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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. 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!
  2. Hello everyone. I haven't posted in a long time and had to actually stop playing for about 2 years due to a project I was starting in "RL". I've been playing some casual H2H games with an old opponent and have been kicking an idea around in my head that I would like to present and get some feedback on. Then, I will start to play-test it. In short, it is a "Unbalanced Scenario Maker". The first page of the rules I will post here as it describes the overall objectives. For those that would like to read the full set of rules, complete with graphs and pictures, here is the link: https://docs.google.com/document/d/1hOp47nNwMofaVM57eFdJE_W7zlRYLCgwmxzCaxl5Xuc/edit?usp=sharing COMBAT MISSION Unbalanced Scenario Maker / Unbalanced “Mini-Campaign” Maker Objective Tired of playing “Perfectly Balanced” H2H scenarios that are basically a contest to see who can capture the most flags? Worried that there is really no way to do otherwise without at least one of the two players knowing what advantage/disadvantage the other player will have? Wish you could decide to “hold the line”, “retreat”, “attack”, “probe” or just “defend” and have that decision affect future battles? This set of rules and simple tools will allow two relatively honest players to “blindly” create and play unbalanced scenarios and simple campaigns without the need for a 3rd party monitor. Players will be unaware of the amount and composition of the enemy forces. Decisions made in one scenario will affect the makeup and positioning of forces for the following battle. Players will have to decide whether it is worth more to “hold the line”, regardless of casualties or, fall back and sacrifice defensive posturing for the next scenario. PLEASE NOTE Objectives will be somewhat ambiguous for scenarios. Each commander will decide what objectives are best for their interests depending on the lay of the land, enemy resistance, and force composition. In the end, the objective is to capture territory … but that may not always necessarily mean “attacking” in each battle. The underlying concept is to attempt to provide more realistic objectives under varying conditions rather than a “perfectly balanced” scenario with “flags to capture”. The online Play by Email “Dice Rolling” site: http://www.pbegames.com/roller/ will be used to keep players honest. What a Player will Need: H2H Gameplay: Experience with PBEM. Quick Battles: Experience with setting up Quick Battles and unit selection by points. Basic Scenario Editing: Only the basics. Like how to set Deployment Zones, Terrain Objectives, Exit Zones and things of that nature. Honesty: The Unbalance Scenario Maker is designed to “Keep Players Honest” and verify their integrity, but there are ways to cheat. Please make sure you find a player whom you trust and whose main objective is to have dynamic, fun play … not just to win. Setup Steps: The setup for each game is divided into two parts. One part will be known and agreed upon by both players. This includes the map, deployment zones, etc … The other part is “secret” and only known by the player using those forces. Each of these steps is discussed in detail in it’s own section. Open Part of Setup: These steps are known and previously agreed upon by both players. Basically, this is the map that will be used for the scenario. Map: Select a Map. Zones: Agree on deployment zones, exit zones and objective zones and edit these onto the map. (More on this below) Sides: Once the map has been set with all zones and VOs, flip a coin to see which player deploys in which zone. Again, via pbegames.com can be used to provide an “honest” coin toss. (More on this below) Secret Part of the Setup: This part is only known by each player. Start Force: 2 six-sided die (2d6) are rolled for the “Start Force” points allotment. These will be the forces that each player starts the battle with. Reinforcement Forces: 2 six-sided die (2d6) are rolled for the “Reinforcement Forces” points allotment. These will be the forces that will enter the battle at a later time. Arrival Time: 2d6 are rolled to see at what time the reinforcements can be activated. This will be the “later time” that the reinforcements will arrive. These are the basic "outline" rules that show the overall idea of the system. The mechanics and details are fully explained in the complete Rules set in the above link. Please feel free to comment, question and suggest. I really enjoyed playing some of the Tiller Campaigns that Noob hosted a few years back. I would really like to capture that style of playing dynamic while still keeping the overall game an easy two-player PBEM system. Cheers!
  3. I'm looking for some good H2H scenarios to play and was wondering if anyone has tried this one before: http://www.theblitz.org/scenarios/combat-mission-battle-for-normandy/tt3-snafu-what-was-that-did-you-hear-that/b-15.htm?action=scenario&id=3594
  4. Just a fictional meeting engagement Scenario I whipped up. Detailed map with some unique features for H2H play. This H2H Scenario was designed to give both opponets many options and replay ability. Both sides consist of overstrengthed Infantry Companies, some Light Recon units and Armor. The briefing covers when and what the reinforcements consist of briefly and when abouts they will arrive. Both sides have primarily equal forces in skill and numbers with one exception that the German player has about 3 less tanks. This was playtested to somewhat equal out the firepower. The object of course is to do the most damage by the end of the Scenario time while minimizing your own losses. The Map is Large and is a H2H battlefield consisting of Bocage, large fields, forested areas, Urban areas, and many roads, paths to manuever from, giving both players room for manuever, ambush, and plotting out strategy from where to defend, or attack from to wreak havoc on the other player. Version is 3.11 and you will need the Market Garden Module and Vehicle pack. You can find it here. http://www.thefewgoodmen.com/tsd3/cm-battles-for-normandy/mortville-and-nuertville/ @ the Scenario Depot III.
  5. H2H Helper Guide

    I made this guide to try getting a PBEM off the ground, but I figured I'd post it here if anyone needs it. https://youtu.be/aycy-L8GE3k
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