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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
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Erwin

HEART OF DARKNESS - MISSION 4 AAR

5 posts in this topic

Playing WEGO ELITE.

While CM1 maps could be up to 8Km x 4Km this CMSF map is very large for a CM2 game: about 1500m x 1200m.  One also has the equivalent of a couple battalions of US and Brit troops (but only the Brits have a few vehicles including one AGL and one 7.62mm MG).  So a pretty large scenario for a CM2 game. 

The US have the left flank sector, the Brits are on the right.   I think it took me almost as much time to do the initial set-up for Mission 4 as it did to play the entirety of Mission 3.  The primary challenge is how to cross numerous impassible wadis using the fords which could easily be mined or have IED's or be covered by enemy fire.  The one has to clear several villages and one or two sizeable towns.  So, good MOUT SOP's are once again required.

 

 

************* SPOILERS *************

25 minutes in, 2 hours and 5 minutes to go:

95% of the scenarios one plays allows one to run one's troops 100 meters+ towards desired interim objectives before they have any danger of getting shot at.  A very few scenario have your units come under fire if they move a few meters off their start positions.  This is one of those rare scenarios.  Fortunately, there is little opposition. But, one of the Brit scout teams lost a man on turn one.   (It was then easy to bring up mortars and assault killing 5 Taliban in a ditch.)   Around 10 minutes later some Taliban arty started falling and the US lost a man in their sector.

10 minutes later the US spot some Taliban on the roof of a village objective. Used arty and fire to neutralize.

Am using the numerous engineers up front backed by the infantry units.  The engineers are now SLOW crossing several of the fords.  Am hoping that if there are mines, the engineers/pioneers will spot em.  (BTW:  What in RL is the difference between "Engineers" and "Pioneers"?)

Nothing one can do about IED's if one has not spotted and neutralized the triggerman.  It seems that the Taliban arty takes a long time to get going.  So, as long as one keeps moving we should be ok.  However, SLOW crossing the fords will slow down the significant allied forces at these choke points.   Hope we can MOVE or HUNT across.

 

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Well, the good news is...by the time I make it through Mission 2...maybe...you will have everything sorted out if I get stuck again.

Glad you're back on track... @dragonwynn makes some damn fine campaigns...infuriating... :) but damn fine.

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********** SPOILERS **********

 

2 HOURS TO GO:

Just after I posted my last report, I drove the Brit dismountable AGL launcher through the first gate and hit a mine.  Total loss.  :(   The Brits only have one.  As an experienced gamer I know I have to suck it up and forge ahead without this unique and valuable asset.  In RL, I am sure the shock would make us pull back and await reinforcements.  B)

I guess I had instinctively walked all the troops over the low walls and never thru a gate.  Instead I sent engineers and pioneers (what is the difference??) to every crossing point and SLOW moved them across with max waypoints and 30-45 sec pauses at each waypoint in the hope that they would identify mines.  Took 5+ minutes to check each crossing in this way.  But, it seemed like there were no mines (or IED's at any crossing point.  Nonetheless, all the Brit and US troops are now across the major water barrier using HUNT or MOVE in case moving QUICK detonated something.

The Brits seem to keep coming across enemies in the fields.  LOS is poor and it's hard to winkle the Taliban out and FO LOS for arty is also a problem, - the FO's have to be dangerously close to the Taliban.    Lost about 4 more Brit inf. in their (right flank) sector. 

The US haven't had a firefight yet, but are getting periodically bombarded by arty - lost 2 more US airborne/mech guys in their left flank sector.  Have to keep em moving...

Still at this point we are about to breach the walls of the furthest LHS objective village.  Looking forward to getting into some MOUT.  The plan at this point is to move troops down the left flank and try and assault the rest of the objectives from the flanks rather than straight ahead like one is forced to do in most CM2 games cos the maps are not very wide.  Fortunately, the 1500 meters width of this map gives one many opportunities for maneuver.

 

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15 hours ago, grunt_GI said:

Well, the good news is...by the time I make it through Mission 2...maybe...you will have everything sorted out if I get stuck again.

Glad you're back on track... @dragonwynn makes some damn fine campaigns...infuriating... :) but damn fine.

Thanks grunt_GI for the kind comments. Yea I know they can be a pain in the "butt" to get through sometime. But in the end I hope it feels like a rewarding experience to complete.

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********* SPOILERS *********

 

1 HOUR 45 MINS TO GO:

Troops are now entering the first line of villages and small towns.  Taking a casualty here and there primarily cos of snipers, and the occasional surviving Taliban in a building.  But, the assaults are almost on auto pilot - each MOUT situation is essentially the same.  While the map is large, the challenges for entering and clearing each collection of objective location buildings are identical.   

SOP:  Basically, avoid township entrances of course.  Start by blasting thru a wall at a corner with extra inf just outside supporting the engineers ready to go in.  HUNT into the first building and then spread out from there with as many units in support from as many buildings are possible every time one enters a new building.  If an enemy is spotted they will be spotted by units in several buildings and they almost always die very quickly with no friendly casualties.  Simples...

LOS is generally very short/restricted - even from roofs - so it's not always easy to get arty where you want it.  Altho' arty is the best way to clear trench lines.  There is plenty of arty - altho' the single 81mm mortar is by far the most useful since it can take as little as 2 mins to get FFE.  I hope it doesn't run out. There are about five 105mm, but so far have used em very little.  And have not used the air support once as yet.  Have not seen appropriate targets.

My sense after playing this mission for 45 minutes game time is that there are a few interesting challenges like clearing trench lines, and killing isolated snipers and MG units dotted around the map.  But, it's all "rinse and repeat".  The main challenge with Mission #4 is becoming bored and careless with the virtually identical building clearing process.  One starts to want to "speed up" and "get it over with".  As always, that is when one suffers unnecessary casualties.

Anyway, we still have 4 compounds to clear and there are enemy occupied trenches ahead.  So, there is plenty of time and real estate to offer some nasty surprises ahead.

 

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