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Posts posted by Ted
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I've seen the leadership value change for the worse when splitting off a team.
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Thanks again for the response.
I was thinking of Red Thunder but I'm already running a CMRT tournament and thought I might change it up some.
I'd like to use CMFB thinking that it may have the greatest variations in the quality of OOB's being late war and all. (I like the FB maps too.)
I'll float the idea over on the FGM and see what the FGM'ers think. Maybe get a few more responses.
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Thanks Cat.
So in your opinion would it be worth doing 3 scenarios in a time frame such as a first month, middle and last month leaving the OOB up to the players? Most of the CM (WWII) games that span is not all that great. Instead of the changing the time of year perhaps focusing on types of units, army, SS, Guards, Para's, would show a greater variation.
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I'm thinking of putting together a "Typical" tournament.
I need to know if the unit parameters or quality, changes with the year, month, location, type of unit or are the units randomized to have a mix of factors?
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Last post.
We have a 13 players for the tournament on the Few Good Men site. We could use one more to have an even number.
The tournament jumps off on Sunday October 17th.
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Ha!
64 views and not one reply. I guess the rumblings of war have quieted to a purr.
I am going to start the tournament over on The Few Good Men website.
If you are interested in playing in this tournament and are not already a member of the FGM please head over to the Site and join up.(https://www.thefewgoodmen.com/thefgmforum/) You'll find the tournament thread under the "Combat Mission WW2 Titles" thread."
From the sign up thread:
Fire & Rubble Tournament
The Fire & Rubble Tournament is a series of 3 quick battle scenarios each on a specific map: a December ’44 small German probe on an open/village map, an April 45 Soviet Berlin city attack and a late ’44 armor only meeting engagement on an open map.
Players will play both sides, one Russian and one German, in each battle against different opponents who will be chosen at random for a total of 6 games played. No player will play against the same opponent twice.
Each player will play two 45 minute games per round at a minimum of 5 turns per week against two different opponents simultaneously for a 3 round tournament. This would require a minimum of 6 players to join and start the tournament.
For each map a player would play two battles, one as the Germans and one as the Russians.
The scenarios:
1) A Small 45 minute German Probe with both sides set to Armored Infantry only on an Open-Village Map. (FR_Reitwein-880x880-Village-Open-Probe-01). December ’44, Eastern Europe, Dawn, Light Snow, Mist, Rarity: Standard.
2) A Small 45 minute Mixed Russian Attack in Berlin City. (FR_Berlin Z West-480x480-City-Attack-01), May ’45, Germany, Day, Clear, Dry, Rarity: Loose.
3) A 45 Minute Huge Armor Only Meeting Engagement on an Open/Village Map. (FR_Batzlow-1520x1200-Village-Meeting-01), April ’45, Eastern Europe, Day, Clear, Dry, Rarity: None.
The type of service, Army, Guards, SS, etc. is up to the individual players.
I’ll give everyone a week from today to sign up.
The tournament will start Sunday October 17th at which time I will assign everyone their opponent for the first round.
At a minimum of 5 turns per week the 1st round should end no later than Sunday December 19th but I’m hoping for a much earlier finish.
Note:
What made me decide to create this tournament is there has been a small debate as to whether the Soviets are handicapped by Combat Mission’s order of battle point values or is it just the way opponents choose their forces and the tactics they use.
Perhaps this tournament can help influence this debate.
Please, let me know if you have any questions or suggestions.
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I have an idea and would like to check the interest.
On the Few Good men website there is a tournament going on where the Soviets in Quick Battles did not seem to fare as well against the Germans as both the Common Wealth and the Americans did. A question was asked and then debated whether there is an QB imbalance or is it just the way players chose their forces and the tactics they use. This made me think of putting together a Fire & Rubble tournament to, besides pitting the best tactical CM minds against each other, kind of do a little test of force balance during Quick Battles.
I figure a minimum of 3 quick battle scenarios will be played, each on a specific map, a December ’44 small German probe on an open/village map, an April 45 Soviet Berlin attack and a late ’44 huge armor only meeting engagement.
(More QB's could be added. We could make the tournament 4 or 5 scenarios long depending on everyone's preference. The more games the better idea of balance.)
Players would play both sides in each battle against different opponents chosen at random for a total of 6 games played.
The goal would be to play 2 games against two different opponents simultaneously for a 3 round tournament.
Three quick battle scenarios played on three different maps.
For each map a player would play two battles, one as the Germans and one as the Russians.
Right now the three battles and maps will be:
A Small German Probe with both sides Armored Infantry only on an Open-Village Map. (FR_Reitwein-880x880-Village-Open-Probe-01) probably December ’44, dawn, light snow, mist.
(This could change to a "Mixed" Probe if everyone would rather it that way.)
A Small Mixed (or maybe Infantry only) Russian Attack or Assault in Berlin City. (FR_Berlin Z West-480x480-City-Attack-01), April ’45 day.
A Huge Armor Only Meeting Engagement on an Open/Village Map. (FR_Batzlow-1520x1200-Village-Meeting-01), Late ’44 or early ’45. No rarity. I would like to make all types of tanks available.
The huge armor QB is technically is not too huge. There aren’t many tanks you can buy that the points of a huge scenario can purchase, especially late in the war with big tanks. I wish I could double the points. It would probably be a lot less units to control/move than the small QB’s.
Any thoughts on this?
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I hope that's a water can on the front hull.
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Check your library, it may have it. I requested it and it did have subtitles.
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I don't believe so.
Actually, whenever a cease fire is called either I or my opponent will tell the other player.
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11 hours ago, mjkerner said:
@BootieDo you (or anyone else) know of a reason why I am unable to dld any scenarios from the Depot? I tried yesterday and no luck, but didn't have time to pursue it. Today, same thing. I hit the title/name which is highlighted like a link, nothing. I tried the oblong black button named "Download", nothing. I tried a half dozen or more scenarios from SF2 and BN both times. Any help would be appreciated!
I had the same problem. I right clicked on the name of the scenario or the black download button and selected "Open link in new tab" and it immediately downloaded.
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I believe an East Front - to end of war - module is knocking on the door.
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On 1/3/2020 at 9:57 AM, markshot said:
Hmm ... am I confusing this with extreme heat or cold of CMx1?
In CM1 didn't mg's "jam" quicker in freezing weather?
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[repeated exchange]
Pope Julius II: When will you make an end?
Michelangelo: When I am finished!
From the "The Agony and the Ecstasy"
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Bootie, what's going to happen to the scenarios that are in the Proving Grounds now?
Will you transfer hem to the Depot?
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On 10/25/2019 at 2:04 PM, Vergeltungswaffe said:
You can never disappoint a pessimist.
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How far can you fast move before you Tire?
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I have created a scenario for The Probes Tournament over on the Few Good Men (FGM) website (https://www.thefewgoodmen.com/thefgmforum/).
It’s called simply “Tournament II - The Probes”. (https://www.thefewgoodmen.com/thefgmforum/forums/tournament-ii-the-probes.453/)
My name on the FGM is Gunner.
The first scenario pf the tournament I thought was balanced but it turned out to be lopsided so to avoid the situation again I would like to have this scenario Beta tested.
Of course if you are playing in the Probes you cannot Beta test this.
It's a scenario that is "small" in points but played on a large map.
It is 45 minutes long, mainly an armor battle with both VL and Unit objectives.
I especially need to see how the first 10 minutes plays out.
I sure would appreciate any help with this. Let me know if you're interested.
Thanks.
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Actually, I didn't see an attached Read Me file. Is there a list somewhere that describes what was fixed or modified?
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This was quite the pleasurable experience. All games patched without a problem.
The best part was the speed it was completed. No mirror sites or long downloads like the early days.
Of course I was probably using a 56K modem back then
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OK in the mean time I'll learn how to use this one. Thanks and good work.
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Wow Cat, that looks really well done.
Is there a way to chat or message your opponent?
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2 hours ago, RockinHarry said:
Did you made the settings in "unit objectives (allied)" btw? It somehow sounds like you made your entries in "unit objectives (axis)"! This would explain you not getting points as allied player for destroying axis units IMO.
No no, Under "Units" in the editor I assigned German units as Unit Objectives when you purchase them and then switch to back To Mission - Unit Objectives (Allied) and give them a value.
2 hours ago, Heirloom_Tomato said:If you load up the Challenge Battle I posted for this weekend, Challenge Battle #5, check out how I assigned points to each side. It might help with what you are planning to do. I would be more than willing to help out if you would like.
Where would I find this battle?
And HT, the reason for this is I'm trying to put together a tournament over at the Few Good Men website and if you would want to create a scenario for it it would get a lot of play test and feedback.
22 minutes ago, MOS:96B2P said:It works with a preserve objective in CMSF2.
I don't think that's an option in CMBN (?)
2 hours ago, MOS:96B2P said:1) I have never seen the U show up in the suppression meter.
2) A player only knows what the unit objectives are if he is told in the briefing.
3) That is frustrating. I tried that for a scenario and tested it but it does not work. I think I wanted a minefield to be a spot objective. The editor will allow you to assign the fortification a Unit Objective number however it will not be counted on the AAR screen.
Agreed. Also, I found that barbwire works well for stopping wheeled vehicles at roadblocks. Tracks will crush it of course.
The Roadblock I thought I would create was a AT minefield under barbed wire. I though it would be interesting to have to protect and be careful with an engineering squad so it could get close enough to clear it.
TSD III, TPG II & The CM Mod Warehouse Update area.
in Combat Mission - General Discussion
Posted
I don't think they're been posted yet.