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Showing content with the highest reputation on 05/31/2021 in Posts

  1. Did a bit of repetition - recorded the outcome of 550+ Dragon hits on various Soviet tanks at various aspects. I'll keep it to the point: If a Dragon manages to score a penetration, it is a guaranteed K/O - 292 penetrating hits recorded, all of which resulted in a (often catastrophic) K/O. The real weakness of the Dragon is reliability. I didn't keep track of how many nosedived and hit the dirt short of target, but it was a lot; and that's considering the Dragon teams were not being fired upon. T-55s and T-62s have no protection against the Dragon - first hit to connect is a guaranteed penetration at all aspects and hit locations. I stopped recording 55s/62s results after the first 48 frontal hits resulted in 100% K/O rate. All other Soviet MBTs seem almost impervious to the Dragon in the upper frontal arc (front turret, weapon mount, upper front hull). Of 280 hits that landed in upper front, only 2 managed to penetrate (0.07% rate). At the same time, all other arcs offer no protection - of the 290 hits recorded to sides (even at rather shallow 30* angles and including turret sides) and most importantly lower front hull - all scored a penetrating hit, a 100% K/O rate. So a true case of YMMV: On one hand, a T-64/72/80 in a perfect hull-down position might appear "invincible". During one contrivance, I had to stop after 30 (thirty) consecutive hits failed to K/O a single T-72; however, make no mistake, there was not a single relevant subsystem left functional on that tank. Where as on the other hand, something as simple as a 30-degree traversal of the turret relative to the ATGM team pretty well guarantees a K/O on the first shot to reach the target. I think no matter which side of the Dragon ATGM you find yourself in, such dramatically polarized results can most certainly lead to frustration. p.s. In case anyone is curious what my last two hours looked like, here's a 12 min segment - https://www.youtube.com/watch?v=2midc46M9CA (You can also get a sense of how many missiles fail to reach target ... or even clear the launcher, as a few unlucky teams caught their own shrapnel)
    8 points
  2. @chuckdyke it's true that it looks more like the swim Yes @Chibot Mk IX I saw your post, your vehicle passed? here is my solution! it does not harm the aesthetics too much This allows you to enjoy the scenario without it being spoiled by this bug which is very difficult to remove !
    2 points
  3. mjkerner

    The CM2 FAQ Thread

    You might want to talk with my brother (VN combat vet), buddy (VN Dust Off medic), or my sister’s former boyfriend (VN combat vet—Bronze Star for pulling two wounded buddies out of line of fire). It’s possible, but obviously will only be the most basic aid, in only the most necessary/dire conditions, and not trained for nor recommended. A suboptimal option for certain. But considering the amount of abstraction needed in this game in general, not only including treating wounds and weapon and ammo retrieval, I don’t have any problem using Rockin Harry’s mod. PS: I wouldn’t have bothered posting this, but it’s Memorial Day and I wanted to acknowledge their Vietnam service in this small way, plus they all had experience with treating or otherwise helping wounded under fire).
    2 points
  4. The deaths following penetrations are not surprising - there's not a ton of room in a Soviet tank, and almost everything you're going to hit is going to be ammunition in the autoloader, which isn't going to end well. The main issues the Dragons have in practice (aside from failure rate, correctly reflecting the difficulty in firing the thing) is that it has a 1km range. As with any ATGM, there's a huge launch signature. That means you're exposing your position and having to keep exposed for several seconds, whilst being firmly in a range where the opposing MBT can easily destroy you. If you miss, you die. If you fail to kill the target, you die. Further, the MBT can lethally engage you at ranges well beyond those which you can engage them - 2km is nothing special here. The advantages are ubiquity - the US platoons have three Dragons and five MGs per platoon, so there's one per squad in practice. That's a really nice capability, but it's not the primary capability of the US (the Dragon is not a Javelin). Ranged firepower should be based around a combination of TOW and MBT. Active Defence doctrine had the unit decamping when the enemy was in range of the medium antitank weapons (i.e., Dragon). That means that Dragons were not supposed to be the primary tank killers, but instead a volley of Dragons might be the signal to get a move on and get back into the transport. In general, M47 Dragon is "fine". It's a valuable capability to have, but it's not something you can rely on, and it doesn't need to be.
    2 points
  5. Ultradave

    moving groups on roads?

    The answer is there is not a "follow" command. A while back there was an attempt to add one (with the big engine 4.0 update I think? can't remember when for sure). It was thoroughly tested and it just did not work well enough for release. It sort of worked but had enough quirks and times when it didn't it would have just generated a ton of complaints/bug reports. It's something that many would dearly love to have, especially at the beginnings of scenarios where you tend to be lined up and want to move quickly somewhere to deploy. What you did is to issue the same command to the group, which means they all turn at the same TIME, not the same PLACE. Turning at the same place is the dream/desire. Dave
    2 points
  6. Ok. Finished these up for @GhostRider3/3. Bunch of different sizes and locations for the Abrams and the Flatbed. Humvee has one size. Should be enough to make everyone happy. Didn't add them to any green or camo vehicles because I didn't think it would look right or realistic. Kinda like they were shipped over to Syria super fast before they could be converted to the desert colors. LOL. Yeah, the splash screen sucks but I didn't feel like selling it any harder. I hadn't planned on doing this so it's all off the cuff. Still took me 4 hours though! Anyway, hope they do the job. Mediafire Link until Bootie posts them. https://www.mediafire.com/file/hivwqlu4q0afkwk/Mord%27s_USMC_Globe_Anchor_%26_Palm_Tree_Mod.zip/file Mord.
    2 points
  7. Probus

    Engine 5 Wishlist

    I really liked the LoS tools in the Graviteam Tactics games. Sort of a colored arc what you could and couldn't see.
    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 the game,fortified houses and underground basements in buildings nor underground shelters; it's told the protection in shallow trenches and foxholes is abstracted but I m not quiet sure at which degree.What's more,some weapons seem to be overpowered,like the SMG which are deadly accurate and lethal beyond its teorically effective range This issues should be improbe(probably in a CM3?) in order to make the game more challenging and realistic.This game,differently from others,is focused on infantry which I just like it so,why not to care more about our dear pixeltruppen?.What do you think about it?
    1 point
  9. George, the skeleton for the hats need to be changed. The skeletons for the thing you want to change another thing into (peaked cap into M43) need to be renamed like the skeletons for the thing you want to change...let me try that again...M43 skeletons need to be renamed using the peaked cap skeleton names. So when the game goes and looks for the peaked cap portion of the senior officer model, it will grab the skeleton files that are named "peaked cap.mdr" or whatever it is, and put it on the model. It won't know it's not the peaked cap skeleton.* The M43 bmp needs to be renamed to the same as the peaked cap, too, but you already did that so you're halfway there! *I always have to think this through, because for some reason it is not intuitive to me. I have to think of it as camouflage: since there is no M43 associated with the senior officer uniform in the game, it will never find/grab anything with that name on it to put on the model. Hence, renaming the M43 stuff as if it were the peaked cap stuff.
    1 point
  10. Erwin

    THE RADZY AWARD TEAM GAME

    Yes! Be part of the WW2 German time travel technology Blizkrieg lol.
    1 point
  11. LukeFF

    M60a1 Machine Gun.

    The Aussies have plenty of their own abbreviations, champ: http://www.diggerhistory.info/pages-asstd/abbreviations.htm
    1 point
  12. Stardekk

    AH-1S vs AH-1F

    In the QB they cost the same, but my expierence with the helis is that the AH-1Fs die much less faster the the AH-1Ss. But i really wonder if there is a difference in the coding or something, except the their names of course.
    1 point
  13. Probus

    THE RADZY AWARD TEAM GAME

    There is a short window in which the Axis side has one Commander position open for a semi-experienced player (as of May 30th 2021). Must be willing to work as a team for the glory of the Reich. The setting is early morning, September 1945 on the outskirts of the town of Radzy. The Axis forces are preparing to engage a Soviet force of unknown size and unknown composition. Neither side has entered the town. A fierce tank battle is raging directly to the east. In a word the game is going to be challenging. This is the quiet before the storm, right at the very beginning of the battle.
    1 point
  14. Someone would've. At least "enough" of that to get Europe into trouble comparable to what happened. There were people who could see what the harsh terms of Versailles would precipitate 20 years down the line, when that document was signed. The flavour of Nationalism might have been different, but the reason someone else didn't whip it up was because Hitler got there first.
    1 point
  15. Probus

    Engine 5 Wishlist

    @Erwin, don't you think the 'gods eye' view can be both a blessing and a curse because LoS can be very misleading from that view. I would at least like a button I could press that gave me LoS with the terrain features blacked/grayed out I can't see from my unit's position. Having to drag the cursor around is time consuming.
    1 point
  16. Rocket-Man

    Engine 5 Wishlist

    The game UI should never "lie" to the user. Either remove the feature or fix it. It's silly to claim the UI showing one thing while it's actually another is a "feature" and not a "problem". I've been playing CM for almost 20 years. I have experience. Telling people to "play more" to overcome obvious deficiencies in the UI keeps the game as a niche market. You might want the UI to be difficult to understand and use, but the vast majority of people who play games don't. This is a common argument when people make suggestions to improve a game's UI: "It would make the game less realistic". Games by their very nature are unrealistic. You want to make CM more realistic? Remove the LOS feature completely and only show the parts of the map that units can see. Or just show what the Commander can see and make him try to figure out the situation from runners, shouting, and radios (if he has one). That's realism. But who would play a game like that? Even less than currently play CM. If a commercial game is not fun, it's not going to be a success. Improving the LOS feature would go a long way to improving the CM experience for players and make the game more fun, which would translate into more sales.
    1 point
  17. Yes, and its been long while...Where have you been, my Brothren.
    1 point
  18. ...At the expense of my entire SU85 company and their battalion command... The sun is just now rising, and as things become more clear, the kills should come rolling in.
    1 point
  19. Erwin

    moving groups on roads?

    There is usually width space on a road to have two vehicles side by side - not that one should move like that, but if you stagger a column of vehicles that is another way to help mitigate the concertina issue. Hope that in CM3 there is a convoy order. Note that CM1 was obsolete after 7 years (2000-2007). CM2 is now a very elderly and obsolescent 14 years old (2007-2021). All hail CM3.
    1 point
  20. Erwin

    Engine 5 Wishlist

    Yes, this has been a very annoying and time-wasting issue with the CM2 system since it arrived in 2007. Yes this is also frustrating. But, the player already has so much unrealistic "god's eye view" and control, that it seems that this is one area where some FOW is appropriate. One cannot always guarantee what a unit can see until it gets to that spot. So, more a feature of FOW rather than a problem imo. Yeah, maybe... but again we already have an unrealistic amount of control, and these issues are solved by playing enuff to build up experience. Experience helps a lot. Again, this ability comes from experience. Part of the challenge and fun of this game is that experience is rewarded. Seems like newbies want to jump in and be as good as those who have been playing for years. Yes, but it would also make CM2 much more of an unrealistic game, rather than a simulation that attempts to be more realistic than other games that possess just such a feature.
    1 point
  21. Another thing to keep them from getting tangled is to give the second vehicle a 5 second pause, the third a 10 second pause, and so on. More if the vehicle in front of them is doing anything but going straight ahead. Any turns or pivots before moving require a little more pause to keep the accordion from getting all snarled up.
    1 point
  22. Convoy spacing to guard against air attack, artillery and ambush was a minimum of 50 meters, more often closer to 100. That's much more widely spaced than CM players are typically trying to do with road movement.
    1 point
  23. womble

    M60a1 Machine Gun.

    Any specialist field has its acronyms. Precise language is important, and can often be lengthy. Abbreviations must cut meeting length down considerably.
    1 point
  24. Oh, urban combat (or FISH and CHIPS*) is an entirely different proposition... "Minimum" losses are probably going to be considerable, if the defender is well-positioned. You'll need an awful lot of suppressive fire, breaching kit/demo charges and smoke. And you will still take losses. Just gotta suck 'em up. * Fighting In Someone's House and Causing Havoc in People's Streets - my favourite acroynm for FIBUA, OBUA, MOUT, UO or whatever you want to call it...
    1 point
  25. Perhaps another data point some might find interesting is frontal arc survival chances for the T-64/72/80s. Those three models and their variants were converging on the same numbers, so I'm calling them equal for simplicity. This is of course not in hull-down and is not a reflection of Dragon's lethality - but rather the odds of hitting the lower front hull sweet spot at 980 meters. This is also only counting hits which connected with the target, not shots fired - so does not account for Dragon's (lack of) reliability. TL;DR - about a 50% chance that a single Dragon hitting a T-64 or better from the front will knock it out. It compounds from there with multiple hits - >90% of K/O if four hits are allowed to connect. Seems the lesson for anyone playing OPFOR is to keep your T-64/72/80s hull down or roll the dice with shoot-and-scoot. With Dragon teams being plentiful and carrying 3 ATGMs each, the odds are still very much against any Soviet MBTs caught in the open. Oh yeah, and send the T-55/62s to the scrapyard.
    1 point
  26. ccyounger

    moving groups on roads?

    For now I will just have to be patient and do as you suggested. Thank you gentlemen for your help.
    1 point
  27. +1 Well, well, the Womble has returned. Welcome back, my friend. About time.
    1 point
  28. Splinty

    M60a1 Machine Gun.

    Assistant Gunner
    1 point
  29. Which does circle back to the point that CM isn't necessarily representing "the norm", but the "most intense" actions. Not that this covers the whole issue, of course. Troops having nowhere to run to has been the most devastating factor, IME. Which means they remain "in the game", and recover enough to be a nuisance, so you can't even be "humane" and set target arcs that ignore 'em; the only way to stop them plinking at your side is to take them out. I'm not sure why there's no "if a Paniced[/broken/whatever status is appropriate] unit hits a map edge, it exits" rule like in most tabletop figures games rulesets. How those get calculated into victory conditions would be a fairly trivial discussion. The AI "bull rush" tactics don't help either. They turn defense scenarios into turkey shoots most of the time. I was hoping the "driven off by weight of fire" reactions would have been tweaked during my hiatus, but no, a unit that's winkled out of its cover by suppression without being actually Broken still just retreats and sits in the open ready for the advancing enemy to pick off, rather than falling back towards some, any cover. They only flee to the next set of cover once they've had another shellacking and gotten properly Broken.
    1 point
  30. That may be true. A few points in reply: A static unit is even better at spotting than a moving one. Most of the time, the job of seeing the enemy is best left to the overwatch teams, rather than the travelling ones. A unit that has dropped into "long grass" will become unsighted by enemies that have drawn a bead on them, and only subject to area fire until they pop up again. That they can't see the enemy that was shooting at them is mostly unimportant, since that's the job of the overwatch teams behind them. Generally, I wouldn't want my exposed troops to stop and shoot back at even distant targets (with very little chance of effect); I'd rather they got on with getting where they're going than shoot at targets in cover who might just suppress them where they are, then pick them off lying in the open (unless it's a wheatfield or similar as previously noted). Quick is still faster than Move in the long run, unless the mechanics have actually changed; they might've, since it's literally years since I ran any tests on it... So for "Tabbing about", I'd rather have my pTruppen double time it to the cover I want them to be observing from. It takes a bit more "micro" to make sure they don't get into Exhausted state, which does seem harder to recover from. It might just be that I've had a small sample size of using Move and seeing it used, but it led to poor results consistently, so I quickly dropped its use. But as noted, at sub-100m ranges, getting ambushed, it doesn't much matter whether you're at Move or Fast, you'd better have some overwatch with firepower enough to suppress your assailants or you're in terminal trouble. Which is why short rushes and going to ground is the "safest" way to draw fire for overwatch to ID enemy positions while getting closer to your objective.
    1 point
  31. BMP1s and 2s are still way better than BMP3s. Those things are VBIEDs that happen to contain dismounts. One thing I learned very early was to get the dismounts a good way away from BMP3s so they don't get wiped out by the secondary explosion. H
    1 point
  32. chuckdyke

    Lend and Lease.

    Still, they could have had their Dinner Plate Magazine (DPM-MG) on a turret ring for the commander in combination with the SU152. The 6-pounder is not a bad AT-Gun and quick firing. Nothing beat the HE of a SU152. Must be an SU152
    1 point
  33. Redwolf

    Engine 5 Wishlist

    [img]http://wavehh.dyndns.org/sop.jpg[/img]
    1 point
  34. Drifter Man

    Engine 5 Wishlist

    No - it's happening without a cover arc. Units taking fire (but not actually having a solid contact) will continue "Hunting" until they get enough suppression - typically until a man gets hit. This makes it impossible to advance cautiously in an area with short visibility. I would like to have an option for the unit to stop the moment they take fire - any fire at all.
    1 point
  35. Anonymous_Jonze

    Engine 5 Wishlist

    I don't have a problem with the animation. I have a problem with their reaction when coming under fire. They don't drop to the ground immediately. There's usually a couple of moments where they're still walking around. I guess this could simulate confusion but somewhat frustrating anyway. Perhaps this is scaled in regards to the unit's experience... I haven't done any tests.
    1 point
  36. To pile on here - the drills we were taught in pre-deployment training involved ensuring the safety of yourself and the casualty at all times. The IA drill; therefore, was to win the firefight first and then either extract the casualty to a safe place or attend to the casualty at the point of wounding rather than urinate about trying to treat someone from the prone position, which as LukeFF has pointed out is not something that medics are trained to do and from my less expert military experience is almost impossible. If none of you have tried moving dead weight then try it and remember that an injured inert soldier will be a lot heavier and more difficult to move than most people when you take into account the equipment they'll be carrying and, in the modern era, the body armour they will be wearing.
    1 point
  37. THE BASIC PROBLEM: I'm sure that you've all noticed over the years that this scenario plays itself out over and over: Person A: "Hey, does anyone still have X for $Insert_Game_Name$ ?" Person B: "Yeah sure, here, let me put it up on my webspace or on a random download server like Mega.NZ" <five years pass> Person C enters the thread and gets excited. Person C "The link doesn't work anymore!" *pause* Person C "Hey, does anyone still have X for $Insert_Game_Name$ ?" A Potential Solution: Might be with the Internet Archive. It's funded by a foundation and they seem to be relatively durable; so they're the closest thing to archival on-line storage we might see for some time. With that in mind, I've been slowly working on a project for the last month to quasi bring back the old Wargamer.com scenario archive back from the dead -- and that's morphed into a general archiving program for old game mods and such. Naturally, I did the Combat Mission x1 series. ============================================================ GENERAL INTERNET ARCHIVE NOTE: If you wish to download a specific file within the main ZIP container, just click on the (View Contents) link on the contents page. ============================================================ ============================================================ The Proving Grounds / The Scenario Depot II Site Rip (with Meta Data) (NOTE, I've duplicated the scenarios themselves in each CMx1 individual scenario archive, but this is here for completeness since TPG/TSDII were quite important CMx1 websites back in the day) ============================================================ ============================================================ https://archive.org/details/wargamer-depot_TPG-TSD2_siterip Main Page https://archive.org/download/wargamer-depot_TPG-TSD2_siterip Information Page From 5 to 8 May 2021; I ripped the following websites: THE PROVING GROUND (TPG) http://garykrockover.com/cmbb/index.html Site Rip as of 5 May 2021 has: 6 x CMBO Scenarios 281 x CMBB Scenarios 223 x CMAK Scenarios 2 x CMBO Maps (some are not downloadable) 73 x CMBB Maps (some are not downloadable) 43 x CMAK Maps (some are not downloadable) THE SCENARIO DEPOT II (TSD2) http://63.249.17.36/www.the-scenario-depot.com The original Scenario Depot (I) was at http://www.dragonlair.net/combatmission/ until it's hosting company crashed with no backups. It's successor, The Scenario Depot II was at http://www.the-scenario-depot.com/ until the domain wasn't renewed. It was then "lost" for several years until I contacted the site owner; and got this URL: http://63.249.17.36/www.the-scenario-depot.com Site Rip as of 8 May 2021 has: 52 x CMBO Scenarios 587 x CMBB Scenarios 527 x CMAK Scenarios 15 x CMBO Maps (some are not downloadable) 26 x CMBB Maps (some are not downloadable) 36 x CMAK Maps (some are not downloadable) ============================================================ ============================================================ CMMOS/CMMODS DVD Backup ============================================================ ============================================================ This was created from an old DVD that I burned with about 3.7 GB of Combat Mission CMMOS data on or around 2004. A lot of the information on this was "lost" over the years, and this is my way of giving back to the CM community. Here is a file list: Total number of folders = 62 Total number of files = 1809 Sum of file sizes = 3.5~ GB It's all within several spanned ZIP files. https://archive.org/details/wargamer-depot_CMMOS_mods (information page) https://archive.org/download/wargamer-depot_CMMOS_mods (contents page) ============================================================ ============================================================ CMBO Mods: ============================================================ ============================================================ https://archive.org/details/wargamer-depot_CMBO_mods (information page) https://archive.org/download/wargamer-depot_CMBO_mods (contents page) On 5-10 May 2021, I cleaned out the following CMx1 repositories: cmx1mods.greenasjade.net in an attempt to archive as many of the old Combat Mission 1 (Beyond Overlord/Barbarossa to Berlin/Afrika Korps) mods as possible to safeguard against the probability of greenasjade.net disappearing in the near future. I downloaded 458 out of 458 files; and their total size is 1.46 GB. ============================================================ ============================================================ CMBB Mods: ============================================================ ============================================================ https://archive.org/details/wargamer-depot_CMBB_mods (information page) https://archive.org/download/wargamer-depot_CMBB_mods (contents page) On 5-10 May 2021, I cleaned out the following CMx1 repositories: cmx1mods.greenasjade.net in an attempt to archive as many of the old Combat Mission 1 (Beyond Overlord/Barbarossa to Berlin/Afrika Korps) mods as possible to safeguard against the probability of greenasjade.net disappearing in the near future. I downloaded 1,806 out of 1,811 files; and their total size is 4.35 GB. ============================================================ ============================================================ CMAK Mods: ============================================================ ============================================================ https://archive.org/details/wargamer-depot_CMAK_mods (information page) https://archive.org/download/wargamer-depot_CMAK_mods (contents page) On 5-10 May 2021, I cleaned out the following CMx1 repositories: cmx1mods.greenasjade.net in an attempt to archive as many of the old Combat Mission 1 (Beyond Overlord/Barbarossa to Berlin/Afrika Korps) mods as possible to safeguard against the probability of greenasjade.net disappearing in the near future. I downloaded 1,605 out of 1,605 files; and their total size is 4.69 GB. ============================================================ ============================================================ COMBAT MISSION: BEYOND OVERLORD SCENARIOS ============================================================ ============================================================ https://archive.org/details/wargame-depot-combat-mission-beyond-overlord (information page) https://archive.org/download/wargame-depot-combat-mission-beyond-overlord (contents page) This file contains recovered Wargamer Scenario Depot data from two sources: 1.) The 2015 Dump at https://archive.org/details/WargamerGamesDepotArchive20160514.tar 2.) A Internet Archive Downloader Dump in April 2021 to recover what was stored on the Internet Archive's backups. Out of 5 scenario files on the WGD for "Combat Mission Beyond Overlord", 5 were recovered (100%) directly. HAVE 3508 - Combat Mission: Beyond Overlord: East of Bryansk 3551 - Combat Mission: Beyond Overlord: 101st in Normandy 3701 - Combat Mission: Beyond Overlord: Big Red Omaha V2.0 4176 - Combat Mission: Beyond Overlord: When Trumpets Fade 4558 - Combat Mission: Beyond Overlord: Fischbach MISSING: NONE Out of 69 scenario files on the WGD for "Combat Mission", 0 were recovered (0%). HAVE: NONE MISSING: 1003 - Combat Mission: Strategic Highway 1198 - Combat Mission: Kelly's Heroes full campaign 1211 - Combat Mission: Cintheaux - Totalize 1273 - Combat Mission: August Bank Holiday 1279 - Combat Mission: We Don't Need No Education 1280 - Combat Mission: Lacko's Centiepied 1281 - Combat Mission: Lacko's Tea Party 1433 - Combat Mission: Parker's Crossroads 156 - Combat Mission: Wonder of Ihantala 162 - Combat Mission: UPDATE: Wonder of Ihantala 172 - Combat Mission: Crucifix Hill 1749 - Combat Mission: Beta Mission 178 - Combat Mission: AG1 Sgt Feibecke at Ozero 179 - Combat Mission: K3 A Brief Visit to a Church 181 - Combat Mission: K2 Pyrrhic Victory 183 - Combat Mission: K1 The High Ground 1864 - Combat Mission: Beta Mission 217 - Combat Mission: der Nebel 218 - Combat Mission: Minor Victory 219 - Combat Mission: Pockets of Resistance 226 - Combat Mission: Attack on Selz crossroads 237 - Combat Mission: Battle of Kiestinki 281 - Combat Mission: Gains Measured in Yards 282 - Combat Mission: Dangerous Information 304 - Combat Mission: Buda Castle 337 - Combat Mission: The Notch 34 - Combat Mission: Zurück on Chainbridge 363 - Combat Mission: Battle Of Honkaniemi 381 - Combat Mission: Gute Jagd 382 - Combat Mission: Falschirmjaeger On The East 383 - Combat Mission: My Grandfather 384 - Combat Mission: Der Erste Marsch 385 - Combat Mission: The Last Hussars 39 - Combat Mission: Dieppe 398 - Combat Mission: Bitche Bulge 426 - Combat Mission: Pacific Mod: Shallow Water Files Tarawa 427 - Combat Mission: Joe's Bridge 428 - Combat Mission: Brit Burma Uniform 442 - Combat Mission: CM Pacific Theater Mod Iwo Jima 443 - Combat Mission: Combat Mission Pacific Theater Mod 444 - Combat Mission: CM Pacific Theater Mod Scenarios 47 - Combat Mission: Dog Green, 6 June-2 476 - Combat Mission: Maple Leaf Down 496 - Combat Mission: Lacko's Elba 506 - Combat Mission: Screaming In The dark 507 - Combat Mission: Holding Villebaudon 515 - Combat Mission: Hell On Wheels 538 - Combat Mission: Break On Thru 539 - Combat Mission: Back To Hell 564 - Combat Mission: Assault On Gambsheim 586 - Combat Mission: Gheel 621 - Combat Mission: Operation Nordwind 644 - Combat Mission: Bouncing The Rhine 656 - Combat Mission: Ed's Grass Mod 740 - Combat Mission: Bridges Near Stavelot 750 - Combat Mission: Fortress In The Bocage v1.02 868 - Combat Mission: Frontovik Russian T-34 Tank Mods 893 - Combat Mission: DFDR Complete Scenario Set 894 - Combat Mission: DFDR Clubfoot's Scenario Set 895 - Combat Mission: DFDR (Complete) MOD 896 - Combat Mission: Finland MOD 897 - Combat Mission: Frontovik I (Infantry) MOD 898 - Combat Mission: Frontovik Complete Scenario Set 899 - Combat Mission: Frontovik II (vehicles) MOD 900 - Combat Mission: Fading Hopes III (Germany 1939-40) 901 - Combat Mission: Fading Hopes II (France 1940) MOD 902 - Combat Mission: Fading Hopes I (Poland 1939) MOD 903 - Combat Mission: Fading Hopes Complete Scenarios Set 904 - Combat Mission: Roadblock At St. Severs BONUSES I have included more CMBO scenarios from around the internet. There's likely to be massive duplication between all of the different packs and sources, but put together, I think this corpus constitutes most CMBO scenarios made. 1.) Pacific Mod: 28 scenarios + the graphics to mod them 2.) Rune Pack (in a specific folder): About 59~ scenarios/campaigns 3.) Ardennes DeSobry Pack: 3 versions of this scenario 4.) A Scenario Pack (AltWars) I made from an old CMMODS v4.03 database that I downloaded years ago; combined with a trawl through (http://cmx1mods.greenasjade.net); giving about 295 scenarios. 5). CMHQ Depot: About 306 scenarios with metadata 6.) Koen Pack: 4 Scenarios 7.) Rhine Pack: 10 scenarios 8.) St Malo Pack: 5 Scenarios 9.) The Blitz' CMBO Pack: About 187 scenarios and 27 maps. 10.) TheGamersNetwork: About 200 scenarios with metadata. 11.) TLD Scenario Pack : 22 scenarios 12.) The Proving Ground / The Scenario Depot II Scenario Pack for CMBO: About 59 scenarios and 13 maps. 13.) Zuf's CMBO Scenario Pack: 1,645 scenarios ============================================================ ============================================================ COMBAT MISSION: BARBAROSSA TO BERLIN SCENARIOS ============================================================ ============================================================ https://archive.org/details/wargame-depot-combat-mission-barbarossa-to-berlin (information page) https://archive.org/download/wargame-depot-combat-mission-barbarossa-to-berlin (contents page) This file contains recovered Wargamer Scenario Depot data from two sources: 1.) The 2015 Dump at https://archive.org/details/WargamerGamesDepotArchive20160514.tar 2.) A Internet Archive Downloader Dump in April 2021 to recover what was stored on the Internet Archive's backups. Out of 10 scenario files on the WGD, 10 were recovered (100%) directly. HAVE 3294 - Combat Mission: Barbarossa to Berlin: KH2 The Count 3295 - Combat Mission: Barbarossa to Berlin: AG3 Flak Dance at Vilna 3352 - Combat Mission: Barbarossa to Berlin: HSG AG4 The Cross Roads 3513 - Combat Mission: Barbarossa to Berlin: East of Bryansk 3878 - Combat Mission: Barbarossa to Berlin: Sons of Zrinyi 4017 - Combat Mission: Barbarossa to Berlin: Danzig Panther 4054 - Combat Mission: Barbarossa to Berlin: PreeKuln 4269 - Combat Mission: Barbarossa to Berlin: Hungarian Mission Pack 4366 - Combat Mission: Barbarossa to Berlin: Road to Rzhavets 4823 - Combat Mission: Barbarossa to Berlin: Darsunikis MISSING: NONE BONUS: I have included a large amount of CMBB scenario packs in the BONUS directory. I think with all this, we have most CMBB scenarios ever made. I've tried to include everything I can; there's too many to describe here; from the Stalingrad Pack, Kursk Pack, Russian Training Set, Denhost CMBB Pack, Philippe CMBB Pack, a Boots & Tracks site rip (scenarios and AARs). Some of the packs are: The Blitz CMBB Pack: 371 Scenarios and 15 maps. The Proving Ground / The Scenario Depot II Pack: About 840 scenarios and 87 maps. Zuf's Scenario Pack: 2,164 (!!!) scenarios. ============================================================ ============================================================ COMBAT MISSION: AFRIKA KORPS SCENARIOS ============================================================ ============================================================ https://archive.org/details/wargame-depot-combat-mission-afrika-korps (information page) https://archive.org/download/wargame-depot-combat-mission-afrika-korps (contents page) This file contains recovered Wargamer Scenario Depot data from two sources: 1.) The 2015 Dump at https://archive.org/details/WargamerGamesDepotArchive20160514.tar 2.) A Internet Archive Downloader Dump in April 2021 to recover what was stored on the Internet Archive's backups. Out of 6 scenario files on the WGD, 6 were recovered (100%). Also included as a bonus is an archive of other scenarios and campaigns recovered from various sites for completeness. HAVE 3492 - Combat Mission: Afrika Korps: Small Village in Valley 3520 - Combat Mission: Afrika Korps: Village on Hill - Allied Attack 3709 - Combat Mission: Afrika Korps: Kommerscheidt 3746 - Combat Mission: Afrika Korps: Rearguard Action at Fuka 3953 - Combat Mission: Afrika Korps: Band of Brothers, Part 4: Replacements 3960 - Combat Mission: Afrika Korps: Bridgehead Eberbach MISSING: NONE BONUS: I've tried to include everything I can, including Philippe's 11-part pack that breaks down as: 1940 - 67 Scenarios Ardennes - 88 Scenarios East Africa - 19 Scenarios France & Germany - 95 Scenarios Greece - 37 Scenarios Italy/Southern France - 258 Scenarios Market Garden - 23 Scenarios Normandy 198 Scenarios North Africa - 195 Scenarios Norway - 4 Scenarios Arab Israeli Wars - 8 Scenarios Korea -4 Scenarios PTO - 14 Scenarios SCW - 7 Scenarios SeaLion - 5 Scenarios Vietnam - 13 Scenarios Everything Else - 10 Scenarios Along with graphics mods for a SEALION set plus a few scenarios to go with it. BFC Companion Scenarios: 12 scenarios CMAK Operations Pack: 59 items? BootsNTracks Pack: 16 Scenarios CDST Pack: 16 scenarios Koen Pack: 5 Scenarios Random Pack: 62 scenarios (random potporri from my own files) Small Battles Pack: 68 scenarios The Blitz CMAK Pack: 117 scenarios Tiny Battles Pack: 5 scenarios The Proving Grounds / The Scenario Depot II Pack: 743 scenarios and 73 maps WBRP Pack: 11 scenarios Zuf Pack: 1,001 scenarios I'm confident to say that even though there may be massive amounts of duplicates, this corpus constitutes most CMAK scenarios published.
    1 point
  38. Except if you have to take the area
    1 point
  39. womble

    Breaching kits and barb wire

    I'm well. New employment means I have a little more time for computer goobery... Been out for a while. Some catching up to do, evidently.
    1 point
  40. Killing Adolf in 1933 at the latest. Repercussions..... hm.... chess would likely be still the most popular wargame nowadays.
    1 point
  41. Poland summer 1944, early morning. Panthers moving out. King Tigers from Schwere Panzer-Abteilung 501 about to engage Soviet IS-IIs. They did better in-game than they did in RL!
    1 point
  42. I am making a HUGE ARSE map for desert warfare. It is set at the maximum of 3488 meters in width by 5126 meters in depth. It loads for 3D preview on my machine in about 20-25 seconds. My desert map "iconic things" checklist...anything to add? wadi's undulations in the sand light scrub/brush escarpments some goat herders shack with a stone walled area for securing his girlfriends, I mean goats, the supply road with mile markers the roadsign in the fuel drum! a small domed mosque (working on it) some brewed up wrecks tank track marks left in the dirt short telephone poles palm trees around an oasis/well dead camel? barbed wire fortification with metal stakes and no wood
    1 point
  43. I concur with RockinHarry. It does make a difference. From my impressions, hit registry is indeed somehow linked to the actual models, and the animation changes where the model is. This doesn't help if you don't get any aiming point at all, as it commonly happens on flatter maps. Then the only means to fire your MG in a direction is to use a very close target area spot, which leads to very high ammo consumption and incredible spread of burts (for each fire action, the MG targets a random point in the action square. If the action square is very close, the angle of dispersion is huge...). Also, firing at point in front of the target may sometimes results in a bad (too high) trajectory. The trajectory runs roughly from the muzzle to a random point in the target square at about knee-height. If the target point is slightly "above" your muzzle height (as it often happens because you need to see the ground to spot it), and your gun is firing knee-height at a target point, the shots often go high. ---- And yes, there are also many maps that are marvellous and more realistically scaled. I appreciate that and it is by no means meant as a reproach to all the people who put their heart into designing maps. The problem is most severe for older quickbattle maps. I also have the impression that it's sometimes meant to give infantry a better chance against armor.
    1 point
  44. IICptMillerII

    Promo Video

    This is something I threw together in my own time. Please remember that this is from a beta build of the game and is subject to change.
    1 point
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