrieg) and I went with what I figure would be a standard force. I have four platoons of mounted infantry, 5 T-90AMs, six mortars, a mounted grenade launcher platoon, and an igla platoon and a Tunguska for AA. I don't have a very advanced plan. Essentially move forward and see how the match develops from there. But I assume the major objective will be the main contest and the minor objectives won't be very contested. I send two platoons of infantry, the T-90AMs, and the grenade launchers to the center. I send a platoon of infantry on each flank, one to secure my minor objective, the other to contest his minor objective if possible. I dismount my platoon that is securing the minor objective since it is rather exposed, the BMP-3s will be first to the objective. Damn! I lose two BMP-3s at the same time and I don't even know what killed them, looks like tank rounds though. Good thing I dismounted. This doesn't change my plans but I do am now aware of how dangerous the area around the minor objective is. Going to move my infantry platoon in the forest next to the minor objective. I spotted a Tunguska while the rest of my units move forward uneventfully. Next post will be soon, either tomorrow or the day after.
  6. Hi everyone! This is not an official AAR cause I was enjoying the game too much to take screenshots during the scenario. I only managed to save after the battle ended so all the screenshots are front the end of the scenario , but I would like to share my recent experience with black sea. After trying out the Demo and playing the training mission twice (lost the first time) I noticed at the end of the game the AI retreated to the woods when i was closing in on the town. I thought that was kinda cool and realistic. After all, the logical path was to retreat to the woods. Later, after reading more about the game's AI, I was somewhat surprise that it was based on trigger and that the AI had 3 levels. strategic, operational and tactical. I believe the strategic level is the one that is trigger based. So I bought myself my first CM copy. I played through the training campaign while following the guidelines on the manual which i had printed out. In the last mission I realise that it was the same scenario from the demo so I thought I would do fine but this time I followed the manual by splitting my team and all. First, I noticed when I sent my riflemen scout near the observation post alone they were engaged by snipers from the forest, which I kinda knew was there. However, this did not happened the first time I played in the demo, and I don't quite remember what I did. I made some mistakes on the way and ended up losing my observer, HQ and and 1 squad. So I restarted the scenario again but this time I did it my way instead of following the manual. I sent one of my Bradley to to the side of the sunken road to engage the snipers which I know would shoot my guys near the woods at the observation post, but nothing happened I sent the same rifle squad to scout the woods and I got no engagement from the other side, no snipers, nothing. I sent he rest of my assault troops to assault route 1 without incident only engaging 2 squads on the way to assault route 2. By the end of this scenario, I caught the Russians retreating to the woods again just like in the demo, however this time I had 2 Bradleys near the entrance of the woods, getting ready for a massacre. Guess what, only 2 squads came out and after getting shot, the rest of them decided to stay in the buildings surrounding the chapel. They refused to come out until they surrendered, i managed to only take out 1 squad out of 4-5 that attempted to retreat back to the woods, mainly because I believe they turn back after the first two squads were engaged by my Bradleys After this, all I can say is that I am very impressed with the AI reaction to what do in the battlefield. It could just be random luck that i trigger or did not trigger certain triggers but this is the most realistic AI opponent I have seen. In most games if the AI retreats if that even happens then it will happen no matter what, even if they are running into a meat grinder, but not in CM. All that remains of the Russian forces. Made a mistake and lost a full squad, I was hoping to get full score. Some Russians who died to my Bradley flanking them from the back of the town. Bradleys are beasts!
  7. Atlantic Games AAR

    I had a PBEM with IICptMillerII a short time ago, and I figured I'd post some videos. This one came out rather strange, because for a fair chunk of this scenario, we had direct voice chat with each other via Discord. This led to some cryptic communications, but also a rather fun atmosphere, which allowed open conversation of the game, while playing it. It was certainly outside my normal playstyle. I'll post each part of the AAR here as I release them. Feel free to comment.
  8. Introduction A while back there was a post on the BFC Battle for Normandy forum announcing a new project by @choppinlt “Operational Level Game Announcement”: http://community.battlefront.com/topic/109632-operational-level-game-announcement/. He and his team have been working away on the project ever since. The have a system designed and they are testing mockups now. You can read about it in full here http://dogsofwarvu.com/forum/index.php/board,36.0.html but this AAR is for but one small battle in one mocked up campaign. To read about the overall campaign from the US perspective you can check out this thread: http://dogsofwarvu.com/forum/index.php/topic,3111.0.html. The battle in question takes place on turn 7. In a previous turn someone used ASL to determine the outcome of a campaign battle. This time it is CM’s turn. Read about it here http://dogsofwarvu.com/forum/index.php/topic,3111.msg14998.html#msg14998. @Mad Mike and I are fighting this battle out: Notice the second battalion of the 116th (2/116) on the right edge of the map. The battle of St. Andre de l’Epine You can read about the setup for the order of battle and such here (I just tried to not read the German info too closely). http://dogsofwarvu.com/forum/index.php/topic,3613.0.html Here is a summary of how we prepared for the battle: @Mad Mike chose the map Hill 192 (http://www.combatmission.lesliesoftware.com/BattleForNormandy/Maps/HILL%20192%20expanded.html) @choppinltdetermined the forces for both sides and sent us screen shots of the force selection in CM @Mad Mike setup his forces and after a little back and forth with @choppinlt handed the map off to me I chose my forces, again with @choppinlt ’s help. I missed a few things and asked a bunch of questions. I then setup the deployment of the forces – this is using the scenario editor we have not started the game yet. This is an important step since I have a battalion of infantry and two companies of tanks plus some supporting engineers and a 200m strip of land for setup zone. After looking at the map what I decided to do was: i. Two companies would push forward along two avenues but not so far apart that they could not combine to exploit success on one avenue and failure on the other ii. I determined that the setup area is too small for everything to arrive at once. If the enemy has artillery that could be used (not during setup but later) I just don’t want my forces to be that concentrated. Heck 200m depth is too little for that many forces at any rate. iii. I divided up my forces so that F Co is on the left and E Co is on the right and each has tanks in support. G Co is in reserve and the weapons company, H Co, had its resources divided between the three other companies. iv. Then I set things up so that battalion recon and one platoon of each company plus the company HQ started on the map. v. The rest of the companies plus a platoon of tanks arrived after 5 minutes vi. Additional tanks arrived after 10 minutes vii. The rest of the tanks arrived after 15 minutes along with the engineers viii. The rest of the infantry arrive after 20 minutes ix. The rest of the forces – including an AT gun platoon that I am not sure what I am going to do with arrive later @Mad Mike and I sent the file back and forth a couple of more times to tweak things as per the discussion. We loaded the scenario and started playing. Forces 837 men (6% casualties is 50 men) 2nd Infantry Battalion 116th Regiment Lt Col Madison Pioneer Platoon Lt. McKee AT Platoon E Co Cpt. Rost 1st Platoon Lt. Moustakis 2nd Platoon Lt. Dubbins 3rd Platoon Lt. Cudlipp 4th Platoon Lt. Ogden F Co Cpt. Bova 1st Platoon Lt. Turner 2nd Platoon Lt. Salberg 3rd Platoon Lt. Hillard 4th Platoon Lt. Keller G Co Cpt. Salder 1st Platoon Lt. Grow 2nd Platoon Lt. Weire 3rd Platoon Lt. Krumin 4th Platoon Lt. Youmans H Co Cpt. Palmer 1st Platoon Lt. Reece 2nd Platoon Lt. Castro 3rd Platoon Lt. Cooper 747th Tank Battalion A Co Cpt. Donavan 1st Platoon Lt. Tubb 2nd Platoon Lt. Denney B Co Cpt. Fry 1st Platoon Lt. Wynn 2nd Platoon Lt. White 121st Engineers B Co. Cpt. Edward Humpheries 1st Platoon Lt. Dunlap 2nd Platoon Lt. Sanchez 3rd Platoon Lt. Blair The Mission The US infantry, and their tank support, need to advance up to 1000m with 6% casualties or less. If my forces manage to advance 300m into the defensive area it will be considered a success and if they can make it 400m they it will be exceeding expectations. In order to track my progress I added touch lines Able (200m past the line of contact), Baker (400m past the line of contact), Charlie 600m, Dog 800m and Easy 1000m. The edge of the setup zone is 200m a head of the line of contact.
  9. I've been reading, again, Blumenson's Breakout and Pursuit. Along with this, I've been doing some other research and located a trove of aar's in the Ike Skelton Combined Arms Research Library Digital Library. What I'm having difficulty (sp: l a z i n e s s, ) with is converting map coordinates in the aar's into lats & longs so I can find a "real" location. I've found a site explaining the "British Modified System", but that system uses coordinates such as "vZ3383", meaning (as best as I can tell) Map Section vZ, 33 kM East/83 kM North. The US aar's use coordinates similar to, say, "565-068". Does anyone here have a link that will point me in the right direction. I'm a land surveyor IRL, so I do understand coordinates, projections and the sort. Thanks in advance, Rake
  10. Hello everyone, as promised in the preview thread; here is the much belated AAR preview of "Duel in the Mist", one of the scenarios that will be part of this community-driven package. Needless to say, everything in the scenario is technically still a WIP and subject to change. A few pre-emptive answers for the curious: Will this be for H2H? It won't be geared or tested as such, but I will be giving the Axis side a fully fleshed out mission briefing for those who want to take a crack Will it be playable both sides in SP? Tentatively a yes; three AI plans have made the 'final cut' for the Axis, and I am mulling over the idea of putting in at least a token AI plan for the Allies. Regardless, this is meant to be played Americans first. Now, without further ado. “Once and For All” A D/AAR prepared for Battlefront & SimHQ September 20th, 1944. Although neither side are quite aware of it yet, we are 2 days into what will eventually be known as “The Battle of Arracourt.” The first two days of this meeting engagement have been defined by mutual confusion, poor weather and tenuous contacts between units. The Americans, flush from a dramatic envelopment of the ancient city of Nancy after a hard fought crossing of the Moselle, are eager to expand their bridgehead on the River Moselle, and indeed some of George S. Patton’s lieutenants are lobbying their bombastic commander for a push to the River Saar and German’ys little industrial heartland, secondary only to the Ruhr. However, others preach caution. The tyranny of logistics is rearing its awful head, the natural result of a month long advance which saw the systematic destruction of Army Group B and the severe mauling of Army Group G. The Germans are exhausted and tired, but the Allies are almost equally so after their pursuit. The stage is set; the 4th US Armored Division, whom helped seal Nancy off, have just concluded a series of raids into the German’s rear and are now covering the bridgehead while the Infantry mop up. This operational pause has given the Germans, already beginning to recover, the opportunity to launch an operational counteroffensive to throw the Americans back across the Moselle – which will surely become a formidable natural obstacle when the autumn swell begins. While the 4th Armored Division gears up for a renewed advance, they will find their plans rudely interrupted by a series of alarming German tank thrusts. Situation & Briefing: It is now 1500 hours, September 20th, 1944. I am Lieutenant-Colonel Abrams, commanding officer of the 37th Tank Battalion, 4th Armored Division. A matter of minutes ago, after briefing my Company commanders and establishing liaison with the attached infantry, my strung out column began concentrating in Lezey. Now, we are getting ready to move out due East, in defilade, to a point north of the town of Ley. From there, the Battalion (+) will begin its attack by turning South. The overall situation remains unclear to us, but it is clear that attacking towards the canal will compel the enemy to retreat or risk being split or enveloped. The terrain in front of us consists of rolling hills and agricultural fields, with two narrow and claustrophobic villages: Ley, and Moncourt, in our path of attack. We have pre-registered fires and briefed the men, and are ready to advance cross-country. The terrain is well known to us, the Battalion had elements in this area less than 24 hours ago and we have the luxury of foregoing a terrain and map reconnaissance as a result. It has rained intermittently through the morning and the day dawned with the same, dense fog as it had on the 19th. Visibility has improved, however, but it remains a gloomy and dark day with damp ground. Visibility is rated at 1200-1700m in the light fog that lays over the terrain. Despite the saturated terrain, we’re confident that the terrain is excellent for cross-country movement. Objectives: Combat Command A has ordered you to advance towards the Marne-Rhine canal and sweep and clear the area ‘once and for all.’ It is evident that the attacks from the enemy yesterday are far more than local actions and CCA wants the division’s flank and rear clear. Obviously then, destruction of enemy units is our primary concern. We must DESTROY all enemy encountered (Up to 2000 points). Given the nature of the operation and the desire to resume offensive operations towards Saarguemines, we are strongly expected to PRESERVE our combat power, that means ammunition (50% - 500 points), lives and material (>15% losses – 1500 points). However, in planning the attack with my Company leaders, I have assigned intermediate objectives based on key terrain. Ley and Moncourt, sitting astride Route D22 offer excellent assembly areas, the enemy is likely to be holding both in some strength. It is necessary to occupy both (250 points each). High ground and its reverse slope to the East (our left) provides a potential assembly area for counterattacking enemy and may enfilade our maneuvering elements. I have therefore deemed it necessary to occupy this high ground for security (500 points.) Above are two different angles of the Key Terrain of the high ground objective overlooking Ley. Even with the fog and moderate visibility you can see why Abrams was keen to anchor his flank by seizing it. They're imposing and the valley formed between the two hills are excellent ways to filter down an attacker's flank. Luckily I have the tools to both advance strongly and secure my flanks, with a powerful taskforce at call... Order of Battle: I am in command of a Battalion (+). It consists of my own command; the 37th Tank Battalion (which forms the nucleus of the force). Attached is 10th Armored Infantry Battalion (-Company), C/704th Tank Destroyer Battalion and the entirety of the 94th Armored Field Artillery Battalion (18 guns). Anti-Tank, Tank-Destroyer and Engineer elements have been left behind at the assembly area of Lezey for rear security and as an emergency reserve, given the fluidity of the situation. At hand, therefore, I possess: · Headquarters, 37th Tank Battalion (Lt. Col. Abrams) (incl. Battalion 81mms) · A/37th Tank Battalion (Capt. Spencer – 9 tanks) · B/37th Tank Battalion (Capt. Leach – 13 tanks) · C/37th Tank Battalion (Capt. Lamison – 13 tanks) · Headquarters, 10th Armored Infantry (-) (Lt. Col. West) · A/10th Armored Infantry – 90% effective strength · C/10th Armored Infantry – 90% effective strength. · 94th Armored Field Artillery Battalion (16 guns – satisfactory ammo) ____ More to follow...
  11. This is how all AARs should be done.
  12. The replay value of this game would be so much higher if there was an option to watch the entirety of a battle once it is over (instead of just once after every turn). i.e. you could save the complete movie file once the mission was over. Has this idea been floated here before? Why was this option not included in the first place? (Part of the appeal of Combat Mission is dynamic camera and film-type interface (play, pause, resume, rewind, etc.).
  13. These are by far the best Combat Mission video AARs I have been able to find.
  14. Well! Here we go... and I hope this works...And thank you to Raptorx7 and Bud Backer if this pans out! hqouyCQs.jpg This is my first set of movement orders.... As a typical hard head I've chosen not to follow orders...
  15. Greetings to all! I'm a novice player new to the forums and enjoy those who take the time and effort to post AAR's As such I would like to do one for "A Muddy Affair" My immediate issue is the 0.49 max file size for screen shots. I'm on a Mac and use the screen grab feature ( very awesome ) however it's always over the allowable size limit to post as a picture. Curious if anyone knows a workaround so I can post without having to use a link like the previous AAR's I know and love. Much appriciated and thank you to the BFC for doing a great job on the new release! Martin
  16. Lanzerath Ridge

    Just finished playing this one on real time as - surprise - the German side. Very nice rendition of a battle I have possibly read four different accounts about. Managed to get within 25 meters of Lt. Bouck position, after suffering just 10 KIA, 13 WIA. The scenario isn't attributed... whomever was the author (or authors), thanks, this was quite fun to "reenact".
  17. The long-delayed and heretofore illusory comic, Apache, is finally nearing completion. Like my previous CAARs (links below in my signature) this one shows something new, both in terms of the side being illustrated, as well as design concepts for the comic. I'll let you mull that over and see if you find them appropriate and intuitive. This CAAR was unusual in that it required substantial setup to provide useful and interesting material. Some of the lengthy pauses in development were cause by obstacles in story-telling that had to be worked out in a pleasing and realistic manner. The fault is mine - I never used the scenario editor for anything other than map-making, and Apache necessitated a foray into scenario design that illustrated (see what I did there?) that it takes practice and a LOT of effort to make workable scenarios. My respect for those volunteers who design them here is increased by an order of magnitude. We all owe them a debt of gratitude for enriching our experience in these games. Once again, the map is one of my own making, another 208m x 208m custom job with a beach and water for troops to come out of as they invade. Fortunately, my partner in this, once again the inestimable Kohlenklau, recognized that the map was too small with the beach and water and the need for some space to represent a landing, so he made alterations that greatly improved on my original work. Much as I'm fond of the idea of micro-maps (after all, these comics are called Micro-Battles) there comes a point where being able to spit in your enemy's eyes is just a tad too close. I hope you enjoy this effort. As always, comments and questions are welcome.
  18. My first CAAR (Comic After Action Report) was in the format of a DAR presented as a comic. To introduce some variety and also make this one a bit more like a comic, it will be presented less as an AAR and more as a story, following the actions and adventures of one man, a Russian soldier called Dmitry ("Dima") Ivanov. Of course this is also going to present the battles as well, so the AAR aspect is still included, just not the sole objective. Some of you wanted to hear more about Lt. Warner, Cpl. Dietrich, and Sgt. Hirsch from my first CAAR; they will be back in another CAAR. At the time of this one, Warner and his boys are in Normandy, and later, in Holland during Market-Garden. Once again, Kohlenklau is my partner in this, and I thank him for being a fun opponent in the battles and a patient friend in the delays doing these sometimes introduces.
  19. Ey up everyone. Thought I'd share one of my old trips to the Eastern Front with you all. Still twiddling with the format and learning how to make the editing stuff do what I want it to do. Hope you enjoy it!
  20. Hi Forum! I recently found a user made scenario I had been wanting to play for some time. So I thank Seinfledrules for it. The Scenario is AD into Lithuania. I must admit, I have been oogling it for some time now so when a bit of extra time was presented this weekend who was I to refuse.. So without further stalling: Situation July the 9th 1944, following the capture of Minsk our unit is driving into Lithuania, operating on a road on route to Vilnius. Our Companys lead tank is suddenly hit and brews up in an explosion. After contacting our head quarters the situation is made clear to us: It has been deemed possible for our company of T-34s and attached infantry to attack; Orders are to clear the village of Pilpakiai of German defenders, and see to it that the rest of our forces can advance along this road to Vilnius. Mission Our orders are to Seize and Occupy the Village of Pilpakiai and a farm complex near the road to Vilnius. We are ordered to deploy, assess and attack where it is deemed necessary. As everything is assembled total combat time is calculated to arround 45 minutes. Execution The enemy is at unknown strength, orders from HQ is that a two wave attack is best adviced so that our company of tanks can act as support assets for the infantry company. The enemy is most likely defending the T intersection and Village to deny us road access and has praobably deployed several antitank and machinegun assets in the surrounding terrain with a good field of view on the road. Accounting for the German Doctrine it can be assault guns covering the road. So be prepared for the tanks to engage armor. Our company of Tanks has seen some losses. We are likely not receiving any reinforcements and so are the Germans,we do however need the infantry to have a reserve in case the Germans are reinforced. Enemy force composition is unclear, estimating the size of the Village and the Germans will to defend and based on the previous month asses that the enemy fields atleast a half strength infantry company (we assume full strength though), light fortifications (foxholes at best, if any) and AT and heavy machineguns overlooking the road. We will make no attempt to splitt forces. The enemy is defending the village so most of them vill be centralised arround the objectives. The infantry attacement is well motivated for an assault and is likely to stay in the fight once commited, that is, if it is not strained or pummeled before the enemies main line of resistance is found and engaged. Our Forces Consists of: 3rd Company HQ: Galimov Regular, Rested, Good Command, Ok 1st platoon HQ: Salamatin Regular, Rested, Good Command, Good motivation, Ok 1st Medium Tank: Chalov Regular, Rested, good motivation, Ok 2nd Medium Tank: Kapitonov Green, Rested, exceptional motivation, Ok 2nd Platoon HQ Tank: Aushev Regular, Rested, Good Command, exceptional motivation, Ok 1st Medium Tank: Ryleev Regular, Rested, Ok 2nd Medium Tank: Gamzulin Regular, Rested, Good Command, exceptional motivation, Ok 1st Company INF HQ: Terekhov Regular, Rested, exceptional command and motivation, Ok Sniper Team: Parshin Veteran, Rested, exceptional command, Ok 2nd Platoon HQ: Novozhilov Regular, Rested, good command, exceptional motivation, Ok Sniper Team: Asafyev Veteran, Rested, negative command, good motivation, Ok 2nd Squad: Dudarenko Green, Rested, good command, Ok 3rd Squad: Kagantsev Regular, Rested, good command, good motivation, Ok 1st platoon HQ: Skuratov Regular, Rested, Exceptional motivation, Ok Sniper Team: Petrukhin Regular, Rested, good motivation, Ok 2nd Squad: Nazarov Regular, Rested, exceptional motivation, Ok 3rd Squad: Kalyugin Veteran, Rested, exceptional command and motivation, Ok Map Top View: Map Tilted View, Top: Until next post // Cheers
  21. Initial situation The basic briefing is as follows: My order of battle is: CO 2 Coy: Major IanL 2IC 2 Coy: Capt. Chappy 4 Platoon: Lt. Baker 1 Section: Corporal. Eagen 2 Section: Corporal. Cottrell 3 Section: Corporal. Drummond 5 Platoon: Lt. Wentworth 1 Section: Corporal. Rose 2 Section: Corporal. Darling 3 Section: Corporal. Lauder 6 Platoon: Lt. McColloch 1 Section: Corporal. O’Brien 2 Section: Corporal. Bridge 3 Section: Corporal. Short 4 Section from the Carrier Platoon: Sgt. Lawrence (3x Bren carriers) 2 Section from the Mortar Platoon: Sgt. Curran (2x 81mm mortars on map) Attached FO: Capt. Bowie (with 2x 4 gun batteries of 25lbrs on call dedicated to this attack) The map is very flat – big surprise its Holland. The Dommelen river has river banks that can provide cover and the roads are slightly raised so infantry have places to hide. Thanks on the other hand will be very much in the open. There are three good places for AT guns – the woods at the back of the map the town and the village. Figure 1 The map Figure 2 The Dommelen Figure 3 The farm in front of 5 Platoon Minute 50: Orders 5 Platoon is opposite town in a small clump of trees. They will move to take the farm and engage church towner. 6 Platoon is in the middle also in a small clump of trees they will hold for their supporting tanks. 4 Platoon will move along the river banks with the carrier section. Lance Corporal Carnegie has been left behind to observe and wait for the supporting Troop so he can tell the troop commander what route 4 Platoon has taken forward. Capt. Bowie has called artillery on part of the town and the woods behind town with a 5 minute delay. Once the turns start mortars will be called on village to the North East (green circles on the map). Figure 4 Orders
  22. Hi Community! Lately I have been getting really into CM, and this is not a small amount of "getting into" It is worse than any man-crush or fem-crush imaginable. My first conundrum was to pick a scenario, and wrestling with the decision to do an AAR on the forums or just badger friends with how great this game is and my ideas for a mission. I finally convinced myself to give AAR a go.. But I had already played most of the games scenarios and a big part of CM for me is to plan for an engagement and the unknown. A quick solution came to mind because I quickly turned to my good friend Google, he told me about a new thing called the scenario depotIII and a thing called a few good men and greenasjade. I was thrilled… After careful consideration I found a new scenario with both Bon Giorno and Tomahawk in its name. Some might call it a bit childish, but I am okay with it as I am sometimes finding myself being drawn to names and a good cover art over a deeper read through of the content. After a quick download I fired up the game and the process began.. MDMP.. here we go.. that process took about 4 hours and mind you it still is only a rough sketch and I must give a shout out to combatintman for the rehash of the formula. This AAR follows a rough idea of how I want the presentation to be like, so this is more of a plan, execute and show tid bits of action as the battle unfolds. So without further stalling here it is..
  23. I've wanted to fight Ithikial since I first discovered his YouTube channel about 2 years ago. Now, I am going to do it! The map we're fighting on is a river crossing. There are three objectives in a valley between two prominent hills. Both hills have objectives on them as well. I am in command of a reinforced company of German Panzergrenadiers: SLIM's Battalion 75mm AT Gun Opel Blitz Attack Company Scout Team Sniper Team 3x Pnz Grn Platoon Weapons Platoon 2x HMG42 Section Med Mortar Section Support Company 1x Pnz Grn Platoon Pz VG Panther (Early) Jpz IV (Late) StuG IIIG (Late) The Attack Company's job is to conduct my main infantry operations. The Support Company contains my armor, and one platoon of infantry meant for close support of the tanks. (If CMBN had infantry riding on tanks, that's what they would be doing.) Initial Plan: Secure VP Chateau, and estabish supporting weapons. The Battalion HQ, Weapons Platoon, AT Gun, and supporting assets will seize the Chateau to use as an O.P. I do not know what the LOS range is, the prevailing weather conditions are Light Fog and Rain. The intent is to establish mortars and guns in positions from which they can observe the enemy side of the river. Conduct Combined Arms Attack to secure Road Bridge, Town, and Rail Bridge. The Tanks and Infantry will advance from North to South, securing the Road Bridge first, then pushing into the town. The Rail Bridge is considered a secondary objective, and won't be attacked unless the situation permits. Await further developments. I don't want to plan too far ahead. I've marked the hotel as a Destroy Objective, but I don't know if I have enough firepower to turn it into rubble. It is so marked because I would rather destroy it than fight for it. If I can ignore it safely then I will do so. [P.S.] This battle will be slow going, me and my opponent live on almost exact opposite sides of the globe, so it's likely we will have a turnover rate of 1-2 per day, barring Real-Lifetm incidents. I'll leave this thread here for future posts. This is my first attempt at a "normal" DAR structure, so any comments or criticisms are welcome Also feel free to yell, "You're doing it all wrong!" That's fun too.
  24. Thought I'd dip my toe in here with an after action video. Its a medium sized, quick battle meeting engagement, I'm playing as the Germans and my opponent is playing as the American army. This is just the intro and the first few turns, more to follow as soon as I get time to edit it all together... (I'm liking the shiny new forum- embedding youtube is much easier)
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