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George MC

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Posts posted by George MC

  1. 2 hours ago, rocketman said:

    Not the greatest scenario to be honest. I hate having reinforcements suddenly appear in line of fire. The US side is at a serious disadvantage and can more or less just hope for the best. TRPs for Soviets should have been excluded to make it a bit harder to bring down the hammer on the US troops. The only good thing is that my oppo is suffering more than me ;)

    It is based on a stock scenario that IIRC is not recommended for H2H play, so..... 😬

    Is there any point in exiting units rather than not having them killed? Any difference in score since the scenario is not to be finished?

    If we don't finish the scenario then we don't get penalised for not exiting stuff. But exiting stuff = not removing targets and not letting your oppo kill em! It's all about killing more of his guys than he's killing your guys...

  2. On 2/25/2023 at 2:54 AM, kohlenklau said:

    That is really cool that he helped you. I have had a great relationship with 99% of the BFC "insiders"...

    Ithikial (may the lord bless him) will release the CMBN BP and folks pay to get it. You have done those awesome maps and release them for free. But maybe you pulled a tooth and made some big bucks today. :D

    Best wishes to you!

    Passing the help you’ve given me in the past forward mate :)

  3. 7 hours ago, Erwin said:

    Appreciate you taking the time to examine the file.  To reiterate:  The entire FO unit was KIA in a previous mission.  ie: Nobody survived. 

    "... the campaign designer (says) that there are no reinforcements..."

     

    Fair enuff...  If there are no reinforcements/replacements, then there should be no FO unit returning in subsequent missions.  That would make sense.  However, the FO unit does return

    You can't have it both ways.  Either there are no replacements in which case why does the FO unit return at all?  Or...  the system is supposed to replace FO's that can be used as spotters since it is hard to continue a campaign without them.

    I’d have to check the campaign script (on hill today so be later tonight). I recall I gave a small option for replacements to allow wounded men, vehicles and some men left out of battle to take cas places. Like it was a very small chance but not after every mission. 
     

    As far as I know the game engine does not override FOs being replaced. If the player loses their FO and it screws up the player playing the campaign that’s on the player. Sorry but that’s the whole point of a campaign. Player actions have consequences for the rest of the campaign. 

  4. 21 hours ago, Erwin said:

    "KG Von Schroif".  and the FO that cannot call in arty.   I think these look like bugs in the campaign game system.  

     

    Yup its a design feature not a bug.

    As it says in the READ ME:

    "This campaign covers a short and sustained period of combat operations taking place over a period of less than 72 hours, in Poland, on the Eastern Front in early August 1944. Although fictional it is heavily based on actual events."

    AND

    "It is worth noting that the player receives no reinforcements and little in the way of refit in the 72 hour period.
    Therefore you, the player, have to use your forces wisely, especially your panzergrenadiers. Keep your casualties as low as you can, for as long as you can. The key to success is close co-operation between your SPW, panzergrenadiers and panzers.
    Key characters, including platoon leaders, are all named individually and are tracked throughout the campaign. You’ll notice, as casualties mount that key names slowly start to disappear. Don’t get killed yourself though early on, as it may lead to you ending the campaign, like your life, prematurely."

    So given the tight frame no chance of having key assets replaced.

    Lesson - don't get key stuff killed (especially von Schroif) as it ain't coming back... 
     

  5. I've made some updates based on feedback so far (with thanks to @domfluff )

    What I've done is added an additional mortar battery and a 1 x 2 x122mm SP howitzer tube module and also beefed up the BMPs to BMP2s (so more supporting firepower) and added additional breach teams and sniper team to each platoon (so Delta mech plts have 3 x squads/2 x breach teams/ 1 x sniper team/ 4 x BMPs) so bit more oomph for bashing a way into houses but still requiring some careful management. Shame no way can add a supply vehicle with additional demo charges cos the 2 each breach team carries is a tad light! Still adds up to an extra squad and the sniper teams could be useful.

    Updated file below.

    Cheery!

     

     

    TV 98-3 Attack in Brandenburg REDFOR_v5.btt

  6. 8 hours ago, Halmbarte said:

    And now for a completely different problem. My vehicles are getting stuck on the 1st bridge along the main highway. They had no waypoints on the bridge itself and I re-did orders after the 1st turn they got stuck. To clarify the 1st BMP on the bridge got stuck rubber banding and the other two are blocked by the 1st BMP. 

    Link to save game: https://www.dropbox.com/s/60krhw4tdpshpjk/TV 98-3 Attack at Brandenburg REDFOR 007.bts?dl=0

    hEyVgdF.png

    H

    Ah crossing bridges. Yeah there is an occasional game engine quirk where this happens. it’s not a scenario issue. 
     

    Way to avoid/minimise this is ensure you place a way point on either side of the bridge and give the units crossing sufficient time gap (using pause) - say 15s between vehicles. 

    FWIW in this scenario using the above Ive not had the issue occur. 
     

    Cheery!
     

    Added this wee vid. Which shows by using pauses between vehicles (in this case I used 30s) and placing a waypoint on each side of the bridge the BMPs cross okay. You want to avoid traffic jams on the bridge... so longer pauses between vehicles and placing a waypoint on each immediate side of the bridge should minimise this happening.

     

  7. 3 hours ago, jackal263 said:

    Sent back another turn... i hope i did it right, because time left (me as Russian player) reported 1 min left when i pressed the red button... in the other battle it reported 2 min left, so i didn't notice immediately... It is a bit confusing if we must stop when it is 1 min left or zero min left... anyway, thanks for the great battle... that was a massacre... with Russian you almost succeded in the first sudden attack... i didn't expect an attack so early... my attack with Russians was decimated by your airplanes (i remember 4 to 6 IFV or Tanks destroyed), even if i think i killed 4 Abrams and the 2 TOWs vehicles... but i forgot there was a 5th Abrams tank :)  

    Aye both turns ended on a bang! I might have been tad too optimistic with my last gasp Soviet attack...

    Yeah really enjoyed that thank you - you kept me on my toes. I thought I'd got the jump in the Soviet attack but you soon shut down any advantage I might have gained. Oh and you made large holes in my Blue defense when you played as Soviets. My surviving M1 (with some help from the Brads and Dragons) did the job though. I was pulling back out of the village to avoid your arty and infiltrating infantry and screwed up my timings hence losing some guys and a Brad to my own helos. Yeah great fight thanks. Awra best with the next round :)

  8. This is a re-do of my original TV98-3 “Attack in Brandenburg” but as REDFOR (Syrian regulars) versus OPFOR (Syrian fighters and combatants). It uses CMSF2 game version 2.05 9BFC) gane engine 4. Unfortunately, if you are on Steam the linked version of the scenario will not work as at the moment your version has not been patched.

     
    This scenario concept is based on the one of the excellent Tactical Vignette series titled 
    http://ciar.org/ttk/mbt/armor/armor-magazine/armor-mag.1998.mj/3TV98-3.pdf
    TACTICAL VIGNETTE 98-3 “Attack in Brandenburg”

    You can download the actual brief at the link above.

    This revised revised scenario has had the built-up area and surroundings heavily reworked to make the terrain more complex and confined.
    I've posted it here for some testing as not sure with the change of force from US heavy mech to Syrian tin cans re difficulty etc. Its probably one more suited to play H2H than aginst the AI.

    Play as Blue (Syrian regular army) versus Red (Syrian fighters and combatants).

    Yiku4Hv.png

     

     

     

     

    TV 98-3 Attack in Brandenburg REDFOR_v5.btt

  9. 6 hours ago, Phantom Captain said:

    This is excellent.  I'm really looking forward to this too!  I'm actually on battle 2 of "Five Days One Summer" and am playing a PBEM of "Deep Raid", both from @George MC and the awesome BP.

    So far Deep Raid had been epic.  I'm the Soviets and this one just feels so ENTIRELY east front.  I don't want to say anything more...  How I love my Emchas!

    Ah cool - thanks :)

    Glad yer enjoying em - look forward to hearing how they go.

    Cheery!

  10. On 2/11/2023 at 8:48 PM, danfrodo said:

    Finally got my big RT battle done.  Barely any progress for a month, stupid RL. 

    So, GeorgeMC-ovich, you had me stumped for quite a while, stuck in the town.  The AT guns kept me pinned and I was doing artillery/mortar duels to knock them out, but overall completely stuck.  Finally decided to take some action, sent halftracks on scouting missions to find alternative paths to the final bridge objective.  Terrain turned out to be my friend and I found a route that was only lightly sniped by AT guns w limited observation -- drove fast thru that section!  I managed to spot some of your little friends along the way and knocked them out.  Then the assault on the bridge was on!

    .....

    WHAT A FIGHT!  This was brilliant, GeorgeMC.  You really had me stuck and frustrated for a while.  This battle really provides a great feel for what an operation like this would've been like w the troops, weapons and terrain of August 1944 on this front.  Wow, what a blast!

    Non-spoiler tips for anyone trying this out: use the terrain to find unobserved or minimally observed routes forward -- cover AT-sniped areas w smoke so you can advance through otherwise suicidal spots -- PZ4 smoke is excellent.  Once AT guns or tanks start whacking you, get eyes & mortars on them ASAP.  Use the 75mm halftracks as sneaky snipers to hit well placed enemy defensive positions w plunging fire -- this is really dangerous but works if mortars have the guns suppressed.  I made so many mistakes looking back on this but still managed to pull out a major victory.  THANKS AGAIN GEORGEMC.  😀

    Excellent - great to see how this played out for you. The screenies look mint :)

    Aye good terrain reconnaissance is key in this one, well scouted. Defo a combined arms fight this one, and your advice in the final para is especially valid.

    Really pleased to hear you enjoyed this. It's one o my personal favorites, so good to see it getting some love!

    Thanks for posting the DAR shots and for your feedback, much appreciated thank you.

    Cheery!

  11. 1 hour ago, rocketman said:

    Is the word out to all involved that we shouldn't play the last turn? Or exit units?

    Oh good point - but I bravely drove my Soviets to their deaths so makes no odds to me...

    I assumed we were not playing the last turn but don't quote me. @BFCElviswill have the word.

    Ekvis did post this earleir in this thread: 

    Either way I've cooked my Soviet goose! Not much left to exit cept the panicked, scorched and shattered survivors of my AFVs...

  12. On 2/3/2023 at 4:50 PM, Probus said:

    A question about scoring.  If I have my opponent pinned down and he can't get off the map, will I get as many points stopping him from getting off the map as I would if I went in and attempted to destroy him?  Not sure its worth risking my forces if I get the same points either way.

    As we’re not playing till the end the ‘normal’ exit points conditions won’t count. So basically each side does their best to give the other a good kicking! The US will only get points for killing Soviet stuff. The Soviets will not be penalised for not exiting. 

  13. 11 hours ago, Erwin said:

    Yes, the error message I get:  "Could not initialize graphics display. REQUIRED: 1024 x 768, 32-bit color."' is exactly what I see.

    But for some reason I cannot access the BF knowledge base that covers this item:  This Knowledgebase article on 'Error message: "Could not initialize graphics display. REQUIRED: 1024 x 768, 32-bit color."' will tell you of using the 'Compatibility' settings in Windows to address this problem.

     

    Error message: "Could not initialize graphics display. REQUIRED: 1024 x 768, 32-bit color."

    Problem: When you launch CMBN you get an error message of "Could not initialize graphics display. REQUIRED: 1024 x 768, 32-bit color."

    Solution: Right-click on the launching shortcut for CMBN and select "Properties" from the popup menu. In here go to the "Compatibility" tab and there will be a section in the middle of the tab labeled "Settings". At the bottom of of this section checkmark the box next to the text that says "Disable display scaling on high DPI settings". Click 'Apply' and then 'OK'. Hopefully this should now allow the game to run.

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