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George MC

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Posts posted by George MC

  1. 5 hours ago, danfrodo said:

    Astute observations, Chibot.  I was hoping my opened up commanders and better optics would get me on target before the T34s could bracket onto me.  I knew I had a lesser gun but was hoping that getting early hits would make up for it.  I was using bushes, hedges, trees as cover but always seemed to get hit before spotting.  It was a very unpleasant surprise. 

    So I moved to Plan B (which Elvis says is not as good a Plan A): use terrain & smoke to find safe passage to the critical objectives -- the bridges, and I have secured bridge #1 and part of the big village.  (But lost a few more vehicles to surprises).   Russians do still have the high ground on the flanks but I have the bridges so I am hoping they'll have to come down to get the bridges -- that's a fight I like. 

    But we also are facing the constant problem the germans faced in 1944 -- not enough infantry.  I've got to clear a village and w 3 man teams of the recon group it's tough, even though many teams have an mg44.  Russians have lots of their nasty submachine guns which are so deadly at close quarters.  More infantry coming but nothing like what I'd have as americans or russians.  Lots of Pz4s and hannomags.

    Executive summary:  THIS IS REALLY DAMN GOOD FUN!!!! 

    I am truly pleased to read your comments - not cos your tanks are burning (well maybe a wee bit... ;)) but that you are enjoying the tactical challenges this scenario poses. Aye they key is to exploit the terrain, and like the Germans in the RL engagement you often have to lose stuff before this becomes very apparent.

    Yeah PzIVs versus T-34/85s is not a fair match up for the PzIVs - but it is possible to gain an advantage on the T-34s by outmanoeuvring em. 

    Yup mobile infantry was an issue - this is why (3rdPz Div had no SPW battalion at this point as they were still busy being issued new SPW and training) so the recce guys doubled up as panzergrenadiers, but whilst they have lots of tracks not many dudes on the ground and their wee recce teams are not well suited to sustained close combat in urban areas - so treat Rakow with caution. The village is not the prize :)

    I'm really please you are enjoying this. Its one of my personal favourites and it gave myself and several of the testers a real run for our money.

    Look forward to hearing how it plays out. Awra best! 

    Cheery!

  2. 23 hours ago, JoMac said:

    It's possible that German Units are Green vs Vet Ruskies, or the Ruskies have Intel of German Units ahead of time and reason for getting spotted quicker?

    Without giving too much away the Soviet tankers you meet are not supermen tankers but two are slightly above average. Though are linked into the Soviet radio net though so reckon your second thought might be whay they have an edge. Also 

    POSSIBLE SPOILER highlight to see

    There are several Soviet AT gun batteries which in my own playtests killed more stuff than the tanks - though when rounds are incoming it might be hard to tell who is doing the killing.

    Cheery!

  3. 17 hours ago, rocketman said:

    Has anyone been able to start this scenario as a PBEM and not getting a corrupted file before the actual scenario starts? Me and my PBEM partner has tried two times now and I did a start of the scenario as a PBEM without sharing the first file and there is something off.

    If I'm correct - the order of files/actions is as follows in a PBEM:

    1. Person A starts PBEM and generate 001 as his password turn
    2. Person B gets 001 and does his password turn and generete 002
    3. Person A gets 002 and does his setup and generate 003
    4. Person B gets 003 and does his setup and generate 004
    5. Person A views the action of the first turn (004), makes his moves, and generate 005
    6. Person B views the action of the first turn (004), makes his moves, and generate 006
    7. and so on....

    To me it seems like this scenario for some weird reson messes up the first step so that some kind of corruption occurs. The password stage doesn't occur immediately in step 1+2 but only generates save files.

    Never encountered anything like this before and can't understand what is specific about this scenario.

    Both me and my playing partner use CM Helper (but have other games ongoing without other people without a hitch) and we have the latest patch and we both have the battle pass and Fire & Rubble. Both on PC.

    Paging @George MC as I understand you are the scenario maker.

    Are ema-files worth sending for analysis?

     


     

    Ah bummer - nothing more frustrating!

    Okay - I've just set-up a PBEM and played to seven turns with no issues. Files created, exchanged and played. This was done on my own PC. Sp does not look like there is an issue with the actual BP scenario.

    However I'm not sure what the issue might be. My advice would be to double check and confirm you are both using same game engine version; oh and yank all mods out from your games and try without mods (sometimes issues can be caused by mods).

    It's a huge map so could be the issue is one or other machine not coping with processing the turn.

    In anycase this is more an issue for @BFCElvis who I'm sure will have greater insight. In that regard might also be worth filing a tech support ticket?

    Cheery!

  4. 8 hours ago, Heinrich505 said:

    @George MC

    It seems I am a bit late to the party, having just now accidentally stumbled onto the new battle pack that you've created.  It looks great and I'm very excited to be exploring more of your fantastic work.  I was spending way too much time trying to keep up with the "Ukraine How Hot Will It Get thread," and missed this release.     :wacko:

    Thanks so much for putting this out.  The correct use of halftracks is often more of an art form than anything else, and your directions and suggestions are most welcome. 

    I think I loaded the mods right.  Have the crusher officer caps all been replaced by the M43 cap?  I left a number of mod folders under the main file Viking Mods GMc Mix folder.  Was that okay or should I have moved them out from under that main folder? I'm never completely sure how to set up the mods in the Z folder.

    Again, many thanks for all these new scenarios and the additional campaigns.  This is great!  B)

    Gary

    Nae worries mate :)

    Re mods - I create a Z folder in the 'data' folder in the main game directory (default is C drive) and plonk em in there. Yes the mod changes all crushers to M43 caps. No either or I'm afraid.

     

    Cheery!

  5. Just now, Monty's Mighty Moustache said:

    All installed and been through the first SPW lesson, wiped the floor with em. Quick question @George MC, of the new campaigns is it best to start with one over the other (a la the CW campaigns) or is it a free for all?

    MMM

    Excellent :)

    The two campaigns are very different and no need to do one prior to other. So aye free for all re campaign order. The Tigers one will be a quicker through and through. Five Days would be a larger time involvement. 

    Cheery!

  6. This may or may not be related but the battlepack requires the Base Game (Game Engine 4) and the Fire and Rubble module (currently only available for Windows).

    I assume you are trying to get it working on Windows and have the required base game version AND the Fire and Rubble module?

  7. 3 hours ago, RockinHarry said:

    Thanks for taking the time giving it a first try George! I know you´re a very busy man. 😎

    Gunner footprint is now only marginally smaller so his main weakness remains the way CM TacAI handling these (no seperate "open up" for HT crew and passengers i.e 😛) But good to see it has some beneficial effects. While adapting individual crew positions ( some minus on Z and plus/minus on Y axes) I tried making sure that none the pixeltroopers geometry/hitboxes protrude from the HT geometry. But can´t tell for sure if they still get full protection from their tweaked positions. I also didn´t take into account the Grenadier´s butts sinking more into the benches now. But..potection before looks in this case. I always assumed BFC set up sitting stances for sort of a "travel mode". But IMO highly inappropriate for a CM game that plays on an actual battle and not rear area, far from the enemy. Think the highest threat from infantry smallarms still is "plunging fire" from russkie sub machine guns. And off course low range rifle/MG fire at favorable angles.

     

    Yep, best gunner range is still normal lMG combat range which is 300m plus, better yet 5 to 800 meters. Pity we can´t apply "open up" in more useful ways. It´s a main stumbling block for getting HT tactics work in more realistic ways IMO.

    So if you keep play testing this please let me know on any (new) issues! And as said it´s just K98k guys using the kneel stances here (and any other K98 guy who´s not a passenger). If you need other infantry classes (MP40, Stg44 etc) adapted as well, please let me know. It´s not much of an effort. Btw...did you ever see Grenadiers using hand grenades while riding the HT? I´d just tested area target fire <=30m, but to no avail.

     

     

    Aye cool - yeah working on a wee thing for next week ;)

    Re testing. As said defo noticed MG gunners seem better protected at closer ranges than previously. 
     

    Passengers sit lower (I just ignored their butts melting into the seats. TBH you have to look closely).

    I seemed to take less passenger casualties from enemy fire. 
     

    Yeah re passengers firing - they always seem reluctant to do this. I’m not sure but <seems> they only do so when the enemy threat is perceived as less serious. I never saw em use grenades at close range and I managed to drive over several foxholes with cowering enemy soldiers in them. 

  8. 3 hours ago, RockinHarry said:

    you likely mean 1941 Panzer-Kampfwagenbuch I guess? It has many nice small scale examples, likely worth a dozen or so CM training missions. 😎 I´ve ~20 or more original german tactics and training books, almost all dealing with infantry tactics in numerous combat situations, squad (up) to regimental scale. Pity I´ve so little time making some CM scenarios from my treasure troves. 🤪 Some the training situations (or wargames) are also continuing battles, good for making some small training campaigns as well. Now with Butschi´s terrain generator it also seems possible recreating the original terrain as used in the training scenarios. Many are assumed to be "played" on small scale topo maps of 1930ies germany which are included with many the books.

    Aye that’s the one. Tank Battle Problems if I mind. I did a series in CMBB. 
     

    Aye could make new maps but was thinking of heading to the map chop shop and slice and dicing some new ones! :)

    Yeah be easy to do a training campaign. Whole range of possibilities here!

  9. 2 hours ago, RockinHarry said:

    Read it all through and got to say you made THAT CM Panzergrenadier reference manual. 😎 Yeah... those idiosyncrasies. 😛 This might interest you maybe:

     

    Spot on thanks :) I've installed and playing through an old save of KG von Schroif :)

    EDIT To Add: That does the trick! I mounted up a load of tracks and sent em into the valley of death. overall MG gunners have a greater survivability now and the MG firing tracks are way more of a threat to enemy infantry. I started losing gunners only at close range - like 100m or so.

    Off we go - like how the passengers are huddled lower.

    k3PngA8.png

    Engaging - note how close to the foxholes this track is and note the Soviet soldiers running off. Gunner was nailed not long after but notcied all the gunners made it a lot closer to an enemy position before I started seeing hits.

    CVaUWio.png

     

  10. 12 hours ago, ratdeath said:

    Really like these type of scenarios, how to apply real life tactics within the Combat Mission world :)

    Battlepacks with only training scenarios and manuals like the SPW Training Missions Tactics and Lessons would be awesome and I would buy them for any or all CM games.

    Aye good idea. I mind I need a whole series of tank battle problems in the old CMX1 for CMBB taken from a German panzer instruction manual. They're easy to do. Hhmmm...

  11. 1 hour ago, RockinHarry said:

    With CMRT battle pack now released and after reading @George MC ´s excellent  CM Panzergrenadier handbook from here...

    ...I came to think about some the games known idiosyncrasies. While the TacAI´s behaviors can´t be changed or altered, at least some the cover related things can. I loaded up CMRT´s SdKfz251/1 D model into Blender and bits of altered the crew members placements (excl. driver and radio operator) . That for better cover/protection when vehicle and grenadiers are not in "open up" state.

    Secondly I used parts of my infantry animation mod to enforce the Panzergrenadiers always using kneel stance when firing and reloading handguns, while beeing in the vehicle and "open up".

    Since it´s just a test I did the animation file swap just on the Kar98k guys. Anyway, the game doesn´t allow any lMG gunner to stand up and shoot across the vehicles board wall plate. Other weapon carriers (like MP40, Stg44 etc) are still uneffected in this little test mod.

    So this is how it looks like with and without the tweaks.

    Seated Grenadier footprint with default CM placements.

    jH1nI2E.jpg

     

    With tweaked positioning.

    n6JIuUo.jpg

     

    Default CM Grenadier shooting and reloading stances.

    8JUcVwj.jpg

     

    Kneel stance enforcement through animation file swap.

    GO4VNRw.jpg

     

    Also tried a different MG gunner animation file.

    CM default.

    hZiC4FQ.jpg

     

    Swapped for BS M320 rifleman.

    QQz4PBB.jpg

    and some inspirational footage

    3079d1199801510-set-prints-panzergrenadi

    UNADJUSTEDNONRAW_thumb_4d22.jpg

    If you like testing these tweaks in your CMRT game, unzip the file into your data/z folder as usual.

    https://www.dropbox.com/s/142dkk20m9ge33b/RHZ CMRT SdKfz251D test mod.zip?dl=0

    Oh nice one mate :)

  12. 6 hours ago, RockinHarry said:

    Thanks for making these available George! 😎 Von Wehren´s PzGr. training book in particular. I´ve mine german original for years already and always wished it´s available for non german readers as well. Kudos! So it´s synopsis of what germans learned and experienced through preceding war years and then tried teaching all that to latest generation young Panzergrenadiers. Pity for them that it´s all too late, with battlefield combat circumstances changed dramatically and with 251s and fuel always been in short supply. But interesting read in any case and fun to try out in CM battles. There´s just BFC not modeling mounted combat in better ways though. Passenger vulnerability quite in particular. But much of it can get to work in the games. 🍻

    Aye it’s an interesting read. But aye given the increasingly prevailing strategic and tactical situation of limited application. 
     

    One if the things I’ve sought to do is give players some pointers on how best to apply RL doctrine and tactics into CM given some game engine limitations and at least have done insight into how best to get the best out of their SPW/combined arms team. 

  13. Hi all

    I've created this post to make available some resources that may be of use to players.

    I've attached the Five Days One Summer campaign flowchart - so you can see where you are going, if you wish. If you'd rather not see into the future then best not read it.

    I've attached the Tigers at Ogledow campaign flowchart - again possible spoilers here so if you'd rather not know, don't look!

    Also I've attached a SPW Training Missions Tactics and Lessons document. This document provides a deeper overview of the doctrine and tactics taught (and used) by German armored panzer grenadier units equipped with the Sdkfz 251 halftrack and its variants (referred to as a Schützenpanzerwagon or SPW) in the later part of the war, around 1944. Its main intent is to provide additional background to the series of scenarios and missions in the battle pack for Red Thunder, in particular the series of three SPW ‘Lesson’ series scenarios. My thanks to @domfluff who reviewed this and provided tactical insight, oh and it was his idea originally.

    Five Days One Summer Wiking panzer grenadier mods - I've added a wee package of mods I used for the grenadiers in the Five Days One Summer. I basically assembled others excellent mods to create a look which is in the Wiking Mods GMc Mix . Main changes are grenadiers are in light battle rattle - no extraneous kit, crusher caps are M43s and senior officer has a 'Wiking' cuff band and a M43. My thanks to the talent and good will of Aris, @EZ (WSS Senior Officer and WSS camo uniforms), @Frenchy56 (Crusher and side caps to M43) @kohlenklau (No-gear mod - the campaign is mod tagged 'no gear'@Lucky_Strike (Senior officer peaked caps to M43s). I used Aris' Soviet tank mods, his Soviet faces and VM's summer Soviet uniforms.

    Five Days Campaign Overview_v1.pdf SPW Training Missions Tactics and Lessons_FINAL.pdf

    1831305623_FiveDaysOneSummerMods.rar

    Tigers at Ogledow Campaign Overview_v1.pdf

  14. 34 minutes ago, Myles Keogh said:

    The campaign briefing for Five Days One Summer mentions a PDF file with information about the campaign (presumably similar to the ones included with KG von Schroif and other George MC work).

    However, I can't find it.  Neither in the main CMRT files nor in Documents CMRT game files.  Does anyone know where to find it?  Or was it not included with the download?

    Ah I meant to upload that as can’t add it to the BP. It was more just an outline of the campaign structure. I’ve attached it here fir now. 

    Five Days Campaign Overview_v1.pdf

  15. 6 minutes ago, sttp said:

    My invoice says there is nothing to download for the new Battle Pack. So how do files that have been modified since I last downloaded anything from Battlefront magically make their way to my hard drive?

    Steam integration for the WW2 titles cannot come soon enough.

    Download the 2.12 patch and activate the battle pack using the activation code for it. 

  16. 21 hours ago, laurent 22 said:

    Thanks to my opponent and winner GeorgeMC (my first PBEM on CW, no problem with PBEM++). The challenge is really on the American side. Both had no survivors on the US side at the end of the game. I played the US side game against the AI and so it's possible to win, but against a human player ...

     

    Thank you :) And thank you for a couple of excellent challenging games. I really enjoyed them, and the fast turn rate :)

    Aye its an Alamo situation for the US player that's for sure!

  17. The JgPzIV really needs to be unbuttoned to spot well. Its low silhouette also poses issues as whilst the unbuttoned commander can see the gunner might not. As noted by GreyFox there are some limitations with the targeting tool. Also in this mission the Soviet tankers are generally pretty higher experience levels than the German AFV crews.

    In this scenario I suggest trying to hit the Soviet from the flank - you'll have better luck with the JgdPzs that way. Head to head will be a tougher engagement.

  18. 19 minutes ago, RockinHarry said:

    Think tree roots are still fine for intended slopes. (-20cm would suffice for steeper ones) Yet I´m undecided on maximum slope angles I´d likely using on some my hilly maps. So here´s some pro stuff:

    Here´s a table of CM terrain slopes that should be passable for most foot sloggers. But what about a pixeltrooper with full combat load? BFC set limit to 4m height difference for still beeing passable to all units. Height diff of 5m is where cliffs terrain gets generated and thus impassable to all. Since my terrain tweak allows avoiding any auto generated cliffs for infantry type units, I´d like to know from experts what´s "practicable" limit in combat situations?  Special forces and mountain troops excluded. @George MC maybe?

    CM terrain slopes

    L = 8m    Height-Difference (between action spots)

    AS H-D    1m    2m    3m    4m<cliff    5m    6m    7m    8m    9m    10m

    Slope °    7       14      20    26              32    37      41     45     48     51
    in %         12     25      37    50              62    75      88    100    112    125

     

     

    In mountain walking we use a formula for estimating time based on average speed on the flat plus 1 minute per 10m contour. Eg walking at 4km/h = 1.5 minutes for 100m; if over that 100m you went uphill for 10m you could add another minute so would take 2.5 minutes to walk 100m section that rises for 10 m. Note this is an average. Factors like fitness, pack weight etc would add to the uphill component or subtract. Eg a light pack might only = 30 seconds for 10m contour whilst really heavy pack could double it i.e. to 2 minutes per contour. 
     

    All this assumes walking. Once you get into very steep terrain, like starting  to scramble/climb it becomes a wee bit harder to estimate. And fitness and ability really kick in here! 

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