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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

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Found 3 results

  1. 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
  2. Hello everybody! I am looking for some data from the Battle of Kursk. I will analyze it with Lanchester's models, and make a complex solve with RK4. Therefore i wonder if anyone has some data, or knows where i can find some data about the development of tanks during the Battle of Kursk. Something like this, just with true historical numbers: German side, number of tanks: 5. july: 1544 6. july: 1423 8. july; 974 11. july: 658 Russian side, number of tanks: 5. july: 2890 6. july: 2877 8. july; 2456 11. july: 2341 Just with more data than this ofc. Thank you for your time! Best regards Oscar
  3. Permanent Craters

    ToW 2: Kursk 1943 has to be one of the most underrated WW2 games available. This game has so much potential, would really like to see it make a comeback. Anyhow, is there any possible way to edit data files so that all terrain damage remains on the map and does not disappear? I've no experience with modding, any instructions as to how to do this would be greatly appreciated. Thank you.
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