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  1. Okay, so ... as I said, I was futzing about in RT ... There's nothing ready for show time, I've just been seeing how much work would be needed to port a bit of Normandy over to the East. Some of it's a little too green at the moment but it don't look too bad, even with a few stock textures thrown in - potato fields and cabbages. Biggest issues are that it's only going to work for the summer months, all the other seasons have to be made from scratch - anyone know how to clone people. My time is very limited as I'm stuck in the bog at the moment 💩 - no not like that, I am proving my worth refurbishing our bathroom, to be followed by much more DIY ... anyway some more screenies to wet your collective whistles ... These pairs are with and without rReShade, but can't remember if I had Movie Mode on ... Playing in the long grass ... Blowin' sh!t up ... Now. it's really really late and I have a ceiling to paint tomorrow ... today ... whatever
    11 points
  2. ------------------------------------ The Map : New Aleppo District ----------------------------------- Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's. Map size : 1200 X 900 m This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM. Install : Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario Download : https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
    9 points
  3. The_Capt

    Tank desant

    We clearly have some philosophical distance on game design. When you get one off the ground, let me know and we can compare notes.
    9 points
  4. I saw something very rare so I made a short video of it. A bullet ricocheted twice and then still ended up hitting someone. A bullet fired from a Thompson ricocheted off a building, then ricocheted again off the back of a Panther turret 65 meters away, then flew high up in the air and then plunged down right into the backside of a tank radio operator hiding in the bottom of a ditch another 30 meters away. It gave him a light wound. What are the chances of that? I included the view from the US soldier with the Thompson as well. If only he knew he ended up accidentally hitting someone completely out of view and way off to the left of what he was aiming at. Seems he was probably killed shortly after firing though. Posted in the general forum since this kind of thing is not unique to CMBN. Being able to track individual bullets and see where they go is one of the interesting things about CM. Anyone else see rare stuff like this? Could be any CM game. It's always amusing seeing things like a stray bullet falling out of the sky and landing at someone's feet from a completely unrelated firefight on the other side of the map 1000 meters away or whatever.
    7 points
  5. +1. I'm often surprised by the little details that I find when moving around the battlefield down at level one. Below are, I think, directions on a panzerfaust. Cool game.
    7 points
  6. Scratch two Shermans…
    7 points
  7. --------------- DESCRIPTION --------------- This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls. This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city. Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details. It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture. The four extra buildings are : building n°9 : an affluent residential house cleaner and less derelict looking than the rest. building n°10 : a school or an official or governmental building. building n°11 : an extra sandy coloured house that doubles up as a mosque. building n°12 : an additional dirty white greyish building. -------------- MODTAGS -------------- There are two modtags: [aleppomosque] This modtag modifies the building n°11 to make it look like a Syrian mosque. [alepposhop] This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all. It is best used to represent bazaars or small shops placed in between taller buildings. Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect. The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right. -------------- INSTALLATION -------------- Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one. For Steam users, extract the mod in your Shock Force 2/Data/Z folder. -------------- OPTIONS -------------- There are two sets of options : One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder. One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details. -------------- CREDITS -------------- I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind. --------------- DOWNLOAD -------------- https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0 Zveroboy July 2021
    6 points
  8. Freyberg

    The AI in QB maps

    Recently, in the FI forum, some of us were sharing our experience of programming the AI when designing QB maps. This is an interesting topic that I think should be immortalised in its own thread 😛 I've put my own meagre experimentation first (because it was first in that particular thread chronologically), but @kohlenklau has observed the behaviour of the AI much more scientifically; and I know there are others on the forum (including experienced designers like @benpark) who have also carefully observed how the AI allocates AI groups to forces. I'm much lazier, I just playtest them, and if I have fun I give it a tick (also too lazy to search the forum for previous discussions of this topic, although I know it has cropped up in various contexts over years). I'm really interested in what some of you more analytical designers have learnt, so I can apply it to my own maps
    6 points
  9. The ugliest and sexiest tank at the same time.
    6 points
  10. 5 points
  11. +1. IMO it would be very useful to have mine roller vehicles in game for both NATO and Warsaw Pact. Breaching obstacle belts were often trained and planned for. Many real world NTC rotations featured obstacle belts. Maybe a similar game mechanic as already exits in CMBN with the flail tank could be used. But with rollers or plows or whatever would work best instead of the flail. @Geoff-Ludumpress It would also be cool to have some type of mine clearing vehicle in CMRT. To a certain extent obstacle belts and FASCAM can be made to work now with creative use of the scenario editor. However mine clearing vehicles would make these scenarios much better. The four CMCW Kriegsburg scenarios feature FASCAM minefields and obstacle belts. The FASCAM and obstacle belts appear in different locations depending on which AI plan loads. This is accomplished by assigning the mines and wire to AI groups. Paraphrased from the CMCW Kriegsburg BluFor briefing: FASCAM MINEFIELDS: The Soviets have deployed an artillery deliverable FASCAM type minefield. The mines are generally deployed in high traffic areas and choke points. The minefields are both anti-tank and anti-personnel. 3rd Battalion Intelligence advise there are four possible locations where the Soviets deployed FASCAM minefields. The locations are marked on the map (the location of an active FASCAM will vary with the AI plan). Paraphrased from the CMCW Kriegsburg RedFor briefing: OBSTACLE BELTS: The US will often employ obstacle belts to slow or channel attacking Soviet units. The obstacles belts generally consist of wire and mines. They are approximately 50 meters deep with four rows of mines and two rows of wire. They may be up to 600 meters long with the ends tied into restricted terrain. The obstacle belts are covered by both direct and indirect fire. Often a lane is left through the mines to be used by US scouts conducting reconnaissance. The wire is closed but the lane through the mines is still open. Engineers can locate the lanes allowing friendly vehicles and personnel to breach (cross) the obstacle belt. Location of obstacle belts will change with the AI plan. In the scenario breaching an obstacle belt is simulated by breaching the two rows of wire (or crushing with tracks) and then finding a cleared lane through the mines. This is as close as we can get without mine clearing vehicles. Below Soviet scouts locate a US obstacle belt blocking a Soviet Avenue of Advance (this was on scenario author test mode so the mines are all visible). Now the Soviet commander must decide to breach (find the open lane) or take a different Avenue of Advance to the objective. So recon also matters in the Kriegsburg scenarios. The flail tank mechanic (below) but with rollers or plows would make the breaching of obstacles much more realistic and interesting.
    5 points
  12. Hey all, I had strayed away from our beloved CM for awhile and then noticed a few weeks ago that Cold War had come out! What a surprise and something I never thought would happen from the previous talk of it. Anyway, finally sprung for it and man! I do think this is my favorite CM game yet! I don't know what it is or why but it just seems paced and balanced so nicely. I really really enjoyed Afghanistan back in the day and I really like playing around with the Soviets as well as the NATO forces. I'm just blown away by how much this has hooked me. I love CMBS but it's SO DEADLY and more difficult because of all the modern pin-point accuracy. CMCW just hits the sweet spot. How do you all rank this one with the rest of the CM family?
    5 points
  13. The_Capt

    Tank desant

    Heh, well I don't think we really have any interest inserting this into CMCW ( I am tracking the scout tac aviation). First Soviets in AFG and Russian in Chechnya are not aspirational military historical examples, no matter what they did or did not do. In terms of CMCW, I think it would be suicidal (as has been mentioned) if for the amount of artillery in play alone, to the point that if we modeled it accurately (and I like to think that we would), no one would use it after the first try or two. DPICM is bad enough on infantry when they are inside the vehicles...outside is bordering on silly. FYI, over the last 20 years NATO troops fought in some of the most mined/IED's parts of the world and we never rode on vehicles as a matter of SOP. Being inside a burning vehicle is bad...being under a burning vehicle that has been flipped on top of you is worse.
    5 points
  14. Doctrine and the TO&E go hand in hand - each absolutely lead the other. You're certainly free to use any tactical approach you'd like, but the kit is designed to be used in a particular way, and trying to force it into a different direction will usually be deficient in some manner. The Tutorial scenarios do a very good job of demonstrating the core principles of Soviet doctrine. The first (attack) will teach you about mass, maximising firepower and coordination with a layered plan for fires. The second (meeting engagement) will take those same core principles, and then show how they apply in a much more fluid and subtle battle of manoeuvre, in a manner which is suitable for implementation in the campaign, but also in the context of multiplayer quick battles. This kind of tutorial scenario is something which I think is lacking in CM generally - there are an awful lot of questions that could be answered by this kind of thing. Typical examples have included how best to employ a Commonwealth rifle formation, and what the purpose of the two inch mortar is - if there was a simple, doctrinal setup that you could point to and say "if you can't win this with minimal losses, you don't understand it", that would be extremely useful, across all titles and factions. The Cold War campaigns do an excellent job of demonstrating the doctrine of the two sides, but often with additional complexity, since we're no longer in a tutorial. There is at least one US campaign mission which is an excellent demonstration of Active Defence, and the Soviet stuff is well represented throughout their campaign. There could always be more documentation, naturally, but field manuals exist and they're mostly very accessible. A "strategy guide" would mostly involve re-writing those.
    5 points
  15. Hi all...I see that some people had the early version map of the Team Yankee scenario. The updated version can be found here... https://www.thefewgoodmen.com/tsd3/cm-cold-war/cm-cold-war-scenarios/cmcw-team-yankees-first-battle/
    4 points
  16. PM sent. I just finished updating everything (as far as I know). Just have to compile the scenarios. Unless some unexpected problem is found it will be off to Bootie soon after the compilation.
    4 points
  17. Get it here: FR Breakthrough to Kovel (thefewgoodmen.com)
    4 points
  18. Campaign briefing: On the 16th of march 1944 a Fieseler Storch with SS-Gruppenführer Herbert-Otto Gille, the commanding officer of 5. SS-Panzer Division "Wiking" and his adjutant SS-Hauptsturmführer Westphal on board landed inside the town of Kovel. Kovel was just about to be surrounded by soviet units, many of them from the 47th army, your main adversary. Kovel with the German garrison: 5000 soldiers and civilians inside it, was completely surrounded by the Red Army on the 19th of march 1944. Gille would be a major morale boost for the Kovel garrison and even though some would criticize Gille for not being at his divisional HQ outside Kovel during the battle his confidence in his officers abilities convinced him it was the right thing to do, besides that Hitler had declared Kovel a "Fester Platz" and had ordered Gille to get into Kovel and hold the city at all costs.
    4 points
  19. CaptainTheDark

    Engine 5 Wishlist

    I'd wish for the ability to play back an RT saved game. I don't like to play RT, mostly because I miss too much of the spectacle, the pretty lights, the thing that blew up over there or the awesome firefight my platoon won while I was looking elsewhere. I would like to play RT but be able to play back a saved game file. Or even just a way to package the finished game into a file I can play back and rewind, whether it's RT or turn-based. I really enjoy seeing it all play out from different angles. Big part of the fun for me.
    4 points
  20. To drag this thread closer to the subject of its title, there are no real nuances to avoiding getting whacked by aircraft. If you have air defence assets then deploy them: With half-decent fields of view/fire into the sky. In positions to cover the stuff you really really don't want to see get destroyed. Close to stocks of further missiles. In addition to the above, and/or if you don't have air defence assets: Use smoke to either obscure your really important stuff from the enemy asset calling in the air asset. Get yourself into woods or other terrain that offers you good concealment and, where possible cover as well. Seek out and utterly smash every single C2 and dedicated observation asset the enemy has. Employ rapid manoeuvre. Ultimately though, there is a fair amount of abstraction in the modelling of air/aviation and their engagement by ground assets so you will always be susceptible to the fortunes of war when you hear the sound of freedom above your troops.
    4 points
  21. This topic should not die. Here is post I had on the playtesting forum on June 6th. I have been too busy with work to resume tests and make a Mantis report, yet. In my estimation the T-64A/B is better protected and more capable in CMCW than in any board wargame, computer game or simulation I have played, developed or play tested in 30+ years of wargaming. This includes modern armored warfare board games like Assault, MBT (original), MBT 2 (GMT), Lock n' Load, Mech War (SPI) and others. PC games ranging from Tanks, Steel Panthers, Flashpoint Germany & Campaigns, HPS Simulations and Armored Brigade. The only Sim I have used is Steelbeasts. POST from June 6th------- I set up a test range that is approximately 2000m long and flat. It is June 1st, 1982, at 0000 hours and the conditions are hazy, cool and dry. I placed 1x M60A3TTS behind a berm hull down with armored arcs set to 1500m. At the opposite end of the map approached 4x T-64A’s (4x tank platoon). The scenario is set for two player hot seat and the Soviet tanks are given a move order to move toward the M60A3TTS’s. All crews are regular, normal and fit. I played the scenario enough times to get 100 shots of M774 APFSDS rounds at an engagement range of 1500m and less and 30 shots of the M256A2 HEAT round an engagement range of 1500m and less. At only no time during the engagements was a T-64A able to engage a M60A3TTS, this is due to the conditions and the thermal sight of the M60A3TTS. BUT I suspect the T-64A may be underperforming in IR optics. Here is a summary of my findings: The distribution of M774 hits which were all from the frontal arc on the T-64A and are as follows: 1. The turret (top turret, front turret, weapon mount and weapon) was hit a combined 5.0% of the time. I believe this is too low 2. The lower front hull (Lower, right, left) was hit a combined 17.2% of the time 3. The upper front hull (front, right, left) was hit 77.8% of the time. I believe this is too high 4. There were no track hits The M774 hit 99 out of a 100 shots for 99% accuracy. Perhaps too high. Overall, the M774 penetrated the whole of the T-64A, 18.2% of the time. The only areas to be penetrated on the T-64A was the upper right hull and lower front hull. 1. The upper front hull was struck 1 time and was penetrated for 100% of the time 2. The lower front hull was struck 17 times and penetrated 17 times for 100% penetration The distribution of M256A2 HEAT hits which were all from the frontal arc on the T-64A and are as follows: 1. The turret (top turret, front turret, right turret, weapon mount and weapon) was hit a combined 6.6% of the time. I believe this is too low 2. The lower front hull (lower, right, left) was hit a combined 23.3% of the time 3. The upper front hull (front, right, left) was hit 70.0% of the time. I believe this is too high 4. There were no track hits The M256A2 HEAT hit 30 out of a 30 shots for 100% accuracy. Certainly, too high. Most of the rounds were fired at 400m or less but some were fired at >1000m. Overall, the M256A2 HEAT penetrated the whole of the T-64A, 30.0% of the time. The only areas to be penetrated on the T-64A was the upper front hull and lower front hull. 1. The upper front hull was struck 2 times and was penetrated for 100% of the time 2. The lower front hull was struck 7 times and penetrated 7 times for 100% penetration I may Mantis this concerning the high concentration of upper front hull hits and low concentration of turret front hits. Pete
    4 points
  22. Hi once again ... This is my scenario design. But the back story for this video involves a few more hard working players. The video is perhaps the best within CM. Very well done and I cant take credit for it at all.
    4 points
  23. Poking some fun at a PBEM opponent who has gotten textbook BCO (Big Cat Overconfidence) syndrome.
    4 points
  24. Appreciate the level of detail. Didn't notice before that they have the table of distances painted on the inner side of the AT guns:
    4 points
  25. An oldie but a goodie, CMRT Winter Mod / A lot too late. The fun you can have with 5 Tigers: After the battle: EDIT: this is my first attempt with imgur, so let's see...
    4 points
  26. Halfaya Pass scenario. 45 minutes. Play as either side versus the AI. No frills with respect to the TACMAP...there is none! But it has briefings for both sides. https://www.dropbox.com/s/exftoj5k2t86ud1/Halfaya Pass.btt?dl=0
    4 points
  27. No - Combatintman was on the other side .... surprised they hung on for so long really ...
    4 points
  28. When I was called upon to research the timeframe I had to look no farther than the pile of dog-eared reference books on my bookshelf. It was as though i had been prepping for this project since 1979. This was MY timeframe hobbyist-wise.
    4 points
  29. Where can one even find a 4G vagina? Asking for a friend.
    4 points
  30. Hey Guys, Thank you very much for the very positive feedback. Gotta say that beyond Bil and I dreaming away about the "bads ol days" we were really hoping to deliver something that might bring some entertainment and happiness in what have been some pretty crappy times. CMCW is the game that fit the niche we didn't know we were missing (well some definitely did), it is in that sweet spot between WW2 and the modern titles that not only blends but has a unique identity all its own. I know not everyone will take to it but there are more than enough time-titles in the BFC library for everyone, we are just really glad we could maybe get one more out there.
    4 points
  31. Macisle

    Kharkov Map Sneak Peak

    I'll be away from the forum for the rest of the summer. Here's one last pic for the road: Some of the new WIP textures on map, with a shot of the same view from the real world. Have a good summer, everybody! 🙂
    4 points
  32. Yesterday I played one of the most - and maybe the most epic -CM battles I witnessed so far "Storming the Castle" from "Broken Shield" Campaign.
    4 points
  33. A Canadian 17 Pounder Sherman (Firefly) of the 21st Armoured Regt. (The Governor General's Foot Guards) in Wissel, Germany. March/April, 1945. The tank appears to be fitted with an 8-tube smoke discharger I've never seen before. It's a fine study of a combat vehicle and building damage at excellent resolution. Regards, John Kettler
    4 points
  34. ... what? This?
    4 points
  35. Macisle

    Kharkov Map Sneak Peak

    Another few adaptions of independent building textures to modular for more variety:
    4 points
  36. 3 points
  37. LongLeftFlank

    Panzer Brigade

    @JasonChas written at length, in this forum and on BGG, on the Panzer Brigades, and what he views as the German cult of the panzer attack. As oldsters here know well, Jason is a genius macro-thinker, but he also tends to contemptuously wave away counterexamples (micro) that don't fit his Macro thesis. Nonetheless, there is a great deal worth pondering. For those interested, here are some snips: 1. The Germans placed great emphasis on using armor offensively and on concentrating it, and they were the first to understand the need to support it with all arms - motorized to keep up and organic to the PD to ensure effective command and cooperation etc. However, very few men on the German side fully understood the technical details of how and why they had been so successful in the early war period, from 1939 to 1941.... Early in the war achieving an initial break-in was a more important thing to achieve, because the defenders against it mostly didn't know what to do about it. But the Germans did not ascribe those earlier successes to the Allies being dumb at the time. They ascribed them to their own doctrines and what they thought of as the power of the offensive. 2. As a result, they had an extremely offensive minded doctrine about the use of armor. Armor attacked, that was its essence. Letting the enemy attack first and then counterpunching was needlessly forfeiting initiative to enemies whose armies were still viewed (in some respects, rightly) as unadaptive and rigid, and therefore brittle. They believed mass employment in multiple-corps level attacks was the only possible way to employ serious armor. So whenever they accumulated any to speak of, they attempted another such attack. Later in the war the offensive emphasis became a terrible liability. The German armor doctrine had worked in 1940 and in 1942, and they didn't adapt well to it no longer working. They were forever throwing away their magnificent armor on useless counterattacks because they did not have a defensive armor doctrine. By the time a PD was allowed to defend tactically speaking, it often had half or less of its tanks remaining. The higher ups snapped up any armor at all fresh and not immediately in the line, for counterattack schemes. The right place for them would have been just off the line in local reserve, ready for action in any direction, linebacker style. But putting a PD in reserve off the line was an engraved invitation to have it transfered out of your command to somebody else. It was a big ad saying "not needed to hold the front, immediately". It was a general disease - have armor -> attack -> lose armor -> defend. The Germans should have husbanded their uber armor and used it as linebackers, smashing the most forward Allied probes. But defending with armor was simply a heresy. Armor attacked. That was its reason to exist. 3. The 1944 Panzer brigades were the latest and worst example of the armor offensive disease. Worst, because at least a rebuilt PD retained experienced cadres and had all arms in the right proportions. Panzer commanders recommended using new tanks to refit existing Panzer divisions, to get their cadres, experienced staffs, and all make use of their remaining all arms support. But OKW overruled that,and made new KG sized formations instead, out of green men. Hitler wanted more armor formations on the map, psychologically, perhaps. But more likely, they wanted to control the commitment of the new armor, and in particular to ensure it got offensive missions. The Panzer brigades had cadres, certainly, but they performed absymally, and a large part of that has to be put down to green formations. The men hadn't worked together, and a lot of the rank and file were raw. They also tended to get committed piecemeal, and as I have stressed here, on overly offensive missions. Until wrecked - remnants were allowed to defend but not the full strength formations. In the September 1944 Arracourt battles in Lorraine, Hitler thought he was pulling a repetition of Manstein's famous "backhand blow" in the Kharkov counterattack, early 1943. OKW thought the Americans were as logistically overextended after grabbing France. Which was largely true, in the gasoline area at any rate. But the US army wasn't a horsedrawn affair. Panthers charged every morning in fog, to avoid Allied air power. The result was a series of knife fights at 200m, which the US won hands down. They were more often in their own defensive zone, better visibility, TDs heard the Panthers coming, Shermans flanked them, etc. They still managed to get initial break-ins easily enough, even against later Allied defenses. The problems they encountered typically had to do with breakdown of combined arms when infantry got stripped off the tanks by artillery, or getting lost in a deep defended zone and hunted by reserves while buttoned, or having roads cut, mined, bridges blown, etc. Thrust forward with a whole battalion of Panthers at once, down 2-3 roads a company on each, and what happens? Do you get through the front line battalion? Sure. So what? Now you are in bazooka land. You can't drive through an enemy army without showing side plate. Every hedge and wood needs to be scoured by Panzergrenadiers, but they are being blasted by American 105s and 155s. The Allies could "countermass" with artillery fire on the narrow breakthrough areas. Allied fire support and fire responsiveness increased drastically from early war to late. The German infantry could not 'shoulder' through the holes to widen them. Once the tanks were stripped, they were hunted rather than hunters. 4. Did the German command learn from this fiasco? No. The commander of a storied PD who fought his whole army out of the trap of the south of France took control of the remnants of a shattered Panzer brigade, a fresher one that hadn't done well the last few days, cadre from another PD, and his own PD with a reduced number of runners. For days he battered away at a US combat command, trading Panthers for Shermans and not getting even 1 to 1. He was clever about arty and night infantry attacks helping out, to keep it up as long as he had. But he was down to 30 runners, having used up essentially all the armor in the whole theater. So he called off his attacks - and was promptly reprimanded for showing insufficient offensive spirit! Not by some political brown nose at OKW, but by a picked old Prussian Rundstedt protege. With the armor the Germans sent to Lorraine, fully re-equipping the crack 11th Panzer division, the 21st PD, giving 17th SS one panzer battalion, likewise for 3rd and 15th Panzer grenadier, plus TDs or StuGs for all of the above as well, and all of them employed defensively, the PDs as monster backs and the Pz Gdrs as sinew behind river lines and between the woods and cities held by the infantry - you could have fought 3rd army to a standstill, while keeping that massive force intact. Instead they attacked and attacked throughout September until there was nothing left. **** More from Jason on 'Panzerleute disease', for those interested: The question they should have been asking was: where and when am I going to destroy his armor? Because then, it is obvious enough a kill sack or Pakfront in your own zone is a more promising location for it, than off in his. If instead you are trying to win the whole campaign 1940 style without having to face his armor, you try to hit where it isn't. Expecting to paralyze, pocket and kill whole armies again, as in the glory days. Well, that didn't happen and it wasn't going to happen. Offensive spirit did not produce those successes. Enemy weaknesses and mistakes did. The Allies weren't that dumb anymore. You couldn't beat them without fighting them, you had to kill them by fighting them. In particular their armor. And that requires a different way of thinking about what armor can do for you, to consider it the "heavy wood" in a frankly attritionist battle of material, rather than thinking of it as exploiting cavalry that was going to make the enemy 'evaporate' by driving around him and shooting up his supply lines. German defensive armor 'doctrine', such as it was, was the net outcome of a lot of (often superb) tactical skills applied, improvising with whatever remained on hand after the counterattacks bled out. That was all twice as hard and half as effective as it might have been, since the German armor was already decimated at lower exchange ratios than it could have achieved.
    3 points
  38. Hello, Just wanted to let those that might be interested my campaign ‘Operation Undergo -Gris Nez’ has been finally released! It has been uploaded to the scenario depot and its ready to be downloaded (link is below). I have included some information too as to what it is about and basic requirements. What do I need: CM:BN, CW, Market Garden and Vehicle Pack. What forces will I command? 2 Canadian Infantry Battalions, Squadron of Sherman Tanks, 1 Troop of Churchill Crocodile, Petard and Sherman Flails (not all in the same battle do not worry 😉). And a tonne of artillery! How is it meant to be played: Player (Canada) vs German AI What size battles can I expect? About company strength for the most part. A third of the campaign is set at commanding battalion strength. Type of maps: Typically reminiscent of the Calais region. Rolling hills, semi open, semi bocage semi woodland. Historical or not: Semi-Historical How long is it? 10 or 11 battles When does it take place: September ’44. What do I get with it? - Northern Master Map - Southern Master Map - 25 page Campaign Design Booklet PDF including OOB - Picture of Battalion Company movements (was not able to include this in campaign briefing although it is useful for reference) - Campaign Progression Tables (Battle order) Has it been tested? Yes. I have only been able to find people that have been in a position to try the first and second battles respectively – everything thereafter I have tested myself. I have gone through it fully about 7 or 8 times now and feel it is at a point for release. Those that are familiar with the history of Undergo, particularly at Gris Nez will know roughly what to expect. I should mention this my first campaign that I have designed, and as such it does therefore commit some absolute cardinal sins over what really makes an effective engaging campaign, which I have learned from. That being said, if you want a campaign which follows the actions at Gris Nez as accurately as I could get them, well your about to experience the often-forgotten battles for the coastal garrisons in September of 1944. And finally…some pictures…. Has it put you off from making more campaigns: Absolutely not? Working on the next one already. Download link: CMBN CW: Operation Undergo – Gris Nez (thefewgoodmen.com)
    3 points
  39. A park is something of an over statement. It is actually on a piece of waste ground just off the Old Kent Road. Not far from where Brian Epstein used to get beaten up when he went out looking for rough trade. It is seen here sporting a blend of NHS blue, rainbows, hearts and a poppy. It reminds me of the days when County Hall would be "adorned" with the number of unemployed, just to piss off the Milk Snatcher. ...
    3 points
  40. "ITALIAN SAPPER REARGUARD " It is 0920 on a winter day in the Libyan deserts of Cyrenaica. A light wind comes from the northwest. It is raining and the ground is damp. You are just east of the safety of the Italian garrison at Bardia. That safety is not your destination. Your mission is to act as the rearguard and allow the escape of a battalion of Italian soldiers. A beaten and defeated unit, low on ammo and on their last legs. Some are in trucks, some shuffle along on foot. You are attached to Gruppo Corleone of the XXXII Guastatori Battalion. You have trained and fought with this small group of men since last year. The burdens of your elite status have thinned your ranks. You are called on again today to perform above the highest standard of valor and selflessness. The British are right on the heels of your Guastatori trucks! A mechanized force with light tanks. Select your initial positions very carefully. There is one large red set up zone for the forces you CAN position. The trucks coming up THE MAIN ROAD are part of your rear guard. Move them at top speed to a safer area to get into position as part of the defense. The exit zone is your objective for the retreating Italian unit coming by truck or by foot ON THE SIDE ROAD. Several more convoys are expected. Move them at best speed to the exit zone. Achieve Points by exiting those defeated soldiers and by destroying enemy units. If you have less than 10% casualties for your side, you get a bonus. Study carefully your Guastatori unit to fully utilize its capability. You also have 2 foxholes and 3 sets of mines. Take 15 minutes to achieve your mission. Your own escape is not part of this battle... get it here! https://www.dropbox.com/sh/icm3a2cnnfebzv5/AABxI54rnRxig2gmgMQcCuc2a?dl=0
    3 points
  41. Vickers D3E1 looks like a steam cabinet, a tractor, and a lawnmower had whatever the stuff from Transformers was poured over them and out sprang this:
    3 points
  42. This week my hiatus from H&E ended &, fully refreshed, I've begun working on 0.98 (working title 'Blood in the Water'). An old, french @RommL campaign provided to me by @CMFDR has been given a simple, modern makeover. Work is also progressing on a second 'Imperial Cavalry' campaign & experiments taking place for a third 'Combined Action Platoon' campaign. I've also sourced some new Vietnamese voice files as I want to update the voice mod. Rice paddies in H&E have often been represented by modded swamp tiles (although the [paddies] tag activates 'shallow paddies' represented by crop 1 tiles) however I've recently figured out a way to flood fields themselves. The following 'tidbit' shows the new flooded fields experiment... ... the actual map being used for this experiment is, as per usual, originally by @Combatintman. Finally, anyone interested in joining the H&E team & helping out with content creation is more than welcome to message me.
    3 points
  43. Do you ever think before you type?
    3 points
  44. Cool, fun idea... Heavy: Royal Tiger Medium: Panther, hands down (although the Cromwell is tempting because it is so bloody fast) Light: Lynx just for fun Some people are wrong
    3 points
  45. Having M-48's is never a bad thing. Even if you lose, you do it with style and grace. 😎
    3 points
  46. From an ongoing pbem:
    3 points
  47. Part II - following on from the above. Once the enemy security outpost was eliminated the platoons swapped out and a fresh platoon carried forward the attack, whilst the lead platoon, tended to their wounded, re-orged and rearmed and took up position as the reserve. By this stage some armour support in the shape of three Panthers had joined the attacking force. They all rolled forward. The enemy supporting positions that had revealed their location attempting to support their security outpost were taken under fire from the supporting 105mm 'Wespe' battery. Whilst the defenders were pinned down the assaulting SPW platoon drove onto the enemy position. Under covering MG fire from their SPW the grenadiers assaulted forward to clear the foxholes. it was not all straightforward. Some defenders rather than cowering in the bottom of their foxhole actively and effectively engaged the attacking grenadiers.
    3 points
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