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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

      Instructions for Upgrading CMFI to Engine 4   04/09/2017

      Upgrading CMFI to Engine 4 requires prior product purchases be relicensed.  This is because we've updated the copy protection software.  This is a one time thing which also affected CMBN Mac and CMRT for both platforms, so some of you will find these instructions familiar.  The method of relicensing is flexible, but here's the optimal method: 1.  After installing using the Full or Update installers, launch the game.  You'll be prompted to license.  Enter you Engine 4 license key and exit. 2.  Use the "Activate New Products" short cut in your CMFI folder to launch the game with the license window.  Enter your Engine 3 license key.  If you bought the Upgrade 3 + 4 Bundle then you can skip this step. 3.  Use the "Activate New Products" short again and enter your Engine 2 license key *IF* you have one, otherwise skip this step.  Note that CMFI started it's life was Engine 2, therefore if you owned the game prior to Upgrade 3 coming out then your CMFI Base Game license key is your Engine 2 key. 4.  If you purchased Gustav Line as a separate product, use "Activate New Products" again and enter your Gustav license key.  If you bought Gustav as a Bundle, it should already be activated. If you should run into any issues, try to figure out what key is missing (the game should give you adequate feedback for that) and use "Activate New Products" link to allow you to enter whichever key is needed.  If you still have a problem, especially if you bought a Gustav Line Bundle (some keys definitely didn't transition correctly!), file with our Help Desk and include the license key you're having problems with: https://battlefront.mojohelpdesk.com If you can not find your license keys sent to you by email, no problem.  Go to your store account and check your Order History.  Keys and download links are always there for you unless you ordered a "hardgoods only" option.  In that case your license keys are on the back of the CD/DVD cases that came in the mail. Also good to know... if a download link in an email confirmation doesn't work, go to Order History and try from there.
    • 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
General Jack Ripper

CM:FI AAR SLIM versus Bletchley_Geek

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Posted (edited)
1 hour ago, Bil Hardenberger said:

Yep.

As I stated, it was an obvious jab. Miller obviously isn’t going to say it was an insult. But come on people, you don’t need to put your forces in guerrilla to see it was meant as an insult. 

 

Edited by sid_burn

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Thanks for that @Rinaldi, I am still more bemused than anything else. I will try to post a couple posts describing my force in detail and the initial plan. That changed a bit as things didn't happen.

I know the General is a very busy man, and I am also too very busy.  

Thanks too @sid_burn for the comments. Rest assured that I don't suffer fools gladly, but I think giving the benefit of the doubt to people is for the better.

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6 hours ago, Sgt.Squarehead said:

It's a shame @General Jack Ripper has deleted the video of his CM:SF match against @IICptMillerII;)

I have not. It's right here: https://youtu.be/6TQ6fRLaGec

 @IICptMillerII. Please keep ancillary discussion to a minimum. This is an AAR thread, not a general discussion thread.

I openly admit in my video I completely screwed up my attempt at scouting, yet was still able to generate some accurate intelligence.

If you're expecting an error-free battle, then you'll have to find some thread over in fantasy land, because as anyone around here can attest, even the best among us make mistakes.

The next video will be posted on Saturday, perhaps @BletchleyGeek can fill the time with some writing?

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22 hours ago, IICptMillerII said:

Here's a cinematic, entertaining video of someone who knows how to scout and attack properly. Highly recommend emulating.

Also, I am aware of Rinaldi's video, I have been subscribed to him for some time:

XfQLIyk.png

^ See? ;)

Now, enough of that nonsense.

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2 hours ago, BletchleyGeek said:

Thanks for that @Rinaldi, I am still more bemused than anything else. I will try to post a couple posts describing my force in detail and the initial plan. That changed a bit as things didn't happen.

I know the General is a very busy man, and I am also too very busy.  

Thanks too @sid_burn for the comments. Rest assured that I don't suffer fools gladly, but I think giving the benefit of the doubt to people is for the better.

No problem, you can’t let the haters get you down. 

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8 hours ago, IICptMillerII said:

You're in luck! I've been trying to get into cinematic AAR video making. I've been playing around with recording and editing recently. I have the files to Halt Hammerzeit that I'm planning on uploading. Unfortunately all the save files are on my desktop, which is currently under repair, but I'm hoping to have it back in action soon and start recording. Stand by!

I look forward to picking up some advanced scouting tips.  B)

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Time for an update. It's been a hard, very busy week, and finally I found a little moment to add some comments about the force I brought to this game, and my initial plans.

 

 

Force

 

The force I brought to this battle was a full 1943 CDN Infantry Bn, with its full complement of support weapons. I bolstered the "Carrier Section" (a bit of a misnomer really) with a few Bren MG Sections and added another section of engineers to the Pioneer Section.

 

Bringing along the AT guns was sloppy QB purchasing on my behalf: I just forgot about them. On this weather and visibility conditions they could only be marginally useful as I would need to carry them pretty much to the thick of it, Napoleonic style. The Canadian guns come with a few HE rounds allotment so I wasn't going to be pulling my hair just yet. At least they could shoot at stuff.

 

Commonwealth Infantry Battalions are interesting for various reasons.

 

First, they are made up of 4 rifle companies. Other than the pre-1944 Red Army, which eventually dropped this off and rarely kept their establishments up to their "paper" strengths, I am not sure any other combatants with 4 coys in their infantry battalions at all throughout the war. I find the 4-coy structure to be significantly more flexible tactically than their 3 coy counterparts. Not that this matters much in CM other than for the purposes of sharing intelligence more effectivel. If you wanted to deploy 4 coys, say, with the German army, you'd have involved 2 different battalions requiring certain arrangements to make sure those two command structures share spotting information etc.

 

Second, they have a pretty comprehensive support company tossed in there, with AT, Mortars, Machine Guns, Engineers and Scouts.  It is a very convenient arrangement.

 

In terms of equipment, this is 1943. So my guys are bringing to the battlefield the Enfield, the Bren MG, those iconic watercooled HMGs, their 3in mortars and hand grenades. And optical binoculars. That I think imposes very specific constraints on how to conduct reconaissance or do battle, which are very different from other titles by Battlefront.

 

Initial Plan

 

As is the usual case with QBs you start with pretty much 0 information about the enemy dispositions. This requires to conduct battlefield reconaissance to "feel" the enemy positions. In the real world, a couple platoons would have engaged in some aggressive patrolling in the hours before the main gig started. Chris setup the game in a fashion that such a thing could be played out.

 

So the first part of my plan was to learn where Chris forces were. For that I detached 1 platoon from each of A and C Coys, which would sweep forward through the avenues of approach that Chris identified in his opening video. On the map below, you can see my initial moves:

 

  •   The scouts of the "Carrier Section" + Bren specialists would be screening the left flank. I had no real intention to be very aggressive on the extreme left, as I had instinctively prioritised the other four targets.
  • 1 platoon of A Coy would advance towards Casa d'Antonio
  • 1 platoon of C Coy would advance towards the general direction of Casa Fanella and stop at the ditch

 

 

5ada9cd1b3580_1stRoyalWinnipeg-Deployment.thumb.jpg.24237ffcfd8682b095c250e8bf086b0f.jpg

On the map I indicate where I suspected Chris to have deployed forces. The map is cut in half along the West - East direction by a ditch, which I expected to be Chris' first line of defence. I wasn't sure whether he would try to setup some LPs/OP's on the orchards on my left, it felt to me like an ideal position to stall any advance and threaten the flank of any advance on the targets on the rightmost half of the map.

 

Coys D and B, and the guns, would be kept in reserve. I split the HMG platoon into two groupings, augmenting the firepower of  coys C and A, which I had earmarked to be the tip of the spear.

 

And that was all the planning I did initially. I was pretty much convinced I would have to change it quite soon.

Edited by BletchleyGeek

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On 2018-04-14 at 6:59 PM, General Jack Ripper said:

The next video explores my attempt to gain some intelligence about enemy intentions.

[snip]

To that end, I send my scouts out, "NormalDude Style". In proper fashion, they get brutally murdered, due to a mistake I made planning my movement.

[snip]

That brought fond memories to life. I hope we again some day in the future will see NormalDude (ChrisND) on Twitch doing his now infamous scouting. 

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21 hours ago, rocketman said:

That brought fond memories to life. I hope we again some day in the future will see NormalDude (ChrisND) on Twitch doing his now infamous scouting. 

Funny enough, that's exactly what came to mind. ;)

Anyway, I'll have a video along soon. I managed to get some time to myself this afternoon and recorded video showing the entire fight for Casa Fanella and Casa Riposa.

I'm going to focus on that side of the battlefield first, then I'll cover the other sectors.

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We open with a lecture of sorts about night fighting, barbed wire emplacement, and move on to the first minute of real action.

From now until the end of the battle, fighting will be bloody, violent, and without much letup.

Edited by General Jack Ripper

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