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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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  1. For King and Country How can I live among this gentle Obsolescent breed of heroes, and not weep? Unicorns, almost, For they are falling into two legends In which their stupidity and chivalry Are celebrated. Each, fool and hero, will be an immortal -Keith Douglas, 1942 For King and Country is a CMBN Commonwealth campaign that follows the actions of the 1 Regiment Sherwood Rangers Yeomanry from their landings at Gold Beach on the Normandy coast on June 6th, 1944 and the hard fought battles through France until June 26, 1944. I have tried to keep it as historical as possible based on what research I could dig up though a few of the engagements should be considered semi-historical. After the British moved inland there were many small battles that were waged across the French countryside so to keep some variety I have "created" a few of these engagements. However, to keep to the flavor of historical, most of the included scenarios are actual battles and I have tried to model them as accurately as I could portray. Most of the battles are offensive operations as the German forces during this time were on the defensive. You can expect to see some counterattacks however as this was the common strategy for the Germans. I also have included the actual commanders of the various troop HQ's of the regiment. However the chain of command must be considered to be semi-historical as there were a number of leadership changes of the SRY as they fought across France during the real campaign due to casualties or simply reshuffling of the command structure. The leadership tree in this campaign is setup to reflect what the actual command structure was at the end of June. This campaign can be considered a preqel to my previous CMBN campaign Operation Clipper: The Geilenkirchen Salient which includes the SRY also. About the Campaign: This campaign requires the following: CMBN Game Engine 4 CW Module Market Garden Module Vehicle Pack It is designed for single player only from the blue side. All the information here is also in the designers notes of the campaign. Most of the battles and maps are medium to large so it could impact some older PC's. The Campaign Tree: 1. Gold Beach (Allied Attack) 2. The Ridge (Allied Attack) 3. A Meeting at Hervieu (Meeting Engagement) 4. A Hard Day in Hottot (Allied Attack) 5. Tea Time in Cristot (Allied Attack) 6. Fontenay (Allied Assault) 7. The Assault of Rauray (Allied Assault) 8. The 12th SS Counterattacks (Axis Attack) Victory Conditions: A Draw will advance you through the campaign. However careful management of the core units (SRY) is vital. You will get some replacements later in the campaign. Also the primary leadership is essential to preserve as the Germans get high points for killing top HQ assets. Maps: All the maps were created by the author (me) and I have tried to get them as accurately as possible based on google maps, drawings and old photographs I could find. Most are medium to large maps. Unit Tree: 1 Rg SRY (Core Units) HQ - Maj S.D. Christopherson 2 x Sherman V Tanks HQ Squadron - Maj R.Sutton-Nelthrope Recce Troop - Capt. P. McCrath (2 x Stuart V Tanks) 3 x Sections (3 x Stuart V and VI Tanks each) A Squadron HQ: Maj. J. Semken (3 x Sherman V Tanks) 4 x Troop (3 x Sherman V and 1 x Sherman VC Firefly Tanks each) B Squadron HQ: Maj. M. Gold (3 x Sherman V Tanks) 4 x Troop (3 x Sherman V and 1 x Sherman VC Firefly Tanks each) C Squadron HQ: Maj S. Mitchell (3 x Sherman V Tanks) 4 x Troop (3 x Sherman V and 1 x Sherman VC Firefly Tanks each) Feature Units: British: 1. 1 Bn Hampshire Regiment 2. 82nd Assault Squadron Royal Engineers 3. 6th Assault Regiment 4. 2nd Bn Essex Regiment 5. 1st Recce Regiment 6. 11th Royal Scots Fusiliers 7. 6th Royal Scots Fusiliers 8. 2nd Bn Hampshire Regiment 9. 1/6 Duke of Wellington Regiment German: 1. 726th Infantry Regiment 2. 916th Infantry Regiment 3. 352nd Fusilier Battalion 4. 352nd PzJag Abt 5. 1 Bn PzGrLehr Regiment 901 6. PzLehr Regiment 130 7. 12th SS PzAufk Abt 8. 1 Bn 25th SS PzGr Regiment 9. SS PzRg 12 Mods: As is common for most of my campaigns I use featured mods by some of our very talented modders of the CM series. Below is a list and all credit goes to them. 1. Aris Vehicle Textures (I have modified a few with the (hopefully) correct unit symbols or to represent damaged or destroyed vehicles 2. Mords Unit ID (The featured British units (except non core armor units) have the correct ID patches that will show up in the UI) 3. Various terrain modifications 4. EZJax CMBN Uniform Heer (Lehr) 5. EZJax CMBN Uniform SS All mods needed are included with the download and are tagged to this campaign so they should not interfere with any other scenarios or campaigns. The campaign has been tested but if any issues arise please let me know. Also any suggestions are welcome and I will make any adjustments necessary. I hope the campaign will prove enjoyable. Michael Special Note: The first mission Gold Beach can prove to be a beast. To quote Captain Miller " Get your men off the beach" will be an understatement. "Keep em moving". Below is the link https://www.dropbox.com/s/sce3ibep7mysjto/For King and Country.zip?dl=0
  2. This thing has been sitting on my hard drive for quite sometime. I was waiting for a module or vehicle pack to be released to give me the correct vehicles needed but since that doesn't look like its going to happen anytime soon I decided to finish it and put it up for play. If the vehicles needed are released I will go back and update it. It has only been partially tested. Zitadelle:Totenkopf's March to Prokhorovka depicts actions of the 3rd SS Panzergrenadier Division Totenkopf during Operation Zitadelle, or more commonly, The Battle of Kursk, during July, 1943. It requires the latest version of CMRT. The details are as follows: Zitadelle: SS Totenkopf's March to Prokhorovka Zitadelle is a CMRT Campaign depicting the actions of the 3rd SS Panzergrenadier Division Totenkopf (Deaths Head) during Operation Zitadelle, the German code word for the Battle of Kursk. It follows the divisions engagements from July 4, 1943 until July 12, 1943. The campaign should be considered semi-historical simply because of limitations in the CMRT engine, mainly force composition and equipment. All the battles however were actual engagements and I tried to replicate them as accurately as I could. It requires the following: CMRT version 4. The Included Mod Folder for immersion. Division Totenkopf was one of three SS Divisions attached to the II. SS Panzer Korps that fought in the southern sector of the campaign. Totenkopf, along with the other two divisions, 1st SS Panzergrenadier Division Leibstandarte and 2nd SS Panzergrenadier Division Das Reich, along with support units, were under the command of SS Obergruppenfuhrer Paul Hausser and would be the main offensive punch for the Germans in this sector. The 3rd SS Panzergrenadier Division Totenkopf is commanded by SS Brigadefuhrer Hermann Preiss during Operation Zitadelle. Note on Commanders: I have tried to add in as many of the key commanders as possible for historical immersion. During the battle the II.SS Panzer-Korps lost many key commanders since many German commanders lead their troops from the front, so there was a lot of moving leadership around. I set the command tree for this campaign as it was in the beginning of the actual battle where I could. This campaign features the following units as the core units. German Order of Battle: 1. I.SS Panzergrenadier Regiment 6 (SS Sturmbannfuhrer Fritz Knochlein) 4 x Kompanies 2. II.SS Panzergrenadier Regiment 6 (SS Sturmbannfuhrer Ernst Haussler) 4 x Kompanies 2 x Kompanies (Reserve) 3. III.SS Panzergrenadier Regiment 6 (SS Standartenfuhrer Karl Ullrich) 4 x Kompanies 4. I.SS Panzer Regiment 3 (SS Hauptsturmfuhrer Erwin Meierdress) 2 x Kompanies ( 47 MkIVG tanks) 1 x Kompanie (Reserve) (22 MkIVG tanks) (These represent tanks repaired and returned to service during the battle and will be available later.) 1 x Support Kompanie (Flak Zug) 5. I.SS Panzer Regiment (SS Obersturmfuhrer Wilhelm Schroder) 9.Kompanie (Tiger Kompanie) (11 MkVI Tiger 1 tanks) 6. II.SS Panzer Regiment 3 (SS Sturmbannfuhrer Georg Bochmann) 4 x Kompanies (59 MkIVG tanks) 1 x Support Kompanie (Flak Zug) 7. SS Pionier Battalion 3 (SS Obersturmfuhrer Georg Kinzler 1 x Kompanie 8. SS-Sturmgeschutz-Abteilung 3 (SS Hauptsturmfuhrer Werner Korff) 2 x Batterie 1 x Batterie (Reserve) 9. SS-Panzer-Aufklarungs-Abteilung 3 (SS Sturmbannfuhrer Otto Kron) 2 x Kompanies (Equipped with SPW 251 from the divisions halftrack battalion) 1 x Kompanie (Reserve) 10. I.SS Panzergrenadier Regiment 6 (Armored Battalion) (SS Obersturmbannfuhrer Rudolf Schneider) 1 x Kompanie (Armored Car) 2 x Kompanie ( Halftrack Battalion) 1 x Kompanie (Halftrack Battalion) (Reserve) Soviet Order of Battle: (Non Core) 1. 1241st Rifle Regiment (375th Rifle Division) 2. 155th Guards Rifle Regiment (52nd Guards Rifle Division) 3. 196th Guards Rifle Regiment (67th Guards Rifle Division) 4. 245th Tank Regiment (2nd Guards Tank Corps) 5. 289th Guards Regiment (97th Guards Rifle Division) 6. 237th Tank Brigade (31st Tank Corps) 7. 96th Tank Brigade ( attached to the 52nd Guards Rifle Division) 8. 284th Guards Rifle Regiment (95th Guards Rifle Division) 9. 287th Guards Regiment (95th Guards Rifle Division) 10. 181st Tank Brigade (18th Tank Corps) Notes on unit composition: Due to limitations in the current CMRT engine I used Aufklarung compositions to eliminate most of the panzerfausts which were not present during Operation Zitadelle. A few of the HQ units still randomly retain a few but there is nothing much I can do. Just use your imagination and let them be very accurately thrown teller mines. Also historically Totenkopf had the following tank strengths: 59 PzMkIII's 47 PzMkIV (long barreled 75mm) 11 PzMkVI Tigers 8 Befehls Pz. (Repair Vehicles) With the MKIII not being available I have substituted in the correct number of MkIV's, so the tank strength is correct on numbers but not correct on tank types. If BFC decides to make the MkIII (and KV-1) I will try and update this beast. As mentioned above there is one Kompanie in the I.SS Panzer Regiment 3 that is a reserve and this represents repaired tanks that were returned to service during the battle. These will be available towards the end. The Campaign Tree: 1. Hill 218 - Axis Assault (Dawn) 2. Breaking the Line - Axis Assault (Day) 3. Actung Panzer - Axis Probe (Day) 4. Clash at Kochetovka - Axis Attack (Day) 5. Decision - Gives you the opportunity to play the next mission with or without using some of your reserves. You must be careful here as you will need every available asset in the later battles. 6. 96th Tank Brigade Counterattacks - Meeting Engagement (No reserves) (Day) 7. 96th Tank Brigade Counterattacks (Reserves) - Meeting Engagement (Reserves) (Day) 8. Hells Bridgehead - Axis Assault (Day) 9. Tooth and Nail - Allied Attack (Dawn) 10. Fire and Steel - Meeting Engagement (Day) For this campaign to be successful it will require careful management of your unit preservation, as the last battles will require every resource you can muster. 9.Kompanies Tigers will be especially important as you will get no replacements for them. (There was only 11 total during Zitadelle) Artillery and air support will be available in most missions for both sides. The Mods: Included with the campaign is a mod folder that contains the following: 1. Veins excellent Totenkopf Uniform mod. 2. Several terrain and effects textures from different sources for immersion. 3. Aris PzMk IVG, SPW 251, Stug III and PzMkVI Tiger textures modified by me with the correct insignia used by Totenkopf during Operation Zitadelle. 4. Custom Loading Music 5. Totekopf Portrait Mod - I added the Deaths Head insignia to the portrait of the armored infantry and tank commanders from Mords Red Thunder Portraits mod. These will now show the correct insignia and are tagged to this campaign only. The Maps: The maps were all created by the author (me) and I have tried to make them as accurate as possible. Most are large and may task slower systems. Be sure to read the mission briefings for each mission. I have included some historical information that the campaign was based on in each of the designer notes for each mission. This will give you a bigger picture of the events that are happening when each mission is played out. As always let me know of any bugs or screw ups and I will fix and update. I hope the campaign proves enjoyable. Here is the link to the campaign: https://www.dropbox.com/s/jl13w5orjp2b7dz/Zitadelle.zip?dl=0 Michael
  3. CMFB Campaign: Fields of Tears Fields of Tears is a interactive CMFB Campaign that picks up where my CMBN Campaign: In the Fields Where the Poppies Grow leaves off and follows the actions of Captain Charles Stevens and A Company, 31st Tank Battalion, 7th Armored Division, around St. Vith, Belgium during the Battle of the Bulge. It requires the latest version of CMFB and all immersion mods needed are in the download. They are tagged to this campaign only. It is playable from the Blue Side only. The campaign is a story driven campaign like "Poppies" where you must keep Stevens and other important personnel alive and still complete the mission objectives to advance in the campaign. The storyline is in the Designer Notes for each mission. The campaign begins with a mission in Germany and then continues after the Germans launch their Ardennes offensive Unternehmen Wacht am Rhein. Elements of the 7th Armored Division, the 31st Tank Battalion, including Captain Stevens and A Company are sent to the St. Vith area where they are to make contact and destroy the enemy forces advancing on the town. The campaign is based loosely on historical facts. Core Units: A Co HQ: Capt. C. Stevens (Snake Eye) (CO) 1st Lt. P. Jarrett (Hammer) 2nd Lt. R. Vanicor (Dancer) 1st Platoon: WO C. Carlisle (Cowboy) SSgt B. Hash (Machine) Sgt. E. Edmond (Easy) Sgt. M. Newby (Dinosaur) Sgt. J. Smith (Cleaner) 2nd Platoon: WO J. Courville (Pappy) SSgt. R. Davis (Uptight) Sgt. B. Tuck (Preacher) Sgt. K. Hooper (Jester) Sgt. D. Gray ( Slick) 3rd Platoon: WO J. Royce (Southpaw) SSgt. C. Honeycutt (Cool Hand) Sgt. W. Morris (Hook) Sgt. S. Gappa (Cruiser) Sgt. D. Burlyson (Joker) B Company: 3x Platoons 31st Tank Battalion HQ: Lt. Col. R. Erlenbusch Maj. W. Beatty 1st Lt. Minvielle CCB 7th Armored Division: Brig. General B. Clarke 1x Platoon (Recon) Non Core Units: 334th Infantry Regiment D Company 38th Armored Infantry Battalion A Company B Company D Company 423rd Infantry Regiment F Company 168th Engineer Battalion A Company 23rd Armored Infantry Battalion HQ Company B Company 87th Cavalry Recon Squadron Troop B 16th Field Artillery 4 x 105mm Howitzers 203rd AAA Battalion 1 x Platoon 275th Armored Field Artillery Battalion 4 x 105mm Howitzers German Forces: 13th Fallschirmjager Regiment 193rd Volksgrenadier Regiment 16th Panzer Regiment 146th Artillery Regiment Fuhrer Begleit Brigade Grenadier Regiment 294 Artillery Regiment 1818 190th Regiment 60th Volksgrenadier 14th Fallschirmjager Regiment 116th Panzer Division 19th SS Panzer Grenadier Regiment 20th SS Panzer Grenadier Regiment 1 Fuhrer Begleit Brigade Panzergrenadier Battalion Campaign Specifics: Campaign Tree: 1. Antons Bridge ( Allied Attack) 2. First Contact (Meeting Engagement) 3. Holding the Line (Axis Attack) 4. Something Wicked This Way Comes (Allied Probe) 5. Counterattack at Hunnigen (Allied Attack) 6. The II SS Panzer Corps Strikes (Axis Attack) Maps: The first battle, Antons Bridge, is an original map by me. The other maps in the campaign are from the excellent master maps that came with the game. I reworked them extensively to achieve the immersion I was after for the campaign. Mods: (All credit goes to the authors of the mods) US and German Snowy Uniforms and Gear by Ithikial. King Tiger Mod by PzPJ American Sherman Pack and Gear by Aris Snowy US Vehicles by Umlaut Mords US Portraits by Mord (modified by me with the unit insignias used in the campaign.) Various winter fortifications from the Winter Mod by the Winter Mod Team Assorted damaged vehicle textures by me Special Note: I used Worghern Blitzkrieg Environment : CMFB 2.0 while designing the campaign which is not included in the download. I highly recommend adding this as the campaign was designed and modified using these textures as well as the Winter Mod for CMFB which will work seamlessly with Worgherns mod.. While it can be played without these I highly recommend using them as the tags in the campaign will pick them up. Here is the link to download Worghern Blitzkrieg Environment : CMFB. http://cmmodsiii.greenasjade.net/?p=3984 Here is the link to download Kohlenklau’s Winter Mod for Final Blitzkrieg. http://cmmodsiii.greenasjade.net/?p=3991& Also Umlauts Snowy German Vehicle mods are not included but highly recommended. Once again to follow the storyline read the Designers Notes. I hope it proves to be enjoyable. Here is the link to download: https://www.dropbox.com/s/v0kdb0qhc34iti5/CMFB Fields of Tears.zip?dl=0 Michael (dragonwynn)
  4. There is a new version of CMUU at https://www.dropbox.com/sh/ibiai1l1j5ssvo6/AAANU6X88kL7ANVuJslM0tTCa?dl=0 These are the major changes: Combat Mission Universal Utility Help You use this tool at your own responsibility. To prevent irreversible lost of data save all game files befor use! With the help of CMUU you can modify the campaign files, change the scenario sequence, add and delete scenarios (battles) and change some scenario preferences. Further features will be installed later. The scenario files (.btt) cannto be edited by the tool at the moment because there are some encoded data blocks. Thats why CMUU unpacks all scenario files (.btt) in a subfolder of the campaign folder called 'CM' after start. You can edit theese files using the editor included in the CM executable. After ending this editing process you should return to CMUU and 'Save' the campaign. Edit the campaign properties using the right property window. You can select a single .btt file outside CMUU and Copy it to the clipboard. Then you can paste it into CMUU. You can open multiple campaign files at the same time and copy/paste it between the campaigns. It's also possible to create a campaign script from the currently loaded campaign. To do this use the toolbar button 'Make Campaign Script'. To load scenario .btt files doesn't make sense at the moment for the reasons mentioned above. New in Version 1.0.3.0 Removed a lot of bugs. Now scenario files can be loaded. Some properties like description, title, images can be edited or replaced. The file tree at the left panel is now working. Campaign images can be replaced and edited. There is a context menu at every image window. The images will be reloaded after saving in the image editor of your choice. Scenarios within a campaign can be deleted, exchanged and added. Drag and drop works within the application window and from the explorer and vice versa. So you may easily extract scenarios from a campaign by dragging it in a explorer window. If you edit a scenario file extracted into 'CMUUTemporary' with CM builtin editor it will be reloaded after saving. Best regards and send me your wishes Steinfisch Mail to mumumba@gmx.de CMM uses CMx2 ScAnCaDe sources by Mad Mike Steinfisch
  5. I really love these battlefront games overall. Been playing for a few months. I am wondering how can I edit the campaign battles? I am really sick of the too-strict (for me) time limits on everything and I want to give myself a little more time. I do this all the time in scenarios. Anyone know how to do this in campaigns?
  6. About the Campaign This campaign covers a short and sustained period of combat operations taking place over a period of less than 72 hours, in Poland, on the Eastern Front in early August 1944. Although fictional it is heavily based on actual events. In the campaign you take the role of 1 Kompanie Commander Hauptmann Hans von Schroif, of the 3rd Panzer Division’s (Known as the Berlin Bear division – the bear features on the city coat of arms) I(gep)/PzGrn Rgt 3 equipped with half-track carriers (SPW). Hauptmann von Schroif - AKA you - has been tasked with commanding a small kampfgruppe, to which has been attached the 6 Kompanie (Panzer IVs) under the command of Hauptmann Eric Faust. You have a sister kampfgruppe – commanded by Hauptmann Krüger – with roughly the same make-up, SPW and PzIVs. Krüger is a glory hunter with a desire for a Knights Cross. Correspondingly his unit is very aggressive. Other elements from Division will be attached given the situation – mostly recce units from Aufklärungs-Abteilung 3 (AA3). Reinforcements; Resupply and Refit It is worth noting that the player receives no reinforcements and little in the way of refit in the 72 hour period. Therefore you, the player, have to use your forces wisely, especially your panzergrenadiers. Keep your casualties as low as you can, for as long as you can. The key to success is close co-operation between your SPW, panzergrenadiers and panzers. Key characters, including platoon leaders, are all named individually and are tracked throughout the campaign. You’ll notice, as casualties mount that key names slowly start to disappear. Don’t get killed yourself though early on, as it may lead to you ending the campaign, like your life, prematurely. Player Campaign Briefings and Tactical Maps The briefings take the form of an immersive narrative. Therefore they tend to be fairly lengthy, Not everyone’s cup of tea but I like that. To help process the info I compiled all the campaign briefings into a PDF file titled Kampfgruppe von Schroif Campaign Briefing Handbook. Each brief is linked via the Campaign Flowchart so you can quickly access the briefing you want. If you don’t like reading then the Operation and Tactical Maps in each mission provide the key info required at a glance. There is also a table showing your unit, its commanders and their ‘soft’ values e.g. experience, morale etc. In addition there are Force Tracker graphics which allow you to track casualties and effectiveness of your unit as the campaign rolls on. In addition there is a pack of Tactical Maps included in the zip file. These are maps of all the main missions and are blank unannotated JPGs. They offer the player the ability to use them to plan their actions either on paper (print them out) or digitally on your PC/Laptop. Mods There are no mods required to play this campaign. It’s playable “out of the box” using the base CMRT game. If you are interested in what mods I use (and you’ll see in the screenshots) then I use the following: Aris' vehicles (both German and Soviet) Kieme's buildings and terrain mods Tanks a Lot buildings (these just add more 'skin' options for buildings but they are great!) Veins' German and Soviet soldiers Veins' tracers and special effect s(smoke, flame and dust) Rambler's CMBS Trees and Hedges (yup CMBS mod but it works in CMRT). Acknowledgments Huge shout out to SeinfeldRules for the kind permission to use his “Assault Position” scenario in this campaign. I owe a huge debt of thanks to the guys who did the playtesting. So a big shout out and thanks to the following for playtesting, feedback, proof reading and critical comment: SeinfeldRules, Raptorx7, mjkerner, RepsolCBR, TAKODA. BarbaricCo, olliwa, SlowLarry, Reech, borg, bangalor44, Chudacabra. Special mention goes to Combatintman who painstakingly proof read and checked all the briefings for every scenario and their associated tactical and operation maps. I think the words Oberleutant and Oberstleutnant will be forever etched in his brain! He also provided the “Force Tracker” graphics. Any subsequent errors, omissions and weirdness are entirely my fault! You can grab a slightly tweaked version 3 (some minor changes made to the first mission and corrected some typos in the brief) from TSDIII HERE.
  7. The Battle of Arracourt was one the largest armour clashes of the war. Elements from three fresh Panzer Brigades formed a spearhead that struck George Patton's US 3rd Army in the Lorraine region of France in mid-September 1944. CCA of the 4th Armored Division faced the counter attack across the rolling hilly areas around Arracourt from the 19th of September before petering out in a stalemate by the 29th of September. The US advance to the German border was halted for the time being, but at a cost of most of the Panzer reserve fresh from August production runs within Germany. The battle also solidified the 4th Armored Division as one of the premier forces of the US Army of World War 2. Fun Fact: Mid-September operational Panzer strength across the western European front was estimated to be around 671 Panzers and StuG's, of which 390 were committed to the Lorraine fighting around Arracourt, compared to only 114 at Arnhem. (Zaloga) The Lorraine campaign is somewhat overlooked within mainstream wargaming in favour of the more diverse array of forces for the concurrent Operation Market Garden to the north. This common interest in the armoured clashes in eastern France brought @Holdit, @Rinaldi, @Mad Mike, and @Ithikial_AU together to create a range of scenarios covering the main engagements from this period. Please note this is just four guys from the CM community and nothing to do with a BF Battlepack release. The team is working away on some big maps and battalion(+) armored battles fought between CCA of the 4 Armored Division and Panzer Brigade 111 and 113. Plans - 8 Scenarios - To cover the fighting from the 18th of September (2nd Battle of Luneville) through to the fighting at Juvalize north east of Arracourt on the 23rd of September. - Master Maps and Quick Battle Maps - From the scenarios above to allow you to 'slice and dice' in the editor for your own fights. - (Possible) Campaign - A linear campaign option from the US point of view to track losses from CCA for those wanting more of a challenge. - (Possible) H2H Multiplayer Campaign Tracker - Separate external setup (likely MS Excel based) to give the MP crowd a tracking system for those wanting to fight through the entire series of battles with their regular opponents. - (Possible) Mods - A few mod-tagged mods to give it a bit more of the right 'feel'. (We need to check with the mod authors closer to the date). Release: When it's done! However, Rinaldi already has a battle up for testing over at The Proving Grounds, get it here: http://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/duel-in-the-mist-2-0/ Feel free to ask any questions below and one of us will be along to answer them soon. Other than that please see a few preview pictures to make you hungry for tank on tank action. Oh and I hope you like fog. [Incomplete] South eastern approach to Luneville. Can the 2nd Cav "Pattons Ghosts" stop the Panthers and Panzergrenadier attack? From the other direction to give you a sense of the scale of this map from @Holdit.
  8. The Heart of Darkness “We penetrated deeper and deeper into the heart of darkness” Joseph Conrad, Heart of Darkness The Heart of Darkness is a semi-historical CMSF campaign depicting actions of the US 1 Bn 508 Parachute Infantry Regiment (PIR), 82nd Airborne and the British Army 2 Bn Royal Regiment of Fusiliers in the Sangin Valley, located in the Helmand Province of Afghanistan during March and April of 2007. It is designed with the latest version of CMSF as well as the NATO and British modules which are required. Several mods are included with the download which are needed to create the immersiveness of the campaign. They are included in the folder called Sangin Valley Mods. Just place in your dataz directory and remove when you finish playing the campaign. 1. Blimey's Afghan National Army Mod 2. British Camo Screen Mod by MikeyD 3. 82nd Airborne Mod v. 1.1 by Normal Dude 4. Irregulars Afghanistan by Blimey 5. Muddy Waters v. 1.4 by Birdstrike 6. Humvee modification by myself 7. Softskin Vehicles by Kieme Other mods that I recommend that are not included in the download. 1. All of Kieme's building and terrain modifications (A Must Have for the immersion of this campaign.) 2. Combatants, Mixed Combatants and Syrian Fighters by Mord All credit goes to the authors of these mods. The campaign was designed to be played from the blue side only. Core Units: 2 Bn Royal Regiment of Fusiliers 1 508 Parachute Infantry Regiment ( 82nd Airborne ) 2 Bn 319th FAR (Artillery Regiment) 1 Tolai 309th Corps ANA Campaign Tree: 1. Bombs in the Dirt (British vs Taliban) Draw will advance. 2. Hunting the Vipers (US/ANA vs Taliban) Draw will advance. 3. Blood on the Sand (US/British vs Taliban) Draw will advance. 4. Denial (US/British vs Taliban) Draw will advance. 5. Haven (US/ANA vs Taliban) Draw will advance. 6. Call of the Nightingale (British vs Taliban) Draw will advance. 7. Siege of District Center (British/ANA Police vs Taliban) Draw will advance. 8. Operation Furious Pursuit (US/ANA/British vs Taliban) Draw will win the campaign. Campaign Notes: " War is a sad, horrible, tragic, display of man's inability to accept the premise that the subjugation of one by another will not be long tolerated... ...Paul Mehlos - The Poor Bastards Club In designing this campaign I have tried within the limits of the game engine to recreate what combat in Afghanistan was like. The missions vary from probes, attacks and defense scenarios. All the maps were created by the author (me) and I tried to give each a 'Afghanistan' feel with the tools currently available in the editor. The units are historical though some of the places and engagements are fictional. Unit management is critical in advancing through the campaign. There are no reinforcements, though I have given a high refit and resupply rate to the ISAF forces involved. The Taliban have a unique way of "popping up" anywhere so stay on your toes. They have developed intricate tunnel and trench complexes throughout the valley which allows them freedom of movement. This along with their ability to mingle with the civilian populations make them dangerous. Background "You foreigners have the watches, but we have the time".... suspected Taliban insurgent The Sangin River Valley is commonly referred to by British Soldiers serving in Southern Afghanistan as The Heart of Darkness. In early 2007 Sangin, situated on the Helmand River, was the world’s poppy capital and a vital Taliban stronghold. Given the Taliban’s reliance on poppy to fund their fighters, control of Sangin was vital for the Taliban’s survival and consequently would be fiercely defended. Sangin is a district of the southern Helmand Province of Afghanistan and also the name for a town in the district, population in 2006 at about 14,000. Politically, Sangin held little sway in Kabul, a “minor backwater.” The Taliban did not see it that way, and neither did the Allies. The district and town sit on the Helmand river-valley plain surrounded by rolling hills and mountain ranges to the east and west, and desert to the west and south. It has been referred to as a canyon town, a valley town, a market town on the south bank of the Helmand River. The Sangin valley became known as the Green Zone, with a population approaching 800,000. It is a mix of rocky desert and stretches of farmland, rolling hills, groves of trees, and multiple crisscrossing canals. To the northeast is the Kajaki Dam. The Helmand River rises in the mighty Hindu Kush mountains, about 50 miles west of Kabul. It is about 715 miles in length and passes through desert, marshes, and a lake region at the Afghan-Iranian border. It provides no outlet to the sea. Its water is considered essential for farming and is crucial to the locals. The irrigation system so important to the growing of crops, mostly poppy, is fed by the river and dam and presented Allied forces multiple obstacles they had to learn to overcome. Experts say Sangin’s geographic location gives it strategic importance. It is at the confluence of two rivers in the northern section of the province, the Musa Qala coming from the north, and the Helmand. Just north of Sangin, the land rises to a plateau. Toby Woodbridge, in his book, Sangin, A Glance through Afghan Eyes, wrote "the narrow plateau (offers) commanding views over the town centre, fields, and river below, foot-hills and mountains beyond". Woodbridge was an officer in the British Army and served in Sangin. He is now a journalist. Woodbridge wrote this informative piece in his book: “From a military standpoint the town (of Sangin) was no natural fortress for those stationed within.” He said foliage and high growing crops reduced the field of view. The rolling hills could mask sight of enemies hiding behind them. There was sufficient high ground in every direction enabling an enemy a good view of the town below. The walls are “interlinked in a warren-like honeycomb without external support, a permeable perimeter enabling easy access into the town’s center from myriad different directions.” Woodbridge said that it was impossible to place enough troopers out there to cover every potential gap, and the enemy had a way of finding the gaps and punching through. He explained that the terrain was such that soldiers were virtually forced to take known paths, vulnerable to easy ambush. The troops had to take round about routes to avoid Improvised Explosive Devices (IEDs), the most lethal threat they faced. He noted this reality: “From the defenders’ point of view it was a landscape that rewarded constant presence and continual oversight at all times, for the moment you turned to look another way so your enemy would ensure danger greeted the next discerning glance. There was of course no possibility to place a boot on every piece of grass, dirt or track ...” The Sangin District has long been a center for the opium trade, and has long been ruled by tribal politics. The economy depends on this opium. Dependence on opium trade, which is theoretically illegal, usually involves a requirement for a certain degree of instability. As a result, various tribes would work to assure such instability existed in order to conduct their trade. That in turn is related to tribal politics. Local government was weak which made instability easy to create and made it easier to conduct opium trading and smuggling. The opium trade is significant. It is a multi-billion dollar business that accounts for roughly half of Afghanistan’s economic output. Speaking broadly, Afghanistan accounts for nearly all the world’s opium production and Helmand Province accounts for most of Afghanistan’s opium production. In addition to all this, the region provided a near perfect sanctuary to process the raw opium. One estimate states that there are or have been some 30-35 processing labs from which the processed opium could easily be moved to Kandahar and on to Qetta, a major haven for Taliban leaders. The terrain features allowed insurgents of any variety to come through the mountains between Kandahar and Helmand provinces with unlimited access to nearly all Helmand. These features also enhanced the capacity to conduct a lucrative opium trade and enabled intensive arms smuggling to, through and from the region. The British referred to Britain’s operations in Helmand as “Operation Herrick,” and numbered each deployment with a Roman numeral, as would be the case for all British deployments. The strategy was simple yet controversial among the other coalition forces, mainly the Americans. Setup "Platoon House" bases and provide security for the local populations. The Taliban had something completely different in mind than what the British thought they were going to do. The Taliban took the offense in a very aggressive way. So right off the bat, the British and others had wrongly assessed the nature of the threat. The British forces deployed and had barely set up shop when they found themselves embroiled in almost immediate open warfare with the Taliban. The British had no idea that the Taliban’s intent was to destroy them. Over time, the British would send in about 1,500 more troops but it took nearly three months to get them there. During the period 2006-2007, the Taliban showed itself to be a formidable and skilled group of fighters, well schooled on small unit tactics. It operated extremely well in the field. The Helmand environment described earlier gave it plenty of opportunities for ambushes, and fighting quite often occurred with only 200 meters or less between opponents. Close-in fighting seemed to be the name of the game. Bayonets were employed more than once. Air power was used against them within close proximity to friendly forces. The entire landscape in Afghanistan changed. As a result, the British commanders set up what came to be called “Platoon Houses,” small fortified “bases” in the towns of Sangin, Musa Qala, Nawzad and Garmsir. Often these platoon houses were government complexes where the troops could bed down, organize, obtain shelter, and prove a place from which they could launch their patrols. The plan was to hold these towns by using these platoon houses. The Sangin Platoon House was located in the abandoned District Center along the Helmand River. Some soldiers called it “The Alamo.” The fighting here has been so fierce and deadly that British forces called it “Sangingrad” after the WWII Battle for Stalingrad. The enemy commenced its siege of Sangin, then occupied by the British, in June 2006 and this initial siege lasted until late April 2007. At the time the British had several companies located there. Helicopter and fixed wing air came in to support the troops. General Sir David Richards, the NATO commander in Afghanistan at the time, said the fighting here was the worst the British had experienced since the Korean War. Then in April 2007, J/42 Commando participated in Operation Silver, a multi-national offensive to clear the Taliban from in and around Sangin. It was meant to be a surprise, “shock” attack. During Operation Silver, 42 Commando Marines led an armored column and pushed into the town from the north. The US 1/508 Parachute, 82nd Airborne Division, augmented by the ANA, conducted a heliborne assault towards the District Center, coming at the center from the southeast. The 82nd refered to it as Operation Furious Pursuit. This was part of a Helmand wide offensive known as Operation Achilles designed to clear all of the province of enemy. Operation Achilles was the largest NATO operation to date in the war, involving some 5,500 NATO and ANA troops. It was led by the British and, at the request of President Karzai, focused on the Kajaki dam and the towns in the area. The 2nd Battalion Fuseliers infantry had replaced the 42 Commando in the town center. In their first 20 days they were attacked 79 times. (Special Note: This campaign is only partially tested (due to RL stuff) so consider it in test mode. I will make changes based on player feedback.) https://www.dropbox.com/s/sfc5316dglrf452/The Heart of Darkness.zip?dl=0 Place the mod folder contents into your dataz and the .cam file into your campaign directory. Hope it proves enjoyable. Michael
  9. 1) Better tools to control the AI. I know building a higher level AI capable of handling CMx2 probably isn't in the cards ever, but it would be nice if the players were given more tools to make relatively intelligent AI play happen on a scenario-by-scenario basis. 1a) Branching AI plans. Nothing is more annoying than building a mission, particular one wherein the AI is attacking, and wanting them to be able to react realistic to different defensive schemes. It would be nice if inflicting sharp losses over a short time-frame would cause the AI to pop smoke, reverse and extract its force off the map to fight another day. It would be cool the AI could respond to the unexpected appearance of an Abrams on one flank by shifting its own tanks to meet the threat and if player tried the same trick from the other flank on the next play, the AI be built in such a way to react to that as well. 1b) More trigger conditions. Detecting enemies on a certain patch of ground, having artillery spotted over an objective, losses of some parts of the force, low-ammo, fatigue, running across mines, etc. should be able to be used to trigger specific actions if not branching paths. 2) Being able to edit briefing text in the editor. This is a minor annoyance, however it is one that really grates, especially when I screw the format up. I don't know how difficult programming an extremely basic text editor is but I don't imagine it could be too difficult. 3) Default images players could use for strategic and operational maps. Maybe I'm looking in the wrong places and you've already included them, but I'd love to pull the already provided graphics for my own missions instead of hunting around for something remotely relevant and finagling it into the proper parameters for CMBS to use. 4) Off-map campaign branching. I remember Field Marshal Bulcher's Devil's Descent had a "mission" where touching one of two objectives would lead down different paths in the campaign. That remains workable, but incredibly hamfisted. Instead, why not offer a screen where you could simply decide on one path or another between missions? It would definitely help with the fiddly nature of getting points and victory levels correct for choosing a mission, especially when dealing with three or more choices. That's all I got.
  10. Fancy fighting some big battles in Normandy? Your Mission The Canadian 8th Brigade is tasked with taking Carpiquet and the adjacent airfield. The 12SS Panzer Division stands in their way. Carpiquet is a fortress. Take command of a reinforced Canadian Infantry Brigade and crack the German defenses to the west of Caen. - For those who love big battles. - Lots of chances to use the Vehicle Pack 'Toys'. - Perhaps the most explosions you'll see in one battle. Included in this download: • The Campaign File – Copy this into the “Campaign” folder of your CMBN directory. • A ‘z’ folder – Contains compulsory mods that are already mod tagged and ready to go. If you do not copy this folder to your existing mod folder the maps will look really silly! • Operation Windsor – The Overlooked Battle – A scenario ‘history’ document outlining my final thoughts on the battle and the concessions I had to make in designing this campaign. SPOILER FILLED! The Scenario designer notes if you will. This is a separate document so the in game briefing field can be spoiler free. • 4 x blank Master Maps • Northern Map covering the village and northern approach. • Southern Map covering the southern hangers, airfield and eastern control buildings. • ‘Clean’ and ‘Damaged’ versions of each. Many thanks to the following community members for providing feedback for the early release version. Mad Mike - FGM David Harding-Smith “Jofontaine” And also a special thanks to Rambler - FGM, for making the briefings that little bit special and coming up with the title card theme. Requirements • Combat Mission Battle for Normandy; • Commonwealth Module; • Market Garden Module; • Vehicle Pack; • Upgraded and updated to at least version 3.11; and • A beefy enough computer that can run battalion plus sized battles. Grab a Copy http://www.thefewgoodmen.com/tsd3/c...-battles-for-normandy/the-lions-of-carpiquet/
  11. 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...
  12. Recently kohlenklau who is heading up the mod team of the Finnish Mod asked me to contribute a short campaign to go with the mod pack. Below are the details. The Battle of Tali-Ihantala The Battle of Tali-Ihantala is a CMRT Mini-Campaign depicting the actions of the Finnish IV Army Corps during June -July 1944 on the Karelian Isthmus. It was designed originally with version 3 of CMRT but was finished with version 4. However none of the new features in version 4 were incorporated into this campaign. It should play out fine in either version but let me know if problems arise. As always let me know of any corrections or problems as the campaign has only been quick tested. The battles depicted in this campaign, which is part of the Continuation War had been going since 1941. It focuses mainly on the actions of Finnish 18th Division and several supporting units. I tried to tag each unit with the correct Finnish abreviations as well as included the actual commanders but if any of our Finnish players see anything totally screwed up let me know. Below is a listing of the core units: Core Units: 1 P JR48 (1 Battalion Infantry Regiment 48) Eversti (Col.) Vaino Forsberg 2 P JR48 (2 Battalion Infantry Regiment 48) 2 P JR6 (2 Battalion Infantry Regiment 6) 2 P JR12 (2 Battalion Infantry Regiment 12) Eversti (Col.) Yrjo Hanste 3 P JR13 (3 Battlion Infantry Regiment 13) (Company of Swedish Volunteers) 1 Er.P 16 (Seperate Battalion 16) 3 Jaeger JP (Jaeger Battalion) Eversti (Col.) Albert Puroma 1 Er.Pion.K (Pioneer Battalion) Everstiluutnantti (Lt. Col.) Reino Inkinen Panssaridivisoona ( 2 Rynnakkotykki Assault Gun Battalion) Kenraalimajuri (Maj. Gen.) Ruben Lagus Sturm Brigade 303 (German Assault Gun Unit) Hauptman Friedrich Scherer 1/SG3 (Lufftwaffe)(Gefechtsverband Kuhlmey) Ju-87D Ground Attack Aircraft 1/SG5 (Lufftwaffe)(Gefechtsverband Kuhlmey) Fw-190F8 Ground Attack Aircraft Soviet Forces: 45th Guards Rifle Division 63rd Guards Rifle Division 27th Tank Regiment 30th Armoured Brigade Campaign Tree: 1. The Assault on Tali 2. Portinhoikka Crossroads 3. Counterattack at Tali 4. The Road Block at Ihantala This campaign features the excellent Finnish Mod Pack designed by the team put together by kohlenklau and all credit goes to them. The mod pack is included in the download. I added a Finnish Stug III mod to the pack to represent the Finnish armoured units. The mods are tagged for this specific cmapaign and should not interfere with any other campaigns or battles with the exception of the Finnish voice pack included in the mod folder. Remove this folder after playing or your German pixeltruppen may speak Finnish. All the maps were hand created by me based on what information I could find and google maps. Hopefully they represent the battle locations reasonably accurate. Also be sure to read the campaign designer notes as I have added some historical information about the battle. Hope it proves enjoyable Michael Here is the link to the campaign. Just place the mod folder into the dataz folder in your CMRT directory and the .cam file into the campaign directory. https://www.dropbox.com/s/i9d5icpdod3r0vs/The Battle of Tali Ihantala.zip?dl=0
  13. Lead the powerful Panzer-füsilier-batallion from Führer-begleit-brigade (FBB) during the Ardennes offensive. German Campaign with 7 missions. Your Panzer-füsilier-batallion has 6 companys: 3 infantry, 1 heavy, 1 Anti-Air and 1 Pioneer company. To support them you have 2 Panzercompanys from FBBs Panzer Regiment with 17 x Pz. IV. and 11 x JPz IV./70(A).
  14. First of all I wish you all the best in 2017. I am a big fan of CMSF and CMBS series especially of user made scenarios and campaigns. It was a joy to play many user made projects. I am wondering why there are no more scenarios for CMBS like Debaltsevo devils or Neighbors from hell. Or cam Shields of motherland . I think I've searched all of the forums, repositoryes... If there are something that I'm missing, please...
  15. Gents, the campaign is finally completed. Join the paratroopers of "Attack" Company, 1-503rd Airborne, as they rush to stem the tide of the Russian advance in central Ukraine! There are two files associated with the campaign. There is a "Mod Pack" which consists of a compilation of my favorite mods as well as some additional mods specifically for the campaign. The second file is the .cam file for the campaign. Many people contributed to the creation of this campaign, without your help I could not have completed this project. I thank you all. Until I can get it on the Repository, the campaign can be downloaded from here: https://dl.dropboxusercontent.com/u/27642219/Task%20Force%20Spartan%20Resolve%20Campaign.zip
  16. I am in the process of designing a mini campaign at my spare time (the luck of which explains why it is taking so long). Basically it is my first campaign so it is a kind of self training. The question is: If I want to use the same map in two separate battles, it there a way any damage inflicted on the buildings of the first battle to be carried forward to the next battle taking place on the same area?
  17. http://www.files.com/shared/56fde13ed7cb6/Rokossovkys_Impasse.zip Rokossovkys Impasse is a campaign for Red Thunder. You play as the Soviet 65th army that needs to punch through the German defenses. You can do it! It's a short campaign with four scenarios (One is a decision scenario).
  18. Hi all I'm fairly new to CM -- I'm wondering if there were any user campaigns for FT or GL?
  19. Are there any plans in the works to make campaigns multiplayer? and im talking the whole series not just FB.
  20. I'm finally getting to play the German campaign from the CMRT base game at a decent rate and thought I'd share some of the things I've noticed in it, before I forget about them again. Most of the things I am going to point out are going to be negative, since thats the stuff that keeps sticking to your mind more, so first off: I am greatly enjoiying playing this campaign so far (I am about halfway through Mission 3). I like the scale and the open country armor clash gameplay of it very much. I also like that all maps so far have been cut from one large mastermap, as it gives a feeling of continuity from battle to battle. I also like that you get quite a lot of fire support, instead of artificially cutting away your batallion mortars or something like that, like many other scenarios do. But for the issues I've noticed: - The bug with the missing Panzerfaust allotment for armored Panzergrenadiers is no gamebreaker by any means, but it is annoying and more than once I had wanted to send some legged tankhunters into some undergrowth to weed out some T-34s that were hiding there and couldn't because there were no PzF around. - The motorized Panzergrenadier you get in Mission 3 also suffer from this. Their trucks do have one PzF each, but you can't have the passengers acquire them. I don't think this particular bug has been noted before. - The scoring in mission 1 seems quite off. In the end, the entire map was void of any Soviet forces except for a scout team or two and I still got a minor defeat or a draw because I didn't occupy all of the required areas (and I got most of them actually, it was Soviet bonus point that tipped the balance). Since many of the Soviets actually retreated and were off map, they didn't surrender either. - In mission 2 the scoring also seemed off. You have to attack a urban center with an artificially short time allotment of only one hour (1:20 actually, but it takes 20 minutes until you have a significant force at your hands). Seemed unrealistic to me, why the rush, why the ambitious goals, many of them weren't even held by enemy but you have no way of knowing the enemy is actually pretty weak in terms of force size). I think I also scored a minor defeat in this one despite seriously thrashing the enemy. Only about one platoon in relatively good order was sitting in the town center in the end. - the briefing for mission 2 is pretty inaccurate and some of the information it gives you is false. For instance, KG Baker gets a PzIV icon in the TacMap. What you actually get is a armored recon infantry company. So I was waiting the whole time for another group of tanks from the North West (?) which never came. The briefing also mentions you'll get a battery of 150mm artillery (6 Hummels I think), which never arrives. - I am not 100% sure, but in mission 3 it appears from the briefing seems to indicate you are expected to rush your truck-borne infantry force over a lot of open ground to reach a bunch of exit zones. Also seems ahistorical to me, I don't think this is the way motorized infantry was used. I am essentially not obeying my orders in this one and just take my time and walk everybody where they need to go and probably will not score a victory again. - In the beginning of mission 3 there is a pre-planned barrage hitting within your set-up zone. To me that is a no-go, it is just annoying and simply gets you to start over again and avoid the barrage. - In missions 2 and 3 the soviets get ground attack aircraft. While they didn't cause much damage (one self propelled Vierling wiped out while firing ironically) and it's cool to see your Flak reacting, from what I read about the Battle for Radzymin it is rather ahistorical. It appears the Germans for once actually had - temporarily and locally - air superiority during this battle.
  21. I'm talking not small as in QB Small, but something like a reinforced platoon or a platoon of tanks + riders, maybe a company-minus etc. I've looked through the repository but nothing really caught my eye right off the bat so I'm ask here.
  22. Camp : The Relief of Army Group North Mission 1: Clearing the Way WARNING: POTENTIAL SPOILERS! IMAGES! TEXT HEAVY! Objectives: Secure the marsh crossing and clear the forests and nearby villages of soviet forces so the panzerbrigade can pass unmolested. Forces: No 1 Panzerkompanie- PANTHERS! 11 of them! No. 2 Panzergrenadier kompanie – bait... I mean cannfo... I mean beer beer beer cried the privates merry men are we! There's none so fair as can compare to the fighting infantieeee! So this is my first DAR! Apologies for the early lack of screenshots- I'd only just got around to trying out some mods and wasn't prepared for how good the game would now look, nor how dramatic this battle's start would prove to be! I've tried to ompensate for this with some little soldier-stories around some of the more dramatic moments. Pics WILL follow shortly I promise! Leutnant Haubman, hrs -(?) +4 minutes “Herr leutnent, a seat!” Max had dragged a dusty old stool from the corner of the townhouse that would serve as their OP, and pulled it over to a nearby window. “Who Said war needed to be uncomfortable?” “Halt die Klappe! We have a job to do!” Heubman snapped at the kid. 19 and already seen too much of war. Some grew silent. Others took refuge in jokes. Getting to old for this Scheisse. None the less he took the seat, gazing out over the daisies outside. A glint of metal or a movement might betray a gun or tank in the distant treeline. Behind them there was a chocking grumble as Fuhrmann shut off the Hanomag a few houses back. But the sound of engines didn't fade completely... “You hear that? Tanks!”... Max perked up “Our panthers are here already?” The rapid putputput from their left dashed the boy's hopes. “...Or not. Sounds like Eymer's found some Russians...” PLAN AND FIRST 5 mins The pre-deployment basically split my recce platoon in half, one squad and the commander center and 2 squads on the right. This suits me just fine. The woods on both sides seem the obvious cover to move up and get observation. Meanwhile the northern most house in town will be my initial OP down to the treeline. While it's hard to have a definite plan without knowing the disposition of the soviet forces, I want to make the best of the range advantage my Panthers have. That and not exposing their buttery sides. So they'll take up supporting positions on the flanks as best they can. The West is much too open for my liking so I'm hoping the treeline cutting the center will screen my advance into the crossing. I figure the rest of my forces will follow the recce split so I'll move those down the eastern edge of the West woods then take up supporting positions in the middle for a base of fire. Third platoon of tanks should be on the board by then, so they can roll up to help out here. The eastern forces can then move in to the crossing village and then... I dunno. Forrest. I don't like forests. Hope I get lots of Arty here. 8 MINS IN: Contact! The western scouts can hear the sounds of heavy vehicles on the road ahead! The briefing didn't seem to indicate this was a meeting engagement (in fact I thought I was expecting those ruskies to be consolidating their position!) but that's what I get for starting a battle at 2 am. The only AT capability the squad has is a couple of panzerfausts in a 2-man section to the rear, so there's not much I can do except hold tight and hope they're armoured cars or Really stupid. On the flip side I'm expecting my first tanks and infantry in 2 mins.... I just hope they enter on this side of the map! 10 mins: “Marquardt, take the left! Set up in the trees, the scouts need our help!” Haubptmann Linder still had to yell to be heard, even with the mic to his mouth. Coughing, he tried to shield himself from the dust kicked up as the young officer's platoon surged off in front of him, barrelling down the road ahead. “Klaus, straight forward! We'll try to cut them off at the other side, through the village!” Behind him the Hannos full of panzergrenadiers pushed up, taking their own way between buildings as fast as the clattering halftracks would go. Better watch out boys, you'll rush too far ahead! Yes! I have the armour right where I want it! More than that, the flanking positions I wanted to use for my westmost panthers allow me to engage those sound contacts quite well! No such luck for my scouts though though as another couple of minutes reveal not just an armoured car but a T-70 and an SU-76 with riders. A proper armoured reconnaissance force coming right for my squad! Thankfully they seem to drive right past the main part of my disciplined men up ahead, however they make straight for the road which my faust section is setting up on! Bagging one tank might be possible, but three vehicles and a squad of smg-armed infantry in the woods is too much! Before I can pull them back however the predictable happens and they're spotted by the riders – cutting down one in a somewhat long ranged fire and driving the other to ground. Thankfully they lose interest pretty quickly and seem to continue down the road bisecting the woods. 12 mins, Leutnant Marquadt “Right boys just around this corner... Gelband push up! I'll swing out, Metzger, those woods look passable, see if you can get to the road!” He lurched as the Panzer swung wide, leaving the road for a patch of trees that might make good cover. “Gunner! Rotate right! We don't know where they might be!”Marquadt focused on the wooded corner as the road ahead revealed itself. There! A T-70 about to head into the woods! “AP! Tank, 300, FEURE!” The vehicle lurched to a stop before rocking back, the hollow boom of the gun replacing the grumble of the engine for a brief moment. Beside him a second shot rocked Marquadt sideways as Gelbrand's tank belched fire too. The Russian tank ahead burst into flame, scattering it's crew and their mounted troops back to the road. To the left, a distant explosion drew his attention to a second column of smoke rising across the marsh.“Too bad Gelbrand, mine went up first, your buying!” Haubtman Linder: “Driver! Edge forward! We'll poke our nose out!” Linder peered into the forrest ahead as his tank just cleared the house. Was that a... A bright flash lit up the morning mist somewhere in the forrest and before he could duck a deafening screeching crash shook the tank, cutting a glowing gouge out of the front glacis. “Scheisse! Gunner, you see him?” “Nein herr Haubtmann”.... the Flash again, and a second, then a third shell hit the tank doing more damage to the paintwork, though thankfully not much else! Behind him, heedless of the duel the armoured beast ahead was engaged in, the Hanos surged forward onto the road, kicking up more dust to confound Linder's desperate search for his aggressor... Leutnant Gruber, PzrGrn: “Forward, for the Fuhrer!” The halftracks stormed down the misty woods, two abreast, full speed. Gruber Wanted to be the first in his Kompanie to see action today. The first to destroy a soviet! To earn the respect and admiration of his men, his Vaterland, and his commander! The heavy crack of shells passing him by did nothing to slow his enthusiasm, and his troops fed off his mood. Suddenly the muzzle flashes gave way to clearer shapes – an Assault gun and an armoured car blocking their path! “OUT! To the cover and get them!” The hanno slid to a stop, it's gunnner pounding away with the 20mm gun as the soviet troops, caught by surprise, leapt off their tanks at the same time as the germans themselves dismounted. Caught unprepared, the Commie assault gun began to retreat into the trees, several glowing holes a testament to the coolness of the Hanno's gunner. Gruber however was not so lucky- the soviet infrantry had hit the dirt first, and cut him and his aides down as they made to the treeline. Almost as they did so the 2nd Squad's hanno pulled up and unleashed it's own mg fire, bringing swift vengeance. Wow. What a turn. I'd neglected to remember the time and weather, and couldn't understand why my fancy expensive well equipped command panther silhouetted on a rise in front of the sun couldn't spot the assault gun hidden off the side in the woods that was shooting at it. Thankfully it's armour held up and it 'tanked' it well enough! Meanwhile I got a bit of tunnel vision with my tanks and forgot the orders I'd given my infantry, so they barrelled straight into the soviet scouts! Though I've never seen such a mistake be rewarded so easily- sure, the platoon commander got cut down. But none of the halftracks got hit and that pepppy little 20mm scored 2 partials and a penetration on the Su, driving it off into the forest and I suspect (given it's fleeing the scene rather than blowing the thin skinned tracks to high hell) disabling it's gun. The halftracks did exactly what they should in this accident, suppressed the hell out of the enemy while the infantry bailed for cover. 3rd Squad got it's first kill on an armoured car, while 1st and 2nd chased the tank riders into the woods. Meanwhile the western panthers lived up to their reputation and scored two quick kills on the rest of the enemy's scouting armour. Turns 13-16: Hans, Soldat, 3rd squad Aufklarungs Zug, AT specialist: “Klaus! Where are you Klause?” Hans called out into the woods. He'd dived for cover at the first crack of a bullet passing by and slithered as deep into the woods as he could go. Since then he'd not seen his squadmate, and the sounds of close by engines and heavy gunfire had further dampened his spirits. “I'm a failure... a coward!” he angrily leapt to his feat, kicking aside the branch that had been jabbing into his leg. “what the... Mein gott!” Through the thicket of trees, not 50 meters away, Hans could make out the open rear of an assault gun, the crew distracted by something that had apparently malfunctioned. At first he thought it might be an element of the supporting panzers, but as he approached it's distinctive open back, the light brown uniforms of it's crew and the snatches of foreign curses gave it away. Soviets! Fumbling, he dropped his machine pistole and grabbed the 'faust from his back, trembling as he flipped the sights. Here was his chance to prove he wasn't a coward! He could go home proud! A dull roar and the heavy fist was lobbed into the flank of the gun, lighting the mist with a flash and an almighty bang. “I hit... I hit it!” Hans just stood there grinning as he saw the crew bail out the back of their ruined vehicle. He didn't notice when it's commander aimed his pistol, and he was still grinning as he dropped to his knees, a cold darkness spreading over his body and his vision “I did it....” The Panzers saw no more resistance this turn, however the drama continued to escalate as the surviving tank hunter from the scouts stumbled apon the SU that had been peppered by the halftracks just minutes earlier. Good old Hans got his shot off, and it was amazing to watch the crew bail and get their revenge with a single shot! This was the moment I decided the battle was becoming too exciting NOT to do a report for you guys, and I immediately downloaded fraps and started writing this up! I really wish I had a screenshot for you guys of that action, but rest assured everything is set up now! The east side ccontinued to be uneventful- my scouts have pushed up to furhter sparse cover to survey the village ahead of the crossing, finding another armoured car as-yet unaware of my presence. Meanwhile the second platoons of infantry and tanks arrived behind them and are moving to support and staging locations to attack the town, once I have more concrete intel on what awaits me. And maybe some artillery. I like artillery in towns. Here's a set of screenshots with the progress so far: Red Marks Marquadt's tanks as they move up through the forrest. Blue is Haubtman Linder's tank. The green circled units are the 1st platoon of myu grenadiers, and their planned line of advance to take positions in that treeline, and probably advance in through the orchards into the town. You can also see the 2nd platoons of panzers and grenadiers moving up on the eastern edge to hit the town from that flank. the view from Leutnant Marquadt's tank. Directly in front you can see the first burning T-70, and to the left the more distant one! Geldband's panzer is moving up to take it's firing position just ahead. The view of the forrest and road from Haubtman Linder's perspective. You can see the backs of the Hanomags from the panzergrenadiers here. Four tries and nothing penetrated! I think there's a lewd joke here somewhere... Losses so far: Scouts: 1 AT squad PzrGr: Command section, 1st platoon 2 members of 3rd squad, 1st platoon (shell fragments from a missed SU shot) Confirmed kills: 2 T-70 light tanks 1 Armoured Car 1 Su-76 assorted tank riders killed + surrendered
  23. I figured I'd get back into some Combat Mission, but I'm not feeling up to continuing The Road to Montebourg yet. I got ahold of the Euroscape mod and fired up Task Force Thunder for a bit of fun. Aside from needing to swap out some weapon sounds (damn "brass tinkling" sound effect gives me a headache) I had a lot of fun. Check it out.
  24. No WSS?

    As above. No Waffen SS to choose in QB? Can't see them.
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