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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 12 results

  1. Tactical Lifehack

    Tactical lifehack. I think that it is important for us to share some tactical lifehacks related to this wonderful game. Please attach screenshot of your knowhow and some description of it. I think if we will organize our answers that would work better. So please share your ideas supported by screenshots and detailed description of what it does or what it serves for. Thank you. Since I’ve started this topic I will provide first lifehack. As you can see on a picture there are some barbered wire around mixed mines. This thing is useful when it is located on the opposite side from your enemy across some river. It should be specifically placed in areas where crossing the river is the most comfortable for your enemy. Simple at first look it turns out very effective in slowing down your enemy. Enemy infantry forces will need to go around or will be forced to use some sappers to go through it. If enemy forces will use armored vehicles to run over that wired thing they will be damaged by mines almost immediately. Even you facing smart opponent who will use engineers this thing can became a mass grave in no time. All you have to do is to place your BMP, or any other armored vehicle on a solid distance from this trap. Your vehicle should have good visual of that area and should be able to fire through it. When your enemy will try to organize some breakthrough it will be forced to slow down, its infantry will need to go around or break through under fire, its vehicles will not be able to advance fast. The main goal of this thing is to slow down your opponent. Furthermore I’ve also checked this thing on human factor. One of the people I’ve played with faced this trap, he was almost sure that I’m simply wasting my fortifications shaping them in awkward manner. He decided to go through it by using 3 of his BTR’s 82A without even unloading his infantry. The result was dramatic, I had a BMP-2 sitting in ambush around 450 meters away from that spot. I gave certain target arc to my BMP, and in terms of two minutes an entire platoon was smoked out. Then he decided to go through it with bigger forces and that took some time. By the moment he finally passed that thing my arty was already preparing to shell some area in front of him. Conclusion: this thing can be a trap for AI, it can be a trap for a real player, and it is a great way to slow down your opponent. It is also a great way to redirect your opponents plans because most of the people are getting excited when they see some barricades, they really wanna go through them. Counter act hint: if you want to counter this thing you need to shoot through barricades, deploy smoke, use your engineers and then move on. You can also call an artillery strike on it but that is a waste. If you see this thing I would recommend to cross that river in a different place because price of crossing can be way higher than you think.
  2. Hello all, As some of you may know I recently converted a large number of CMFI, CMBN, and CMFB maps to Black Sea. They've been fantastic and let me really play around with different formations. Chief among those units that I am being acquainted with is the US Infantry Battalion. Most of the elements of the battalion I'm familiar with, but I am having great difficulty effectively using the Weapons Company. I can plainly see that 4 platoons of heavy weapons mounted in Humvees is a powerful and mobile striking force, but I have no idea how to use them. I have tried establishing a base of fire with them, tried maneuvering them as sections, platoons and a company, tried dispersing them out among the infantry platoons. In each effort my results have been much less than say the Weapons Companies of the Russian or Ukrainian BTR Battalions, despite the TOW and advanced optics making the US Weapons Companies much more effective in theory. I have tried reading the field manual - http://www.globalsecurity.org/military/library/policy/army/fm/3-21-12/fm3-21-12.pdf While I get the gist of it, I'm a Canadian soldier by training so some of the doctrine is lost on me. I would really appreciate someone breaking this down either in gameplay terms, or if anyone wants to talk shop, breaking down the key parts of the doctrine.
  3. I guess all of us went through scenarios and battles with some "green" or anotherwords poorly trained soldiers. At first it can feel as highly uncomfortable thing: your soldiers are low on moral, they are poorly trained, they get into panic fast and they are dying fast. Yet it is still possible to win, and the core principal of any fight is that it is always possible to win. For you guys using "Green" trained soldiers it is important to understand that distance is your friend. Green soldiers are dying fast when it comes to close combat, their reaction time is low and they getting chopped pretty quick. Yet, if you will maintain the distance their effectivity will rise dramatically. As usual I will say that spliting teams is important for collecting information. When you have poorly trained forces it is important for you to spot your enemy as quickly as possible. Most of the time when it comes to "Green" you will have a decent number of soldiers under your control. So the amount of firepower will be decent as well. Soldiers will not be accurate, they will not hit the target right away but if you will go a little crazy on a micro control level their actions will make more sense. Achiving fire superiority is crucial. When you have Green soldiers under your command remember that your mobility should be decreased meaning that you move in larger numbers, and your path should be shorter than usual. That will lead to time consumption, but when it comes to die fast or win slowly - let it be win slowly. When you collected all possible info on your enemy and some of your elements got some vision on your enemy you are in the game. The standard approach in this case will be: look for a comfortable firing position (good observation/good cover), place your soldiers not that far from it (during the pause between turns give them order to take it and check if they will be able to fire from that position in enemy's direction), dont place your soldiers on that position right away but them prepare to take it, in a meanwhile use scouts to understand where is your enemy is, then order your main forces to take position what was prepared before (if needed adjust your orders accordingly), after your main forces are in position split them into smaller teams, order some elements to open fire through "target" button into enemy direction (that will trigger your enemy it will start to react: move/shoot back/etc), when enemy will react it will become visible to the rest of your forces, make sure that you always engage in larger number (example: having "Green soldiers" under your command you should attack enemy squad with at least two squads of your own), while main shooting is going on - use your scouts to gather some more information (dont be shy to make some ambushes (for example: you know that your enemy is in the forest and you know that there is a little village or farm or anything what can be used as a possible escape for your enemy. Dont be shy to order some units to keep that possible retreat route under control, and when the moment comes they will finish everything what left from your enemy. P.S. AI is very predictible and ambushing it should not be a problem at all). In case if you are short on time and you need to advance - use following logic: one group of soldiers is constantly shooting, while another group is moving. Your soldiers should make small pushes, avoid pushin on a long distances. If you have armor what can support your infantly - it can do the do as well. General idea here is to destroy as many enemies as possible before getting close to them. If you have "regular" or "veteran" soldiers you are more flexible, you can be agressive, you can go into close combat, you can do some tasty things. But when you have "Green" soldiers, especially if their morale and organization is low, you need to finish your enemy before you get close. Yes you will waste more time, you will waste more ammo, it will not be that epic lol, but you will get the job done. While commanding "Green" units you should be more careful than usual, you should think through each of your moves, and you should always think about two things: fire superiority and distance. Constantly suppress your enemy, advance in large numbers, do not go far at one time, keep your forces in cover, keep an eye on your flanks, think when to engage to maximise enemy casualties, think what your enemy can do next and you will find out that it is possible to destroy even "crack" enemy with your "green" men. Dangerous places for a "green" commander. Forest Usually pushing through forest is a great idea, yet if you push through forest while being in charge of "Green" soldiers that can be fatal. Why? Because green soldiers are bad in close combat and because they are very bad when they are not the ones who shoot first. What would be a solution? The solution would be to use forests which are close to your starting position and then get out of them when getting closer to contact. So when you retreat, or saving your forces from some arty dropping on you - forest might help you a little, yet if you are advancing with green units - that can be super dangerous. If there is no choice and you simply have to advance through forest with Green soldiers, you should follow your intuition. Sometimes when you about to get into contact but you didnt yet and you getting worried a little, it might be a good idea to order some elements to shoot in front of the main group. That can tigger your enemy, he will start shooting back, and you will at least get a sense of direction. Be careful because triggering your enemy in woods can lead to a full scale battle to which you are not prepared yet. But if you have no choice it is always better to shoot first (One day I will write about how to use each element of a squad in a forest, and maybe i will do that with some screen shots so you would get better idea on that). City City can be dangerous if you advancing and helpfull if you defending. Advancing problem here is same as in forest - your forces are green, they are not prepared to heavy firefights in close distance. When advancing into a city with green soldiers you should rely on your armor more. Usually I would say that using armor within city is not a good idea, yet when your soldiers are green, you dont really have a choice. Idea is simple - you use your soldiers to find enemy, then you destroy it with armor. Yet on places like crossroads expect casualties. Furthermore AT systems in close spaces like streets are far more deadly then in the open. My adivce here is to avoid entering the city, even if you need to capture it, start lowering it building by buidling and slowly push into the ruins. Try to force your enemies to leave their cover, try to make them move. In order to trigger your enemy try to attack another objective and hopefully your enemy will leave a town to support its forces in a different place. If you have no time and and you need to advance in a city - use your artillery. You should use it massively, and a little hint - use linear arty strikes. Place those markers on the main roads and when delivered they will destroy the street and all near by buildings. If you will use area target - you will simply waste shells. Weather, Day time, Soil: You should avoid leading Green soldiers into the battle at night. But in all other conditions it is possible to be effective. Quick Battle Economy Sometimes when you rely on arty and armor you can save some points on exp for your troops. Yet, I would not advise you to save points on things like: AT teams, Snipers, and heavy weapons. If you want your AT teams to hit targets on 2000+ meters distances - they should be at least "Veterans" but if you want 1 shot one kill - they should be "CRACK" and trust me that will pay off. Once Ive destroyed 4 T90 in a raw (2 turns) with my "Crack" trained Skif operator. With the use of armor and arty that would take way more time and it would be way more difficult. Saving points is important when playing Tiny and Small battles against AI or your firends. I would not reccomend to save on Tanks as well, because well trained tank under good command can change battles up to a company level (and yes a well positioned tank can destroy more than a dozen advancing enemy vehicles). Conclusion: this entire thing was written simply to share experience, most of the players got their approaches, you are all talanted strategists if you playing these games, yet I've seen some posts where people were saying that it is impossible to stand with Green soldiers against Veterans. So my general point is that - you can stand and win with Green soldiers. I hope some of you will benefit from reaing this and feel free to share your approaches and tactics. Thank you for your time reading this, and feel free to contact me. Next Time I will probably write about combat in forest. Good luck comrades! Glory To Ukraine!
  4. Some help for those learning to handle US infantry! These are what the Army's CM level sims look like. My understanding from one of the comments on a vid is that this is something called VVS and is a military only version of Arma. Introduction to Rifle Squad Squad Movement Formations & Techniques Regards, John Kettler
  5. In reading John C. McManus's generally splendid The Deadly Brotherhood: the American Combat Soldier in World War II, I came across a great piece of tactical info. On page 126, 6th AD (Super Sixth) tanker Charles Hogg lists the composition of the armored point: 5 x Light tank, 5 x Medium tank, 1 x Armored Infantry Platoon, 1 x Engineer Squad, 1 x FO in Light tank and 2 x M7 Priest. The basic concept is the spearhead keeps going, smashing through opposition until it can't, whereupon it hunkers down and calls for reinforcements. Though it's not stated, presumably the Engineer Squad is in a halftrack. Given the presence of the FO, it seems reasonable to posit the Priests are likely one terrain feature behind, if not more, ready to provide hasty support fires called in by the FO. George Blackburn, in Guns of Normandy, describes a clever technique in which the gunners in march column would keep running track of where they were and, on order, would swiftly pull of the road, set up shop, fire the mission, pack up and return to the column. This was for 25-pdr. Obviously, this drill is much easier to do with a Priest, where there are no tow vehicles, limbers and caissons to deal with. Seems to me this is a perfect CMFB (or maybe CMBN) level tactical all arms formation. Regards, John Kettler
  6. 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.
  7. For what its worth, here is some lighter reading I recommend for members of the forum. Gamers will enjoy the tactical takes from military history. Scenario designers might find it helpful for AI plans; forces, deployment, and programming. The book " Understanding Defeat: How To Recover From Loss In Battle To Gain Victory In War" by Trevor N. Dupuy. ISBN-10: 1557780994 ISBN-13: 978-1557780997 A nice survey or summary covering history's Great Captains and individual actions, especially Huertgen Forest. The copy I borrowed was purchased by a friend at Half-Price books. Check your library, Amazon, ABE books, or Biblio to see what suits you. I liked the checklist for how to avoid defeat. Specific to this forum; A and B for scenario designers, C for players. DuPuy's Causes of Defeat A. Unfavorable Circumstances Beyond the Control of the Commander 1. Overwhelming Odds a. Superior Numbers b. Superior Armor c. Superior Fire Support (1) Artillery (2) Air Support d. Superior Skill 2. Unfavorable Environment a. Weather b. Terrain c. Roads / Communications (LOC) 3. Hostile Fortifications 4. Inferior Technology 5. Chance or Luck B. Unfavorable Circumstances the Commnader May Influence 1. Lack of preparation for battle 2. Inferior-quality Forces a. Quality of manpowere b. Training / experience c. Doctrine 3. Poor Morale 4. Casualties 5. Subordinate failure / error C. Failure of Command 1. Surprise 2. Inferior Leadership a. Self-delusion (perception) b. Confused mission c. Weakness of will 3. Inadequate Control a. Poor reconnaissance / intelligence b. Poor planning c. Faulty tactics d. Inadequate logistics e. Breakdown in communications The following are a century old, a bit tongue in cheek, and refreshingly helpful. "The Defence of Duffer's Drift" is a 1904 British army platoon leader's learning guide set in the Boer War. The online version I liked best is the USMC "Fleet Marine Force Reference Publication (FMFRP) 12-33, The Defense of Duffer's Drift". You can download at URL = http://www.trngcmd.marines.mil/Portals/207/Docs/TBS/FMFRP%2012-33%20The%20Defense%20of%20Duffer's%20Drift.pdf "The Battle of Booby's Bluffs" is a 1921 a US Army treatment in similiar vein for larger units. You can read at URL = http://regimentalrogue.com/boobysbluffs/booby0.htm You can download at URL = https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0CCYQFjABahUKEwiv_sD6pOXHAhVMcT4KHSYzCfk&url=http%3A%2F%2Fwww.forgottenbooks.com%2Fdownload_pdf%2FThe_Battle_of_Boobys_Bluffs_1000213718.pdf&usg=AFQjCNHMRyoJP_coGEioxDgy9yRtzf8A8A&sig2=9a_ypLROJn8MgcTFQ-p9vQ&bvm=bv.102022582,d.cWw Hope you enjoy.
  8. Introduction: IanL and Method Gamer started two threads seeking contribution and discussion from the forum members in order to improve knowledge and share techniques in playing CMBN (and I think largely transferable to other CM games). Something not really discussed because it was outside the scope of their scenario is how to deal with the German heavy armour - Tiger I, Tiger II, Panther - as the allies, especially before the introduction of units like the Pershing. I checked with Ian and he didn't think this would have much overlap with his own thread, so here goes!
  9. Please tell me I am not the only person who does this. I know the game you can pause but I need a real world medium to help plan my missions. The Op orders for scenarios are great but they are more like a WARNO, you have to come up with one for each piece. I think I spend more time planning than I do playing.
  10. While I find it disturbing that I can find these open source on the web might as well put them to good use. I can tell you that the SBCt ( Stryker Brigade Combat Team) manuals are the legitimate ones Strongly suggest any serious CMSF or CMBS player really take a look at the SBCT Company manual. I have noticed the missions involving Strykers tend to get you blown up alot if you try and use the ICV like an IFV. Conventional Army Mission for Strykers is to work supported by heavy mech or lots of arty in Urban terrains against limited armor. the Most dangerous thing in a Stryker is the Dismounts. It is just a Taxi. But here is the link http://armypubs.army.mil/doctrine/7_Series_Collection_1.html
  11. The main problem seems to be when I move forward to the next building(s) I get ambushed by a couple of enemy soldiers while my squat is in the open running for cover. Before any supporting units have time to respond I already have lost 1-2 soldiers. The "ambushes" are fast and almost always I kill the shooters fast but the first couple of seconds already cost me a soldier or two. This happens almost every time crossing a street ext. (read:all the time) so after even a small town fight I could lose easily 50-75% of my infantry. (I rarely lose my tanks) I almost always have eyes on the buildings the enemy opens fire from but I rarely manage to spot them before they open fire to my exposed units. So how do I advance in a city without getting ambushed this often while advancing? My current ideas and tactics: - I try to have a another unit always covering when I move a unit from a building to a building. (for example IFV and its infantry squat working together) - Have MBT or IFV over looking the city ready to fire on hostile buildings. (and also fire controllers for arty ext.) - Move slow and conservatively My first post here, so hello to everybody.
  12. Hi, This topic is about tactics and questions they bring with them. My first question is about tactical runnings in long and flat fields like ukrainian first campaign mission. => Observation is always a key for victory and be the first to see is most of the time to be the first to kill but on this ground, they can see us coming, => We've got 2 major AoA easily identifiable for enemy. => We face covers and concealments but we haven't much in return... Not so many obstacles .... So, how do you tactically proceed to advance in such situation. documentation, links and examples are of course welcome . Thank you for helping others players (and me for sure ) to better understand the tactical mechanized (or not) infantry issues.
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