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      Final Blitzkrieg v1.01 released!   05/21/2016

      Once again proving that we don't sleep much, we have just released v1.01 for CM: Final Blitzkrieg.  There's lots of great improvements and fixes now just one download away.  Click HERE to see the release notes and download links.  Thanks to everybody for reporting issues and special thanks to the testers who make sure we don't overlook them.
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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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      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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Dou You Like Large Or Small Scenarios?

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Which do you prefer. For me small to medium scenarios are best because if the battle gets huge and stuff gets hot, I have a delayed time panning miles over to the other side of the map to prevent a breakthrough. I know I can ctrl-click the area to get there faster but I can't manage the battle without constant pauses if it's a huge map.  I would rather just control a medium force breaking into or defending a smaller area. Casualties rise and vehicles become destroyed if i can't manage the area.

 

Lag, I also have a problem with the scenario if it is huge the game gets some massive frame drops but still playable.

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Probably cos I learned originally on CM1 which was able to feature maps up to 8Km x4Km I have always preferred huge maps/scenarios.  The additional advantage is that mobility can become a vital aspect of the game.  (ie;  Halftrack and trucks can be used the way they should be - not sent close to the front lines etc.) 

On a huge map there also becomes a genuine reason for vehicular recon.  On a small map you may as well not have any recon or light vehicles, or dismount em all.

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Short answer is yes.

I like a variety, sometimes small sometimes large. Actually come to think of it I usually have a variety of sizes on the go at any one time. Playing WEGO means those large scenarios take time but you can treat them more like a few smaller scenarios combined into one.

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I always play WeGo and prefer medium battles from a video making perspective as it allows a decent turn around for uploads but also tends to have more variety in equipment and terrain than a small battle which in my mind makes for a more interesting watch. 

I would however really enjoy a playing a huge battle that perhaps lasted months but I may end up losing some subscribers. 

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I prefer small to medium scenarios but large maps. Small maps are fine for infantry combat but if there're some armoured vehicles, they need more space for maneuvering. But yes, in general I prefer to have less units on the map, because with the level of micromanagement of CM, commanding a large force, would become too tedious and would also distract me from  the tactical aspects of the combat.

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I prefer smaller scenarios simply because I don't have time for the set- up and planning that large ones require.

Once the planning and set up is done, a large battle plays quite smoothly. 

When I do have time for set-up and planning, I find larger battles are quite enjoyable.

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Medium mostly. But on occasion I will play a large or huge game. You have to go into these with a different frame of mind than when you are player a smaller one. Almost like playing at an operational level, the scenario may carry over into a few days (or evenings) of gameplay. Generally these can be very rewarding in the end. 

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If i have the time I like the big scenarios.

Mechanics like flanking, recon and long distance stand-offs work better on the big maps.

WeGo is essential in the big scenarios because the game performs better and because it is easier to maintain control.

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I like them all. but as pointed out , the larger maps generally allow for aspects you cannot do on smaller maps.

The secret is, what are you trying to portray.

you do not need a huge map for city street fighting, actually a large city fight on a map too big  becomes less enjoyable to me.

a infantry only battle generally does not need a very large map to depict what is needed.

but a battle where recon or maneuvering is a focus, then of course that map has to be large enough  for that to be allowed. 

 

The secret is not what the size of the map is, but the right size for what type of battle it is.

I recall designing a scenario where the offence needed to select one of three avenue's of approach. the terrain was such that once committed to a choice, there was no time to change or shift to the other options.

the map was very large due to this, the tournament round started and many players just quit when they opened the scenario because the size intimidated them.

but in truth, the map had about the same number of units as any medium battle and  was focused on one or two battles the size most players were accustomed to.

Many that played it praised it as one of the best they ever played. But I had to smile how many just did not even try to experience something they were not accustomed to.

 

So in the end  what I am saying, they all have their place. Just depends on the mood I am in.

 

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20 hours ago, slysniper said:

The secret is not what the size of the map is, but the right size for what type of battle it is.

What !?!?!? you mean it is more complicated than a simple one dimensional answer :D

Good analysis and story at the end.

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On November 12, 2017 at 8:34 AM, Ivanov said:

I prefer small to medium scenarios but large maps. Small maps are fine for infantry combat but if there're some armoured vehicles, they need more space for maneuvering. But yes, in general I prefer to have less units on the map, because with the level of micromanagement of CM, commanding a large force, would become too tedious and would also distract me from  the tactical aspects of the combat.

Agree 100%. Generally, I would go along with most of what has been posted here. I prefer medium-sized battles where the attacker is a reinforced company or so, but on a large map. If the attacker is a full battalion or more, set up and play can quickly become a tedious grind, but a reinforced company on a large map allows some combined arms tactics, which I like. I generally avoid MOUT scenarios; just not my cup of tea. I also tend to avoid battles on heavily forested maps where you spend all your time creeping around trying to avoid ambush.

Michael

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I rarely find the sort of scenario I most like, which is a large or huge battlefield with a very small number of forces. That way the attacker has various points at which to attack, and the defender has to spread their forces and try to anticipate where the attack will come from. Nothing more exciting for me than having a tiny ambush/lookout force encountering the enemy and assessing their strength, and me as commander having to ration out reinforcements from my small reserve to plug a gap...

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+1   That also works when one is attacking.   I love having a huge map and starting with recon forces, then having major forces available, but having to decide on transport to the best locations to conduct an attack while simultaneously having to assign sufficient forces elsewhere to defend.  And also having enuff forces to allocate reserves.  (It's a major reason why I still play CM1.  YOu can have up to 8Km x 4Km and more than a Regiment(!) on each side with a few companies of AFV's and many transports and Recon AC's etc.)

BTW:  If anyone is interested, a CMBB "Birthday Bash 13" tourney on a 3Km x 3Km map with above size forces on each side is just starting and has open slots at WeBOB:  https://www.tapatalk.com/groups/webandofbrothers/invitiation-to-participate-in-bb13-round-4-t19054.html

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On ‎11‎/‎11‎/‎2017 at 1:25 PM, Erwin said:

Probably cos I learned originally on CM1 which was able to feature maps up to 8Km x4Km I have always preferred huge maps/scenarios.  The additional advantage is that mobility can become a vital aspect of the game.  (ie;  Halftrack and trucks can be used the way they should be - not sent close to the front lines etc.) 

On a huge map there also becomes a genuine reason for vehicular recon.  On a small map you may as well not have any recon or light vehicles, or dismount em all.

Me too!

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