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Showing content with the highest reputation on 02/05/2021 in all areas

  1. First of all, thank you 37 mm. Woua, 800 scenarios !! It is by reading this post I realized that the SF1 scenario was playable on SF2 .... I bought SF2 more out of opportunity than out of interest. I hadn't followed what was being said when it was released and I missed this crucial element. Battlefront should put this argument to the fore much more. 800 scenario plus those of the games ... that's how much 1500h of games 2 months full time of games Those who say that it costs too much have never bought ps or xbox games for their children at 75 € per game and which is play in 3 hours!
    2 points
  2. Actually, it’s a great read, just not one I’d want to interrupt with my comments. Not sure if you played more campaigns, but you should really go on if you have.
    1 point
  3. Agreed. On the subject of infantry using a tank's 50 cal, unless an Audie Murphy / John Wayne / Telly Savalas / 'insert other name here' type turns up it's probably best that it's not allowed.
    1 point
  4. People will only whine when the untrained driver crashes the wagon ... @IanLis right - this is something that isn't worth the headache.
    1 point
  5. I think greater flexibility in the editor might be the answer.....To abuse that would take some actual effort!
    1 point
  6. Thanks for these rules! Excellent. For my purposes, I'll be using the following to make scenarios vs. the AI more challenging in WeGo. In a nutshell: - No area fire unless in command and HQ has LOS to area - No movement outside LOS area unless in command - Scouting teams excepted Back in the day when playing CMx1 games there was something called Franko' Rules (I think) that, among other things, limited your view to level 1 (ground level) when plotting moves and level 7 (eagle's eye) to be used as if it were a physical map, forbidding all other viewing levels since they are impossible in RL. I sometimes tried to use them but often sent vehicles harmlessly wandering in various directions and ended up with a headache!
    1 point
  7. yes I read it through your monocle !
    1 point
  8. A Prussian never gets old, my friend.
    1 point
  9. Passing note: had the blackscreen problem with the CMFI demo on my 2017 Powerbook and Bud's hack above worked like a charm!
    1 point
  10. Wait, let me just check my copy... give me a few weeks .
    1 point
  11. Exactly. If we could how often do you think we game players would? Yeah, you're right, all the time. Steve doesn't like to give us tools we can abuse too much. OK, its more like he doesn't like doing work and therefore diverting resources towards something that is just going to be abused.
    1 point
  12. Don't do it. Just download the latest full installer. Then you don't need to install by bits and pieces. To find it look in your order history for your most recent purchase of the base game or engine upgrade - that order should have a link.
    1 point
  13. On the off-chance that anyone might be following this (yes I know, unlikely), I thought I'd just add a few words. Mild spoiler alert - look away now if you care about that. After most of my vehicles wasting many, many minutes at Stavelot bridge, and the infantry ahead of them paying the price, I did eventually get all the vehicles that were still able to move over the bridge. Always the optimist, I had decided to capture the Square and hopefully open up the way to getting my hands on all of that lovely fuel waiting for me up the Francorchamps road. Sadly, with dwindling infantry I felt obliged to halt that push once I had a few halftracks and a couple of Panzer IVs dominating in the middle of the square. And sad it turned out to be, as the presence of hidden 'Klingons' within the green zone was to deprive me of that objective and the fuel option. Final result, SS total victory, but no option for fuel. Oh well, on to the next battle. Supposedly I won't see what's left of the Spitze again, but I'm not sure that applies to my badly depleted infantry as well or just the Panzer IVs (of which two were now sitting in rather large holes, but I won't go into detail). One rather odd positive, as has been discussed in another thread, I was previously labouring under the misconception that Sdkfz 251/2s had to dismount their mortars before they could use them (based on an old superceded 'feature' I'd read about for the orginal Fortress Italy). Thanks to @akd I now know better, and will hopefully be able to make much better use of them in future .
    1 point
  14. You're probably correct chuckie. But with my post I meant to say "why is the game made that way that infantry can embark a halftrack and drive it to the closest beerhut but they can't borrow a lorry to do the same? If they can drive a halftrack they should be able to drive a lorry".
    1 point
  15. Maybe I can port my Petsamo Kirkenes Campaign over from WinSPWW2 then...
    1 point
  16. Yes I am agree with your comments and I was also surprise to see lot of organisations in the TOE not really useful, but I maintains to have more infos about partisans that can be useful to create ambush untill the Paris liberation...and, who are you old forwards friend to say that I am old, I am just 60+ but this picture of Blücher Marshal was minimum 72 years old when he meet Wellington on the Waterloo battlefield !!
    1 point
  17. Howdy fellas, I played Sabres at Dawn last night H2H turn based via LAN against my regular opponent, and had a blast. I was the loyal Syrians defending their country while my colleague WindyHillbilly was just another British invader. For those who dont't know the scenario, a brief recap: a Syrian Green mechanised force with BMP-1s, ATGMs and MGs defending an industrial warehouse comples (East Yard). The Yard is fronted by large wheatfields covering a hill to the front, and a hills to the rear and right flank of the Yard, with a stream between the field and the Yard crossed by a bridge. To the Syrian right is collection of buildings (Tool Factory) also behind the impassable stream with a bridge crossing, and behind them is the hill to the right of the Yard. The Brits advance from the North to capture the Yard as their primary objective, others relate Blue and Red casualties. The layout is shown below with the AI's Red deployment, Blue force has a collection of Spartans (with 7.62 MGs), Scimitars (x4) a Javelin team and an Apache helicopter, but were light on with infantry. So if I could destroy a Scimitar and keep the infantry out my rocket and missile teams would have a better chance. To get into the Yard, the Brits have a choice of forcing the Yard bridge crossing or using the Tool Factory or both. If the Brits choose the Tool Factory, they have the option of advancing directly ont he Yard or moving over the hill with sight lines into the Yard, then right into the rear of the Yard (a left envelopment). Either way, the Syrians need to oppose both crossings but the Tool factory cant be given sole focus as its a long way from the victory area. For my set-up I put one ATGM and a MG onto the hill behind the Tool Factory, an MG into the Tool Factory to cover the bridge, a BMP behind the Tool factory as well as a BMP on the right hill. I didnt move the trenches around (I forgot I could and should have as they're mostly on the front of the hill rather than the crest or reverse slope) The rest went into the Yard - including three BMPs that could fire onto Blue forces as they approached the Yard from the East or from its bridge. One key factory influencing my set-up: all the Syrians are rated Green, so are unlikely to stand up to a firefight of any kind - their first shot needed to be very effective before they ran. The ATGMs needed to stay hidden, fire at good targets and then crawl away to avoid return fire if possible. The Brits however only had 4 Scimitars with 30mm guns so would be the real trouble makers, while the Apache would stop me from moving and force me to stay hidden. My dispositions would likely be the same the whole game, with movement mainly between Yard buildings or moving MGs or ATGMs back into firing positions. RPGs would therefore likely need to fire from buidlings and suffer the backblast. The British attack was cautious, focussing on the Tool Factory, and securing the crossing. The MG team promptly surrendered, the BMP behind the buidlings was destroyed and the Apache knocked out the BMP on the hill behind the same. The Spartans and Scimitars moved forward up the hill behind the Factory. By this time, the ATGM team had fired two missiles - one hit the dirt and another went overhead the target - not unexpectd as the team was under pressure. Once the Factory was secured and those forces began to clear the hills to the right and rear of the Yard, Spartans approached the Yard from the north and pushed infantry across the bridge. All hell broke loose and they copped the fire from a squad, MG and BMPs firing area fire, but, very few casualties caused with Red force panicking from return fire. Spartans and infantry proceed to clear the road from the bridge to the rear of the Yard, but I had one trick up my sleeve. Of the two RPG teams i had deployed Hidden behind the Yard wall one was able to get his shot off and burn a Spartan. Finally, I felt I was putting some hurt on the Brits. The other RPG team lost heart and simply ran away. On the hill behind the Yard the Syrians were trying to re-locate their MGs and ATGM after running away from being fired on. Nothing worked very successfully, and I suspected they needed more time to recover than what I was giving them. The last remnants of the Red force were holdouts on the west side of the yard and the last two BMPs. One BMP reversed into the LOS of the Scimitar, and another died from a squaddies LAW. With 15 fifteen minutes to go but the last of my squads destroyed in a fire fight, it was all over and I offered ceasefire. WH, as a gentleman always does, accepted. I was surprised that the Brit Victory wasnt more complete: the loss of a Spartan and a few intense firefights at point blank range causing ten casualties was to much to earn a more compelling outcome. Am I surprised by the total loss of the Syrian force? Not really - they were Green, and had outmoded missile weapons (BMP-1s and AT-4a Fagot/Spigot) that were constantly being spotted and put under fire by Brits before the Syrians could spot them (I presume of function of the equipment and the units Green status). The game still had 15 turns, so if my opponent hadn't been overzealous he would likely have avoided his losses: Green troops would have more time to run away. If I had to change the scenario, I would give 10 minutes less time, make the victory point calculations fully transparent to both sides, and allow Red force to earn more VP for having a smaller force at scenario end (ie allow Red Force to suffer more casualties before losing VPs), allow Red force to earn more points if they could hold even a single room in the Yard, and maybe make the ATGMs teams "regular" rather than Green. The other factor I didn't fully appreciate was that the Yard was only worth 100 VP out of the stated 900 on offer - the rest were from casualties. So the Yard was essentially more important in the way it could be used to force Brit losses rather than its intrinsic value. Things I would try next time: shoot and scoot with the BMPs using their missiles to target vehicles, noting that spotting time would be slow and this would still expose them to Scimitars. extensively rework the trenches so they had better fields of fire, avoid the forward slope of hills and provide safe places for infantry to recover on the reverse slope. put the ATGMs in keyhole positions rather than wide fields of fire, so they were less nervous and had less return fire to be concerned about. build a stronger defensive position on the hill behind the Tool Factory to enfilade British forces attacking into the Yard (a calculated risk that Brits would suffer more casualties that way). Have you played Sabres at Dawn? What do you think? I've since played the scenario twice more - once as Syrians and once as Brits iin real time against the AI. The Syrians earned a Tactical Defeat (I guess that means it was a Brit tactical victory) and lost all their guys again. As the Blue force, I played with just the Scimitars and its HQ element, and a Javelin team, Blue lost two scimitars and the HQ vehicle, but still earned a Syrian minor defeat at ceasefire. That Blue force playing demonstrated that the Syrian AI can hit and destroy Brit vehicles if they're unsuppressed. Best THH
    1 point
  18. Looks great Sgt!!
    1 point
  19. Unless something changed in v.4, the Sarge is correct regarding tanks and AFVs. (I did my own testing a couple of years ago, mainly because some Jeeps and HTs have drivers, some don’t, and it can get confusing who can remount and who can’t.) You can’t recrew ATGs and infantry guns either once you bail them.
    1 point
  20. I can definitively say that for Sherman tanks you can only remount the original crew.
    1 point
  21. Looks great!!! I want it all!!!
    1 point
  22. Made a few postcards from the new map. Typical view from a setup zone: A river to cross: One of the 'Outpost' farms: The main objective (for me at least): Finally, a view from inside the abandoned Wai-Bong stilt settlement: Go on.....Tell me that's Syria!
    1 point
  23. A bit off-topic but I really hope we will one day see official modding tools. It would be a great way of engaging the CM community now that Battlefront has hit Steam and the player base is growing across multiple platfroms.
    1 point
  24. This little gem of a scenario represents all that’s best about playing vs the AI, a great example of a deeply frustrating tactical puzzle – but only if you play as the underdog Free French. I’ve played this three times now, a Tactical Defeat, a Minor Defeat and finally a Minor Victory... and I felt I’d really earned the latter... I haven’t tried going after the high ground yet, maybe I’ll give that a go next time out. I’ve tried various ways to attack the town and yeah, it’s a bit 'gamey' but try pushing a couple of infantry-loaded Deuces (don’t forget to acquire the Bazookas and ammo!) with a couple of Stuarts *really fast* to grab yourself a foothold early on and then it’s a slow grind. You have plenty of time, ammo to burn and whilst you don’t have the auto weapons that the Germans do, the Stuarts can run rings around the Marders - just manoeuvre for the flank shots whilst keeping out of PF range of the infantry. And don’t forget how deadly the Canister is. Get a couple of Stuarts into the town, covered by some infantry and this will shred the Germans, more than counterbalancing their MGs. This is great tip – but I’ve used this to slow the Germans heading for the buildings, rather than worry about the high ground. The high ground in this scenario hasn’t been key in any of my games, it’s always been a slugfest for the main VPs of the town. I think this is a great scenario for solo play – a real challenge like you only usually get vs a human opponent. In addition to it being a proper challenge as the FF, there are so many different approaches to a possible win. I wouldn’t consider it as a HtH scenario, because the SS are a bit overpowered, but if you want a multi-replayable solo game, with lots of tactical options – on what is a also a great map – this is a total winner. Playable in less than 4 hours too, so if you have an evening home when the SO is out and you’ve finished with P**nH*b, give this baby a go. Thank me later
    1 point
  25. Ah....good! The list changed! Now we have to hold out as long the ambassadors in beijing 1900...
    1 point
  26. Basic Training Campaign - Mission 2 finally done. The game's volume should be louder and i used the game's built-in movie filter. What do you guys think?
    1 point
  27. here is an instance where the turret crew bail out and the driver and radio operator remain fighting in the tank. So anyway, the long and the short of it is that people can quote regulations and from that derive opinions of what tank crews are supposed to do or act, but the reality can be something entirely different. The only way to know for sure what really happens is to read first hand accounts - lots of them because one veteran's experience will not always be the same as another veteran's experience, but you can sort of get a picture of what is probable and what isn't by sifting through the accounts collectively. Some of the ways reality differs from the game is 1. If a tank takes a casualty the tank retreats off the battlefield. There is no crew swapping of positions or anything like that. If the driver is dead or otherwise incapacitated then the tank is immobilized. If the driver is okay then he drives off the battlefield if any crewmember is killed or wounded. 2. If a tank takes a penetrating hit and actually notices it (sometimes they don't even know it), but no crewmembers are killed or wounded they will typically withdraw off the battlefield. Taking a penetrating hit and just sitting in place never happens unless the crew doesn't know that they took a hit. 2a. If a tank takes a non penetrating hit that causes damage to the vehicle it is likely that the vehicle will withdraw off the battlefield although this isn't 100 percent and it is situationally dependent. For example, a Tiger took a turret hit that knocked the turret MG back inside the turret which then knocked the gunner out cold. The tank withdrew from the battlefield. Another Tiger took a hit on the turret and the gunner's eyepiece was driven into his eye and blinded him so the vehicle withdrew from the battlefield. I guess that also falls into category 1 above. 3. If a tank crew bails out of a tank the crew retreats to friendly lines and counts themselves as lucky to have survived. They are lucky to have a pistol if they are armed with anything at all. 4. Just as many tank crewmen are killed in the process of bailing out of the tank due to jammed or blocked hatches or other complications as are killed when the tank is destroyed. In CM everyone gets out of the tank as there are no jammed or blocked hatches. A big offender in this is the PzIV with the turret skirts - if the turret is turned the skirts can block the driver and radio operator hatches. The Panther commander's hatch is also an offender since it apparently has some sort of a screw mechanism and can be difficult and time consuming to open in an emergency even if the hatch wasn't damaged. 5. A tank crew typically won't recrew a tank that they bailed out of, although it does happen on occasion it's relatively rare. I've never read an account where a recrewed tank immediately rejoins the fight though or recrews the tank when it is under fire with the intent of engaging the enemy. Usually there is time spent away from the vehicle and when it seems the situation has changed they might recrew it. Certainly no crew would jump back into a tank that wasn't theirs if the enemy is nearby since there is no way for them to know what the situation is with the tank mechanically if it's just sitting abandoned in a field somewhere. That's all I can think of at the moment, but generally speaking tank crews in CM are already supermen in many ways. They don't need any additional morale boosters in the game. The problem is that if tanks acted the way they really act players would complain about it because their tanks aren't doing what they want their tanks to do so some compromises are to be expected.
    1 point
  28. Try and find a copy of 'a CANLOAN officer' by Reginald Fendick. He spent the NWE campign in 3 Divs MG Bn. As well as the narritive history and his experiences, he talks a lot about the theory and practice of MMG usage. In previous years I've quoted fairly extensively here from his book. There's also this; http://nzetc.victoria.ac.nz/tm/scholarly/tei-WH2-27Ba.html
    1 point
  29. I can't recommend Battle (also released as Anatomy of a Battle) by Kenneth Macksey enough, for stuff like this. Macksey fought through the Normandy campaign himself, and this is a thinly fictionalised account of a generic battle in Normandy from multiple perspectives, from soup to nuts, and spends quite a lot of time on the pre-battle preparations; liaison, movement, fire planning, logistic arrangements, along with reconnaissance and planning. It's quite old now - it was released in about 1974 - but a good mil-hist library, or university library should(?) have a copy. Alternately try interloan, or second hand book places (meatspace and online). The putative battle that Macksey describes would make for a pretty good CM scenario. I know that because I made one several years ago
    1 point
  30. Rokko

    Foiling Fustian *SPOILERS*

    I really like the 2nd mission as well. It kinda reminded me of the British in CMSF with all their light but fast vehicles. The unlikely force composition of a signals company fighting as infantry, an Italian blackshirt company and of course the scout car company supported by 88mm AA guns as artillery (!) made this extremely entertaining.
    1 point
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