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Found 38 results

  1. So this is in relation to a topic I posted just before Thanksgiving.... There may be some mild spoilers ahead, but nothing I think is show-stopping. Just recently I was playing The Lions of Carpiquet. For those who don't know it, it's a challenging campaign that covers a difficult battle in the Commonwealth sector west of Caen. It's one of the few that really gives the player some serious time to make decisions on how to approach the objectives and neutralize the Germans. The first two scenarios offer the players three hours to complete them; the second, I believe, is somewhere in the two-hour range. I was able to make good use of reconnaissance and artillery spotters to locate and eliminate German positions with supporting arms and shape the battlefield to make the best use of my infantry in the attack, and my armor when it was needed. I even got the chance to clear a mine belt with flail tanks, which was really cool to watch. I took casualties, but they felt reasonable to the firepower and deployment of the Germans and the unforgiving nature of the terrain (it's almost pancake flat throughout!). I remember thinking "Finally! I'm able to actually to use recon, tactics, and mission planning in a way that maximizes mission accomplishment while minimizing casualties. Scenarios 2 and 3--the first big moves of the campaign after the recon mission--were tough, but they're engaging. I had started this campaign after dropping Courage & Fortitude at around the Razorback Ridge scenario. I had managed through scenarios two and three, but once I hit Razorback Ridge I just gave up. It's an absurd scenario... Not because its a necessarily unrealistic piece of ground to have to take, or an unrealistic enemy, but because the scenario conditions themselves--the time and map limits--make it an over-the-top "lesson" in taking casualties just for the sake of doing it. Once I began Carpiquet, it gave me an opportunity to contrast between the two and learn a little bit about what frustrates me about the average scenario design, and learn a bit about myself as a player. Here's what I learned: I hate taking casualties. But not just any casualties. I hate taking casualties that are forced on me by the conditions of the game itself and the scenario, NOT the conditions related to the enemy and the terrain. If I take casualties because I misread a piece of ground I can generally stomach that. I made the mistake. What I can't stomach is when I have to rush through a scenario because I have to take two or three objectives over a kilometer away, through a defender, with a rifle company or so, with less than an hour on the clock. I get frustrated near to the point of yelling whenever the morale model forces a squad to effectively commit suicide by running into the open, or worse, toward the enemy (which has happened more times than I can count), when they break and run from perfectly good cover when under fire. I want to throw my mouse through a window when a tank crew bails out of a perfectly good taken when they get nervous only to get cut down by an MG on the outside. Some of these are controllable, some of them are not. At least not yet. The engine is great, but flawed. But I'm confident that at some point those flaws will inevitably be worked out with enough time and programming. It's maddening beyond belief, however, when I have to take casualties over something completely avoidable within a scenario. . . . Or with how it's design. Case in point: When I reached the fourth scenario in Carpiquet was was deployed with two companies, in the open, looking at a ruined, but dense town filled with Germans. I hid both companies, plus my mortar assets as best I could where they were placed. I pre-registered my mortars on likely areas with troop positions and called in my air where I felt it would do the most good, all as recommended in the scenarios briefing. Then I hit the Red Button. Within the first five minutes my on-map mortar section was obliterated. A German sniper had popped four or five guys from one platoon. Mortars and MGs from within the town were raking another. I had no way of avoiding any of it. So I restarted the scenario. On the second go, I replotted my fires and hid my guys. This time I avoided using the on-map mortars as that might be what was bringing down the mortars--perhaps they had been spotted as they fired. Instead I used my air and off-map 107mm to handle the prep. I pressed the Red Button. . . . And within five minutes the results were about the same. What I quickly realized was that the scenario, unlike the previous two, doesn't give the player the option or room to deploy in any other way. The Germans in the town were able to spot the Bren carriers and call in fire on that position. I have no way of repositioning them or getting them out of the way until after the scenario begins, and they happen to be carrying a good bit of my 81mm ammo. They're big fat targets and I have to just take whatever comes from because of it. I have to take casualties not because I failed to move my guys, provide cover for them, lay down suppression, or any other mistake. I have to take casualties because the scenario essentially forces me to take them. I don't get to have a say. Just press the Red Button and die. I tried the scenario two or three more times with different variations. The results were about the same each time. I was disappointed, but it's something I see time and time again. Aside from some aforementioned issues with the program itself, which will undoubtedly diminish over time, the game borders on a simulation of combined arms combat, and yet when it comes to scenario design it often seems like the game inevitably gets boiled down into a "gamey" reenactment of history, or worse, a war-movie replay, that basically remove all the agency from the player and force decisions that are tactically unwise and nowhere even remotely realistic and in keeping with the tactical and operational considerations of the type of conflict the game seeks to simulate. Why even move soldiers on a map if all I'm supposed to do is send them to their death without cause? It's not my intention to necessarily hammer the designer of the Carpiquet campaign, or any campaign. I get that it's a difficult and often thankless job. I only use them as examples in order to pose a question: Why is it necessary for me to take casualties outside of my own errors? What am I supposed to be learning? Why create a simulation that represents the tactical landscape of modern warfare, then limit the tactical options for the player to a binary choice?
  2. I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”. It is in Beta testing now and is intended as player vs AI. Below is part of the Designer Notes that gives an overview. Followed by a few screen shots. This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment. It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements. A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol. Separatists scouting for vulnerable infrastructure to attack. Separatist mod created by @pquumm. Street fight in the town of Belz.
  3. This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. DOWNLOAD: http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/rdm-gates-of-warsaw-redux-final-cmrt/ https://drive.google.com/drive/u/0/folders/0B0HhNCJWAbKmcUF0VHRERzdvYTA
  4. Just suddenly found this one on my hard drive. H2H only, Afghanistan - Kyrgyzstan border, 1993 Here is the link https://cloud.mail.ru/public/LDCj/HeBHwzWyQ
  5. Greetings! This is my first real attempt with the editor - which started out from this real-world Luftwaffe aerial shot I came across for the village of Golynki, west of Smolensk... ...which I stretched to fit more neatly into a CM-friendly grid, and came out with this map: It is a 2000m x 1792m map, covering a few types of terrain: a peat bog in the northern half, a wooded area and the near-pristine village of Tregubovka to the southeast, and the larger village of Golynki to the soutwest, which has been largely demolished and abandoned under the German occupation. The map is divided in half by drainage ditch running north-south (both it and a secondary ditch on the northeast side are passable 'shallow ford' throughout), and has a major rail line running east-west in the bottom quarter of the map. At the moment, I have no data on any actions that took place here - all I learned is that this area was recaptured by the Soviets in October 1943 (I originally thought it was part of the CMRT timeline in 1944, but it is not so). It's a very detailed, handcrafted map - it may still need a bit of optimization as I went very heavy on the flavour objects (so the frame rate might drag down in certain areas, depending on your system). On the upside, it's very pretty in places I'm trying to figure out what to do with it in terms of scenario - and since I have absolutely 0 experience with scenario building and AI programming at the moment, any help or advice would be appreciated! What would you like to see on this map? At the moment, there is no AI and all the parameters, objectives, etc. are placeholders only. It's only really usable in the editor right now. You may download my current WIP version of it here: https://drive.google.com/open?id=1hA9cr80cdMmHkGK8mhhbNgZz_LAefsyH ...or in the forum attachment. If you have anything that you'd like to create on this map yourself, or use it or any part of it for your own scenarios - you're very welcome to do so (with credit for map given). Thanks for checking it out! CCIP - Golynki (v01 map only).btt
  6. This pdf can provide some great ideas for modern day scenarios. https://history.army.mil/html/books/iraq/TotS/Tip_Spear.pdf
  7. /////////////////////////////////////////////////// SPOILER ALERT ////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// SPOILER ALERT //////////////////////////////////////////////////////////////////// The King Copper Mines is a fictional scenario set in Africa and created by @MikeyD. Two fictional third world counties fight over copper mines using Warsaw Pact equipment in a meeting engagement. The scenario is 50 minutes long. The conditions are Overcast, Hot, Wet, Wind heavy from the south, Civilian Density: Light. Friendlies have one company of T-55 tanks, two platoons of BTR infantry, one F/O, two spies and two batteries of 122mm artillery. The OpFor has approximately 10 T-55 tanks and 200 infantry. I used MikeyD's African Mods while playing the scenario. The mission starts at 0645hrs. 2nd Platoon (BTR) will secure the mine complex which has buildings up to eight stories high. The F/O will take position in the upper floors and report on OpFor activity. 2nd Tank Platoon (T-55s) will support 2nd Platoon BTR. The remaining three platoons will, on order, move west from the assembly area to engage OpFor as the situation develops.
  8. RDM - GL - In for a Pound scenario for CMFI (requires Gustav Line add-on) This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work.
  9. RDM - Hot Mustard scenario for CMFI This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. You can download this scenario from the below locations: http://www.thefewgoodmen.com/tsd3/cm-fortress-italy/rdm-hot-mustard-scenario-for-cmfi/ https://drive.google.com/open?id=0B0HhNCJWAbKmVWFfVHRPY2RDZ00
  10. This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. You can download from these locations: http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/rdm-first-clash-cmbs/ https://drive.google.com/drive/u/0/folders/0B0HhNCJWAbKmcUF0VHRERzdvYTA
  11. RDM - GL - In for a Pound scenario for CMFI (requires Gustav Line add-on) This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. Download here: http://www.thefewgoodmen.com/tsd3/cm-fortress-italy/rdm-gl-in-for-a-pound/
  12. RDM – Rolling Thunder This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don’t get complacent or throw away your forces – you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. DOWNLOAD: http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/rdm-rolling-thunder_v1/
  13. RDM – Angriff This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don’t get complacent or throw away your forces – you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. Download from here: http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/rdm-angriff/
  14. This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to John Martina for the original scenario Woroblin Bridgehead and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. Download here: http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/rdm-woroblin-bridgehead-v1-1/
  15. Jammersix

    Task Force Jammer

    Situation NATO forces have deployed along the Dnieper River in a desperate attempt to stop the Russian forces that smashed Ukrainian forces in the area of the frontier twenty-three days ago. The Russian forces, consisting of the storied 8th Guards Tank Army reinforced with an additional tank regiment, are racing west on the E-50. Ukrainian resistance has evaporated. The U.S. 2nd Infantry Division has been thrown forward, with orders to stop the Russian advance. The 3rd Brigade of the 2nd Infantry Division is located approximately twenty kilometers in front of you, directly on the E-50. The 2nd Infantry Division TOC is located with them. In the last 48 hours, Russian mechanized infantry has pushed out two salients around 3rd Brigade that threaten to surround it. The salients are very close to closing on the small town of Novohurivka, a tiny hamlet directly on E-50. The general lift battalion from the 101st Airborne (Airmobile) is currently supplying the 3rd Brigade by air. E-50 is one of two MSRs supplying 3rd Brigade, and therefore must be secured again as soon as possible. The E-50 runs directly through Novohurivka. In addition, there is a small, ancient smuggler’s route running east and west located just off the E-50 to the south that 8th Guards is using to funnel supplies and equipment into Novohurivka. There is also a ridgeline that crosses the E-50 running north and south that is being used by 8th Guards for firing positions. As the pinchers close on 3rd Brigade, the 8th Guards Tank Army is committing more and more units to the encirclement, including large numbers of aircraft. Units from three separate regiments have been identified. This leads to the conclusion that 3rd Brigade is under attack from at least a division sized element of 8th Guards Tank Army. In the last thirty minutes, 3rd Brigade has been attacked from several directions; two mechanized companies at separate positions on 3rd Brigade’s perimeter have been overrun and destroyed. Enemy armor was destroyed less than 500 meters from 2nd Division TOC. Under this enormous pressure, 3rd Brigade has turned west, and is fighting towards your position. Mission Your mission is to occupy and secure the MSR from any possible enemy interdiction, and allow it to be used to resupply and relieve 3rd Brigade. You are to hold the E-50 open and allow 1st Brigade, 2nd Infantry Division to pass through you one hour from now. In one hour, a battalion of the 101st will conduct an air assault into the area occupied by 2nd TOC and 3rd Brigade, 2nd Infantry Division. At the same time, 1st Brigade, 2nd Infantry Division, which is forming up behind you, will pass through you to join with and relieve 3rd Brigade. The E-50 must be clear of enemy forces by then, or we risk losing 2nd TOC, 3rd Brigade, and any airmobile forces lifted in to them. To meet this timetable and to relieve 3rd Brigade at the earliest possible time, you must clear the E-50, the smuggler’s route, the ridge and Novohurivka itself of enemy forces within 30 minutes. Friendly Forces You command Task Force Jammer, a balanced Task Force centered on the 2nd battalion of the 9th Infantry, 1st Brigade, 2nd Infantry Division. Task Force Jammer redeployed from Korea to this theatre 16 days ago, and has been re-equipping and training hard. Morale is high, all supplies are complete and all personnel are completely acclimated. Task Force Jammer is strung out along the E-50, and there appears to be questions about exactly where the maneuver elements of your command are. In theory, your Teams were traveling east on or near the E-50 about three minutes apart, with Task Force HHC traveling between Alpha and Bravo. It is possible that that is no longer the case. You will be allocated CAS and artillery as deemed necessary. Enemy Forces You face the 8th Guards Tank Army. They are equipped with the best the Russian army has to offer. They are allocating both artillery and CAS to the Novohurivka area as it becomes apparent that supply for our 3rd Brigade is in jeopardy and that the encirclement may succeed. Both enemy ground forces and support for those enemy forces are increasing by the minute. At least one company of mechanized infantry is dug in around Novohurivka, and more is arriving from the north, south and east. G-2 is not able to say how many forces are bound for the E-50, and how many are simply moving southwest through the area adjacent to the E-50 to attack the other hardball supplying 3rd Brigade. Plan Make the plan, Colonel. You do not have time to be delayed by anything. Design Notes Play as American vs. the computer only. There are no Blue plans, and a human Red player would have overwhelming strength. This is not a scenario for junior officers. If you are a company grade officer who prefers small numbers of subordinates, this scenario is not for you. This scenario is for Lieutenant Colonels and higher ranks. Various mechanisms have been used to make different reinforcement units appear to come from different places at different times. The vision was to create a scenario that would always play differently. Therefore, there are Red reinforcements that don’t always show up— their variable time takes them past the end of the scenario most of the time. In very rare instances, no Red reinforcements will show up. In a scenario that would be equally rare, they all might show up, and then you’re going to get your pecker stomped shut. In between the two extremes should be good, unpredictable games. It is also a very hard scenario to win. I’m waiting on directions on how to change my apostrophes back from illegible DOS goop to apostrophes. I also need to figure out how to create graphics for Strategic, Operational and Tactical maps. You may end up with Xs and Os.
  16. Hi All: New scenario for CMBN/CW: DIES IRAE H2H: "1944, June 11, 1700 hrs.The men of the Aufklarungs Abteilung of a Panzer Division are “the elite of the elite“,waiting for the opportunity to strike against the invading armies from Britain and America. Last week that opportunity finally arrived . The high ground around Audrieu and Cristot was ideally suited for defence with its small villages, farms narrow lanes, bocage hedges, woods and orchards." DOWNLOAD: http://www.maps-for-cm2.com WE ARE SORRY, BUT SOME USERS MUST TO REGISTER AGAIN.
  17. Hello! I just made a scenario really quick and it opened fine ingame, but when I try to open it in the editor again it crashes... I tried to set compatability mode to windows service pack 2 and also open as administrator.. Anyone knows what the problem is ? (I installed the expansions in separate directories, not inside the maingame folder, not sure if that's how it should be done) I tried to create a new scenario and switch it back from counters mode to sprites and then open the scenario again, but then I got this, and after that message a cmd window appeared togheter with 2-3 error messages and then it shut down...
  18. About the Scenario This scenario recreates one of Lt. Otto Carius' engagements made famous in his book 'Tigers in the Mud' on page 166 'The Ambush'. The scenario map size is around 2.9km x 3.4km. Both sides have around a company+. You have around 01hr 40 Minutes (+0-15 minutes variable time). However it’s unlikely, playing against the AI that you’ll need all this time, although playing H2H it might be useful. Playing the ScenarioThis scenario was originally designed to be played first and foremost from the perspective of the German side against the Soviet AI. It is playable head to head (H2H) but has not been playtested for balance in this regard. I suspect it’ll be a tough one for the German player – so if playing H2H let the less experienced player take the Soviets. It is also playable Soviet Vs German AI - given the tactical situation and the game engine limitations of the AI - the German AI struggles with the situation. Still if you want to blow up Hitlerite Bandit Tigers – knock yersel out! AI PlansThere are three distinct Soviet AI plans and one German AI plan – thus allowing some level of re-playability. Those who want the true historical ‘feel’ then play Soviet AI Plan 1. It is the closest to how the Soviets reacted in the actual action. To access AI Plan 1, open this scenario in the editor and ‘switch off’ whatever other Red AI Plans you don’t want to play. It won’t affect FOW unless you take a peek at the other info. About the Action On the 22nd July 1944 Tigers of 2 Company (under the temporary command of Lt. Carius) from schwere Panzer-Abteilung 502 ambushed the spearhead of the Soviet 5th Tank Corps, the tip of 4th Shock Army’s spear, which had just cleanly broken through Army Group North’s defences. What is arguably unique about this action was the initial bold attack made by Carius and Kerscher into the village which was occupied by T34s from 41st Tank Brigade, made destroying a number of them. Subsequent debate focuses on the exact kill tally - claimed by Carius in his book - in and around the village, the subsequent 'ambush' of the remainder of the Soviet tank unit some km east, and the part played by a nearby German Stug battery or batteries. The debate around the facts of this event I'll set aside for now but if you are interested there is a Historical Action PDF contained in the zip file that outlines the facts behind the engagement and subsequent research and opinion. To Play You can grab it from the repository or the Scenario Depot in a zip file (which contains the scenario game file, historical action PDF with sources and a master tactical map to help orientate yourself). As always I'd appreciate any feedback etc. If you can post any comments etc in this thread that would be hugely appreciated ta! Enjoy! The Battlefield You can find the real world place (Malinova or Malinovka) in Google earth at the kmz file attached below. This image shows the view looking west towards the village of Malinova/Malinovka. In Carius' account Kerscher's and Carius' Tigers engaged twenty Soviet tanks (T34s and IS-2s). They quickly destroyed 2 T-34's and one IS-2, (according to Carius' memoirs). Some remaining tanks were destroyed in the village, others were forced out into the field to the southeast of the road (foreground as you see in the above image above). As the attack was taking place, Carius and Kerscher were joined by Nienstedt as well as some assault guns coming from the north. Most Russian tanks were destroyed, but a few did escape. Close up view of part of the village of Malinova/Malinovka. Carius and Kerscher charge into the village to engage the waiting Soviet armour. Carius at Malinava Historical Background.pdf
  19. General Jack Ripper

    Scenario Editor Question

    I'm trying to build a firing range for more TTP videos, and I want to place a bunch of empty vehicles as targets. I purchase a bunch of vehicles, but if I set vehicle status to 'Dismounted' I receive no vehicles. If I set them to 'Immobilized' they are deployable, but they shoot at anything trying to shoot them. If I set them to 'Destroyed', they exist, but units refuse to target and shoot them. Is there a way to place non-destroyed empty vehicles as static targets? Or is there some other method to place vehicles as static targets?
  20. Hello all, With the success of my CMRT and CMFI scenarios, I've decided to branch out into CMBS and create some content for this game as well. I only have one scenario right now, but have 2-3 more not far from completion. As always, these are not playtested to death and I don't guarantee perfection - I believe in the 75% solution now as opposed to the 99% solution weeks from now! Please give me feedback - I am always tweaking in order to produce a better experience for everyone! All my maps are "hand made" originals. They look best with my terrain mod in my opinion! Bradley Speedbump v1.0 http://bit.ly/1MMoW3Q The invasion of Ukraine has kicked off, and our tanks are rolling across the countryside. The American and Ukrainian forces were not enough to stop the Russian advance, and have been scattered into many individual groups, all seeking to delay us in whatever way they can. As the commander of your Russian Brigade Tactical Group's lead reconnaissance element, you are responsible for locating these NATO forces and either bypassing or destroying them. As your brigade pushes to Kiev, your patrol's lead vehicle is stopped by sympathetic locals, just east of a large orchard. They hurriedly explain that an American platoon with a tracked vehicle in support have established a position overlooking your brigade's main avenue of advance. The only way the main body can continue down this road unhindered is for you to dig the Americans out of their delaying position, located just west of the orchard. REDFOR vs AI only.
  21. Here is my new year's modest gift for the community. Enjoy https://drive.google.com/file/d/0B9z2aTq5oxcqMHNBXzJ0eGJ2Zk0/view?usp=sharing As usual, here is the briefing as teaser: ___________________ A veteran Russian Recon Company has established temporary headquarters in the factory complex shown on your map. The factory complex is full of workers which for the moment are held captive. The Russians carry with them key pieces of information and our agents among the workers of the factory have identified the locations where the relevant computer rooms have been established. Same agents have also given us have a pretty good idea about the buildings in which the enemy is established. Further we assume that the Battalion commander and the Company commander are in possession of vital information as well. Intelligence suggests that there are some BMP-2Ms in the vicinity as well as two SAM platforms. Your mission is to search the designated locations and if possible question or otherwise search the bodies of the commanders. At your disposal you have a full company of Seal Team 6 supported by two Apaches and 3x155m Howitzers. An UAV is also at your disposal. IMPORTANT: The Howitzers have been assigned to you for their precision & smoke capabilities only. Do not use them against buildings as we do not want to inflict any casualties on the factory workers. A russian quick reaction force (QRF) is stationed 30 minutes away more or less. We know that they conduct radio checks every thirty minutes with the forces occupying the factory. Based on this we will launch a strong electronic warfare attack over the area of operations (AO) immediately after the 03:00 comms check. We assume that upon missing the 03:30 comms check the QRF will rush in support of the compound. This gives you roughly one hour to complete your mission and exit the AO. One last point: As a result of the strong electronic warfare signal the capabilities of the SAMs will be substantially degraded. Do not spent too much time trying to locate the SAMs with your UAV and take them out with precision fire. The Apache pilots are crack and the electronic warfare signal offers them an advantage. [….. ] It is now 02:59….We have intercepted the radio check...Electronic Warfare signal is on….Go Go Go…. Acknowledgements: The mission map is a section of the fantastic crossroads maps by Keime - with only very slight modifications on my part to some buildings
  22. Hi to all...... A new scenario in http://www.maps-for-cm2.com/. ONLY H2H Designer :HOTHSize :MEDIUMModule :CMBN-CWLanguage :ENGLISHAttack on Hubert-Folié:Hubert-Folié, Normandy (France). While American infantrymen slogged their way through the hegderows of Normandy in July 1944, the British were waging a largely armored campaign in the flatter terrain to seize the city of Caen. Three armored divisions attacked the defensive positions of 21 Panzer. In a good tank terrain the british move forward with decission, but Germans waiting them in a good concealment places taking adventage of small villages. After initial success, the British tanks were stopped by antitank fire from these villages. British armored commanders ordered their tanks to attack all these villages. Once Soliers was secured by tanks and infantry of 3rd Royal Tank Rgt. Hubert-Folié and Bras were the next objectives, behind it was the hilly ground of Bourguébus Ridge. One who seize this ground feature could achieve a tactical adventage over the battlefield. German knows this fact and put into the battle some of their armoured units from the 1st SS Panzer Division LAH. The clash will be inminent…
  23. Hi to all...... A new scenario in http://www.maps-for-cm2.com/. Designer :WIMSize :MEDIUMModule :CMBN-MGLanguage :ENGLISH Teufels Berg:1944, September 19, 1700 hrs. It is day three of Operation Market Garden. Lt. John Foley, acting commander 1st & 3rd Plt., A Co., 1st Bn., 508th PIR, 82nd Airborne Div. has just been ordered to capture Hill 195 – Devil’s Hill. It is the highest point dominating the Nijmegen-Wyler highway and the flat German Oipolder to the north. It is key to blocking any German counter-offensives from the North over the Querdam and East our of Wyler. The hill is known to be occupied by German Fallschrimjager but what is not known to the Americans is that the Germans are a hastily recruited mix of ‘alte hasen’, recent graduates from military academy and women’s auxiliary. three versions : H2H,US vs AI and US vs AI Re-Enactment. Greetings
  24. I have mentioned this scenario before. But after tinkering with the scenario, very intermittently for months, I wanted to write more about it--not as a historian, or a military person, but as a gamer, who is looking for a good game. Some people may blast though a scenario, getting perhaps a big victory, and then move on. But I like to savor the work that went into the scenario's construction. I plan multiple posts, and no pictures. This will be retro and conceptual. You can fire up the scenario to see most of what I am writing about. First, to me the scenario is a "puzzle". I mean that in a positive sense. If you play this scenario and get a big victory the first time, I am going to say you, even if great, were lucky. You cannot, I don't think, look at the scenario for the first time and know what approach, of many possible approaches, is going to be successful. There is just too much unknown, and unknowable, about the German force and the location of each unit of the force. The scenario usually shows you some shadows initially of AT guns and a few other units--which is clever. But the locations are vague. I tried more than a dozen hours trying to attack down the right flank. I finally realized the scenario was not built for that approach to be successful. Indeed, I am sure there are many people who very much dislike this type of scenario--where the designer seems to have some approach in mind. But if the puzzle is interesting, so is the scenario. I think the puzzle is interesting in this case. The reason for these posts is to make the scenario even more interesting for players. Even with the information I am about the give, it will still take much time to operationally move and use the units involved. And people can find out how to improve, and comment on the improvement, about the approach I will be describing. Next post: general issues.
  25. Here is an idea I've thought about while playing various CM games during the years: would it be possible to have different units included in different playing modes? Now many scenarios claim they are suitable for H2H and human vs AI modes. Once you play them you may notice that one side may be clearly stronger because units have been selected to really make it playable against human vs one_side_AI. So I thought: would it be possible to add a new data item to all units in Scenario Editor: Include Playing mode: By default units would be included in all playing modes, basically this is the situation for H2H playing mode. Normally when playing against the AI, the AI side is given more units than human player. For these playing modes you could select some units "only for Blue AI" or "only for Red AI".These units would not be shown on map when playing against human opponent. With such simple addition I think ALL scenarios could be made playable with properly equalized units in all 3 playing modes: H2H, human vs red AI, human vs blue AI. Of course if the scenario designer does not WANT to add support for all modes, like adding AI movements for playing modes including AI opponent, it would not force him.
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