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Showing content with the highest reputation on 05/15/2019 in all areas

  1. INSIDE THE KILLSACK Two teams of tanks scramble up to either side of the enemy position, creating a killsack. The enemy tanks are stuck. They cannot maneuver or stay still without taking point blank fire from multiple directions. The next 20 or so seconds see a flurry of action. Number 1 tank is the first to fire, but miraculously the round is deflected by the T-72s ERA. That luck only lasts a few seconds however. Number 3 tank of first platoon fires from its position on the right, knocking out a T-72. This is quickly followed a moment later by Number 1 tank firing agai
    4 points
  2. On the contrary: It helps point the beta tester in the right direction. What we think we know is 1. Not across the game platform but localized to CMBN 2. Activity often happens around Bocage. 3. Happens when the game is patched to 4.01 Beta testers continue to look at this.
    4 points
  3. Attached is a Bocage Panic Test Map.zip Unzip and place in scenario game files. It is playable as either side. I suggest you first play as Allied Attacker on your normal game style (iron-basic...whatever). I will be interested in what your results are. Save files can be sent to me : markDOTezra3591ATgmailDOTcom 2019-Bocage Panic Test Map.zip
    3 points
  4. Holdit

    "Ad Hoc at Chef-du-Pont"

    Thanks for your encouragement. It's based on a real engagement, but the OOB is a bit of a fudge and the map is fictitious. I did use an overlay - a screenshot of the ASL board used in that scenario: With ASL's 40-metre-wide hexes, though, its maps don't look good when translated directly into CMx2, so I added a lot of my own interpretation and some Norman flavour (bocage). I placed the houses and woods as per the ASL map, and the roads inasmuch as that's possible. I added crops and bocage and additional trees wherever I thought it would work, so the CMx2 version of the map gives
    3 points
  5. I think you just did. PS - Welcome to the 'other game'.
    2 points
  6. Some more discussion about this scenario here...
    2 points
  7. 2 points
  8. Holdit

    "Ad Hoc at Chef-du-Pont"

    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN. It's a first try at a full scenario and was actually created a couple of months ago. I was wondering why I hadn't had any feedback at all when I remembered I hadn
    1 point
  9. save files have been delivered
    1 point
  10. And that, gentlemen, is why storing ammo in your turret ring is not always a brilliant idea!
    1 point
  11. It appears to be a new TacAI issue with CM:BN.....It's receiving some scrutiny at the moment, here's the page: This is what almost ended my first attempt at your scenario.....There's a screen-shot of my men doing silly things on your map.
    1 point
  12. Oh, that is a problem that has cropped up with the new patch. Troops are running through gaps towards the enemy for no good reason. And it is happening to both defenders and attackers. I'm currently giving the Montebourg campaign another go. I've just scored a Tactical Victory in the mission called Turnbull's Stand. I lost 11 KIA and 7 WIA, and eight of those came from gap charging.
    1 point
  13. Tell me about it. I can remember banging my head off the desk during that phase of the design but that might have been the VCs or just programming the German AI opponent around them. I did a lot of tests (to save time I cheated by putting some Americans in that barn near the exit point and had them doing a a quick dash from there), but I can't remember for sure if that was one of them. I have a vague memory of trying it and the result being a draw, since scoring is based on destroying units that need to exit, but I couldn't swear to it.
    1 point
  14. I'm very impressed with it Re: 2p Option.....Have you done a points check to see what happens if the German player just withdraws his men and hits ceasefire? Exit objectives can sometimes be tricky to score.
    1 point
  15. +1 Very cool idea for a scenario. Thanks for taking the time to make this. Unfortunately the Proving Grounds doesn't seem to get much traffic. If you think this scenario is ready to go you might want to consider publishing it at the Scenario Depot III.
    1 point
  16. Holdit

    "Ad Hoc at Chef-du-Pont"

    Oops I forgot to mention that. It's probably best played as Allies vs AI in single player but I think it's a good candidate for H2H too.
    1 point
  17. PIATpunk

    "Ad Hoc at Chef-du-Pont"

    Just firing it up and wondering about 'best played as..'. Assuming Allies vs Ai, but what about h2h? Cheers
    1 point
  18. A really good looking map. I'll be giving it a whirl pretty soon.
    1 point
  19. Watching his video, I assumed he was the Axis player. I saw an Axis unit run forward and towards enemy firing position(s) (judging by the tracers) to a position in the open. Please ignore if I got this wrong.
    1 point
  20. I don't have the opportunity to test this now, but I just want to give a thumbs up for you starting your scenario making career. Enjoy! Is it a real place/battle? Maybe next time consider using an overlay in the editor. Map making with one is a joy.
    1 point
  21. Definitely a fun little map, highly recommended.
    1 point
  22. Cheers guys for the kudos. Glad you enjoying it @Heinrich505 I git carried away redoing that map in CMSF2 and took way longer doing it than planned. Then I got started on the AI plans... Hammertime is the original of this and was first done in CMSF1. Be interested how Hammerzeit plays out? I think this is tougher as the German kit is not as robust as the US. M1s and Bradley’s. Thanks again for the extremely positive feedback. Truly appreciated thank you. Cheery!
    1 point
  23. I don't think all is as it should be. I'm playing through the Kampfgruppe Engle campaign (which I started in engine 3) and my troops seem skittish. Two half squads, one vet the other crack were behind a bocage hedge. A mortar round landed nearby (at the other side of the hedge) and both squads ran through the gap towards the enemy and cowered in open ground. I thought this was precisely what the patch was supposed to correct.
    1 point
  24. One thing that is important to check is what information the squad has on what is firing on them - if they don't have contact markers from the firing squad, they won't know where they're being fired from, so the decision process seems to be "this place isn't safe, get to alternative cover", as opposed to "get out of LOS from what is shooting at us", which they will otherwise do. That doesn't mean that what you're seeing isn't a problem, but it may not be the full story either, and it can produce counter-intuitive results. Combine that with some occasional wonky pathfinding (that you'll find
    1 point
  25. I am in a pbem right now. I had a team take fire. They suffered a casualty and the turn ended. On the following turn I checked what they were going to do, they had a fast retreat through a gap in exactly the direction I would have wanted them to go. I changed the ending point on the move and let it go. on the next turn they completed the move as desired. @Falaise can you provide a save of that turn for it to be reviewed?
    1 point
  26. This is exactly the type of AI behaviour - experienced in other scenarios - that stopped me playing BN for past two years, assuming it would be fixed by the patch! 😕
    1 point
  27. At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups. AI group number 2 This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just sele
    1 point
  28. A little late to the party but I'll add... The map editor painted setup zone is for the human player. It limits where you can place your units at startup. No moving your men to the victory zone before hitting 'start'. You need to stay within the setup area. The AI side either keeps the forces where they were dropped in the editor or places them according to where the initial AI group setup is painted. If you go a bit crazy painting your AI group setup location the AI will interpret that that as being granted leeway to choose how it can place the units.
    1 point
  29. Erwin

    Dunkirk - the movie

    ...And as Mike said, giving Goering and the Luftwaffe some fun/glory would also be a third reason why Dunkirk wasn't crushed immediately. Taken altogether it looks like an xnt decision to halt the German attack - just that with the benefit of hindsight H underestimated the first of many Churchill's "Nuts" moments ... PS: To my amazement the spousal unit LOVED the movie! Said it's cos it's not yer typical "warbore" movie, but done in a very innovative style. She liked the relationships of the desperate men and their struggle to survive. So, take your sigothers... Maybe if "Dunkir
    1 point
  30. As we were talking in another thread, if squads or Cie could be represented with different colors...this will be really helpful.
    1 point
  31. You should take up a career as a Film Reviewer. Your input has been so helpful.
    1 point
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