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Showing content with the highest reputation on 10/06/2020 in all areas

  1. --------------------------------------------------------- Sniper in the Corn ---------------------------------------------------------- Description : With the release of Shock Force 2 on Steam, I wanted to create an relatively simple introductory scenario with a low troop density thus easy to manage where new players can practice small units infantry tactics against an insurgent force. In the end the map size and the length of the battle are probably too large for a real basic scenario but that was my initial starting point. The scenario has you lead a s
    7 points
  2. Macisle

    Thinking of buying

    I'm a big fan of CM:RT and play it more than the other titles I own. There's just something about it that made it my home base for CM. Here's an interesting, recent AAR showing a veteran Western Front CMer's first H2H battle in CM:RT:
    4 points
  3. ------------------------------------------------------------------ Royal Rumble ------------------------------------------------------------------- Description : Map size : 1568 X 1680m Length : 1H20 + additional time. Briefing : Afghanistan, Helmand Province, a few clicks south of the town of Musa Qala. August 2008, middle of the morning. With barely any rainfall during the year, it is a desolate sunbaked place with a terrain much more open than the usual green zone present in other parts of the region and a
    3 points
  4. (G) You forget all about kicking in the door like an action hero, and instead you use smoke, move your Bren guns into cover with LOF within 150m of the buildings. When the smoke clears, you shoot it out with the Germans and then once they are dead you enter the builing.
    3 points
  5. @Lucky_Strike like in the reallity when somebody, knocking at your door your have two choices... Let enter ...or closing for a while untill you find yourself the right moment ! So believe me I can be patient and like only talking too much sometimes. ... be quiet and drink fresh the savour of the sips can be only better ! I don like and don t want to be a lapin and more have a comment without issues ! JM
    2 points
  6. People or the AI pushing an attack when it's getting ground up or a defender not pulling back immediately upon being flanked, rolled up, etc, definitely contributes, but to me the one biggest factor is that when you play, you are playing in an area (likely one of the few) where the two sides came into close contact. As Erwin touched on, your units are only part of a much larger whole, and though your company may have gotten chewed up today, the rest of your battalion and the two others in close proximity, may not have been involved in much of anything, or fired a few shots and the other s
    2 points
  7. I find myself nodding along to many of the posts you make Bulletpoint, but here I must disagree. By this logic, all we need is a single Combat Mission title since it's all basically the same. Speaking for myself, that's certainly not what I am looking to do, though it would be nice haha. It's more down to the equipment and especially the armored vehicles. Panzer Is and IIs, BT-7s, T-26s, short-gunned Pz IIIs against T-34s and KVs, doorknocker AT guns, maybe the return of command delay? Far less lethal, far more interesting, for me anyway. The heavy armor and big guns of the 1944-45 per
    2 points
  8. Comparing the outcome of real war actions with the ones modeled in the game,I always notice that the casualty rate is usually quiet high in the game compared with the real stuff.I mean experienced players not playing boldly and trying to do it as close as to real combat procedures.A part from the AI behaviour in one side,I think there is a reason for that.In my opinion,infantry in the game don't have the same chances of survival as in real life due to the poor modelling of defensive works or the,sometimes,difficulties in getting apropiate cover in terrain features.You can't find parapets in th
    1 point
  9. Please if you recognize the scenario I am talking about - NO SPOILERS. Okay, I have a rectangular 1 story building with known enemy inside (Germans - WWII) with 3 large rooms each connected by a doorway. Each room has its own separate outside door. I only have CW small arms. My question is more about game mechanics than RL. I will smoke that side of the build, and deploy 3 Bren teams. The 3 Bren teams will poor suppressing fire (area fire) into each of the units. Now, here are my options. Let's just consider one unit (meaning building module) first. (A) Do I send
    1 point
  10. markshot

    About us --- John?

    I was mainly checking on whether Rubble was out for CMRT. So, you know how you click around ... https://www.battlefront.com/about-us It looks to me like there are some basic English spelling and grammar errors. I assume BFC is incorporated in the USA, and most primaries are native speakers of English. * Thus, this small blurb of text about your most precious enterprise should be perfect. * Also, in the age of spelling and grammar checking on every telephone, given the 1998 founding ... such errors make it look like the company might still be operating in 1998.
    1 point
  11. Love your 'forest edge hedges' they really do blend in very well (my biggest objection to using hedges in this way was how painfully obvious they were).
    1 point
  12. Et moi aussi, mon ami. Bon chance! Just keeping the authentic feel going after your lapin comment...
    1 point
  13. Er... I am the person who actually did design the scenario. I received an e-mail the other day from someone who also collaberated on CO2- he pointed me to this topic and I couldn't resist posting a reply. It's great to see that people are still enjoying 'Greyhoud Dash'. I remember having a great time researching, designing and playtesting it. That must have been over ten years ago... Have you already played the scenario from the German side? Also, be sure to check out the other CO2 scenario packs- there are a lot more great scenarios to play
    1 point
  14. Definitely. Three brens VS one mg42 is a good matchup. Edit: Assuming there's only one enemy team in there of course! You have to find out about that first.
    1 point
  15. Bang on - usually lose the will to live within five minutes of watching a CM video with the narrator spending ages going through the briefing and then watching them plot all the flipping moves and lots of 'didn't mean to do that'. This guy nailed it, enough of the briefing to read you in - good initial overview and then a nice mix of beautifully shot vignettes interspersed with overheads to help you track it. All backed up with a narrative that explained what was going on ... left, center, right. Although everyone has their personal tastes - if I made a CM video, I would want it to be
    1 point
  16. <-- Scenario designer. Happy to take a look at the save game if you still have. Victory conditions are in the briefing and the VP allocation is in top image. I think you destroyed enough of the Shermans to get across the line. The Shermans award the most VP on purpose for the German player. The Germans need to focus down the Irish Guard armour to cause problems for a possible further allied advance north of the bridge. We know Market Garden wouldn't be launched until a week later, but at this point but the Germans had no idea and had nothing ready to defend anything north of the pos
    1 point
  17. Erwin

    Memories

    Leaders in CM1 had a much more obvious effect on troops. In CM2 the leadership benefits are so subtle that one rarely notices (even tho's statistically they are supposed to have an effect). It's as if CM2 mitigates the effects of outstanding leadership so as to create squads and platoons that are more cookie-cutter. Have wondered if that reflects the modern philosophy of armies - perhaps they do not want to depict anything too outstanding - "everyone is trained the same, therefore everyone acts the same" like automatons.
    1 point
  18. Zveroboy1

    Memories

    One of the best parts for me was how stealthy some weapons could be. You could have anti tank rifles or even MGs sometimes when firing at long range with a leader with a camouflage bonus remain just sound contacts for a long time. And you had to get rather close to spot them, unlike now where it is rare, it happens but it is rare, that a shooter is not located after a minute or two.
    1 point
  19. I think you're right. That should be "principles".
    1 point
  20. Not sure about infantry,but at least tanks magically know when an enemy tank has its main gun disabled, and they then stop firing at that tank. This is useful for the player, but not very realistic.
    1 point
  21. A few more reasons... - CM makes it somewhat more difficult to properly judge LOS/LOF compared to RL. - Inability to areafire at certain areas of the map because of some terrain feature...that IRL only would provide minor problems. - Difficulty to get the supporting weapons to use linear or area...areafire. It's pretty much only point...areafire.
    1 point
  22. I am pretty sure BFC would love someone to volunteer and proof read the website and send corrections. Next thing you find yourself proof reading and sending corrections to the Fire and Rubble manual...
    1 point
  23. I added a modtag to it so now you can just leave the mod in your mod folder and not have to worry about having to swap it in and out. This is probably going to be my last update for it unless I made a mistake somewhere. https://www.dropbox.com/s/9gcpgmkwc8lgga2/zzANA.rar?dl=0
    1 point
  24. While I agree with the above comments about tactics and players pushing too hard, here are a couple of very specific reasons why we see such high casualties. The HUNT command doesn't work as it should - troops don't go prone immediately when fired upon. There is currently no way of really advancing cautiously with infantry, even when you know enemy contact is imminent. Real life troops can go "hull down" behind ridges, but in CM, since it's a square-based system, it's either you stay where you are or you advance 8 metres into the field of fire. No middle ground. This makes slo
    1 point
  25. Macisle

    Thinking of buying

    Yeah, it's a good one. I found his channel recently and have been enjoying his CM stuff. Link.
    1 point
  26. Lucky_Strike

    BUG mg jeeps

    As you say, it’s not. It’s just a simple rotating pintle mount in a socket on top of a hollow post. All evidence would suggest that the GI could sit on the back seat rest to fire the MG for ground targets, or dismount to get high elevations for AA fire. There’s not much room to stand in the rear of a Jeep, especially with the .50 mounted. So would seem that the model needs to be redone.
    1 point
  27. More often scenarios focus only on the action: the companies involved in heavy fighting, and don't focus on the sister companies luckily positioned a few bounds away engaging the lesser threat, because those guys would be a boring one sided affair to play. Other gamey things such as units might get gunned down trapped on the edge of map, or forced to rush/hold/deny an objective for points. Historically sure, some engagements were fought to decimation. It happened, accounts of units being demolished, battalions rendered combat ineffective. Its just that it happens more often in game scenar
    1 point
  28. oh, there is times that they do not pick up the weapon, like was said, its to depict that the weapon is not functioning. ALSO , THE UNIT GIVING AID CAN BE A FACTOR, MAKE SURE THAT THEY HAVE BOLT ACTION RIFLES, IF NOT, THEY MIGHT NOT PICK IT UP In otherwards, there is a priority of which weapon is better, they will not exchange, even if they are low on ammo for what they have. If its the same weapon, they might get the ammo and grenades when they pick up. But I recall smg's will not get picked up for almost anything other than a bolt action rifle
    1 point
  29. Me too John, me too. A 234/1 crew in my case but I would like them back nevertheless 🙏.
    1 point
  30. I've just stopped a game for the evening but I've got a full crew who will be getting back in that perfectly good Panther as soon as they've stopped panicking. Lightweights.
    1 point
  31. Binkov Battlefields did a decent overview of this hypothetical - at least this one was much more reasonable and well thought out than any of the others I found.
    1 point
  32. Not entirely relevant, but at least as relevant as a lot of the other stuff in this thread: http://gurkhan.blogspot.com/2020/09/blog-post_21.html This article really does underline the need for more T-72 variants (especially T-72Bs) in CM:BS.
    1 point
  33. There are lots of explanations that contribute: poor play on our and the computer's part, a misunderstanding of how different casualty rates were at he tip of the spear vs the over all numbers, various (mostly incorrect) theories about fortifications and modeling etc. The biggest difference is that we don't act like real commanders. We press far too much and don't withdraw when we take casualties. In a real action units rarely stay and fight on and on. They pull back to fright another day or bring up extra fire power or wait for support etc. We are playing a game so we don't do that.
    1 point
  34. It was bit of a monster.....128mm gun, allegedly it could take out a contemporary T-34 at over 4km! Lucky there were only two. Don't waste your time with the Wiki article, it's just plain wrong! PS - One of them (Emil, I believe) is still intact, at Kubinka:
    1 point
  35. Many of the scenarios are designed around puzzle solving and play out almost every time like a siege. There are many symptoms of these conditions, but one of the most prominent is of closely matched headcounts or map populations between defender and attacker and this invariably promotes high lethality within a given slice of map. Force-to-space ratios with a high density of units promote extremely meticulous play and are often excessively relied upon to make up for a perceived passivity of the AI on defense. As long as you're making reasonable decisions you have a right to expect reasona
    1 point
  36. RepsolCBR

    Thinking of buying

    I think if you compare the whole force and not simply one vehichle vs another then the difference might be somewhat more noticable...hopefully 🤓
    1 point
  37. landser

    Thinking of buying

    Well, that's kinda hard to argue with innit? Stop now or I'll never buy another Combat Mission!
    1 point
  38. I am really impressed w the imagination & effort that went into this campaign. I am on battle #9 now. I'm doing pretty well but have lost some scimitars & warriors along the way, usually ~1 per battle. I am concerned this seemingly low attrition is more than I can afford, despite getting a victory every time.
    1 point
  39. Yes, I remember discussions about this when the world was young.
    1 point
  40. DLaurier

    Thinking of buying

    I have CMRT. I recommend it.
    1 point
  41. I just had a very quick 20 min skim read of the vassal module designers guide: http://www.vassalengine.org/wiki/File:Vassal_3.1_designerguide.pdf This is the sort of thing that might serve the purpose I've proposed above: Random Text Button A Random Text Button can be used to randomly select a text message from a list defined beforehand. One use for a Random Text Button could be to roll for results on a chart and then report the results to the Chat Window. However, such a chart roll may not have any modifiers applied. No modifiers we might think is problematic, but a workaround would
    1 point
  42. Vacilllator

    BUG mg jeeps

    Okay, some good stuff there. So they seem to be seated on top of the back of the rear seat? Pretty exposed even though 'seated'. Although to be honest the driver is not so well protected either.
    1 point
  43. Thanks @benpark. A useful write-up from Steve. I did a small experiment last night just to see what hedges look like in a densely wooded terrain. They are not too bad actually. What I found looked best was having a few pieces of various odd shapes, especially the hedge with gap or the corner sections, spread around the edges of the woods. Then, rather than use the forest floor tiles as ground texture I used weeds, long grass or extra long grass, all combined with brush. The results are a very dense periphery to the woods with the hedges being quite hard to distinguish from the rest of the v
    1 point
  44. This is exactly what they need to do and quit listening to the snobs who tell them otherwise @Battlefront.com For example: CMBS is pretty much worthless without additional maps. The game's got nothing.
    1 point
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