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Pete Wenman

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Everything posted by Pete Wenman

  1. In the "In the Shadow of the Hill" scenarios (4 separate scenarios) I cover a Brigade attack, with the map based on google earth and period maps and the forces at play are as accurate to reality as the game will allow. This shows how the forces were made up based on AAR documents and in all cases the various battalions attacked with only two companies up and with armour and artillery support. If you look at the scenarios in detail you will get a good idea of the tasks allocated to the three battalions (4th Dorset's, 5th Dorset, and 7th Hampshire's) mission 1 & 2: C & D Co 5th Dorset's, plus supporting arms (armour and artillery) are tasked to capture two farm complexes mission 3 : A & B Co 4th Dorset's, plus support are tasked to capture a small village. mission 4: A & B Co 7th Hamp's are tasked to capture a further village. As shown below each action allowed the next to take place, allowing the Bde to move forward in bounds as it secured it's objectives in turn. Each battalion had roles within the Bde plan, while each company had a role in it's respective battalions plan, (and each platoon within each co and so on) The master map for these scenarios is 1.6k wide by 4k deep, with the first three missions seeing the forces needing to cover 1.6-2k, with a similar distance covered in mission 4 albeit the start line for the advance is 2k deep into the master map. These missions are very histrionically accurate in terms of the terrain and British forces involved, and so give some insight into what was asked of the actual units on 10th July 1944 P
  2. Yep be sure to let us know if you hit this side of the pond. P
  3. yep this is a known problem with GIMP, glad you got it sorted. P
  4. and found this tucked away on the hard drive La Fiere Causeway (June 9) Axis.txtLa Fiere Causeway (June 9th) Allied.txtLa Fiere Causeway (June 9th) Dev Notes.txtLa Fiere Causeway (June 9th).btt Both this and the earlier scenario are on CMMODs Link to the 6th June one http://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battles-for-normandy/la-fiere-causeway-june-6th/ P
  5. It’s out there somewhere as it was later added to th e Repository p
  6. @37mm Attached MikeyD lily pond deep marsh terrain.zip P
  7. The best I can offer is the full Maltot map from which the "In the Shadow of the Hill" scenarios were created Maltotfinal.btt P
  8. Hope you enjoy it. I was delighted when the Chars became available and allowed this one to become just that little more authentic. P
  9. @General Liederkranz This should do it for you MG Borderland_vp.btt Let me know that it works ok and I'll get it loaded at the SD P
  10. I think it might be one of mine. It looks an awful lot like a bit of the Oosterbeek master map, but Jon and I did overlap in this part of the world and not surprisingly the maps looked very similar. P
  11. I was hoping you were going to be sitting in a foxhole, in the rain, playing on your laptop, while intermittent mortar fire lands nearby, but your version sounds more interesting P
  12. I'm pretty sure that is not correct. I suspect what was done was that the selected T-34 .mdr file from RT was placed into CMFI, but renamed as a PzIV so that it would show up and be available in the editor. This will mean however that every time that specific PzIV type is selected the T-34 model would be used. A new texture does not change the shape of the 3d model. P
  13. Something makes me think the IBCT came with the US Marines module not the British. Like Combatintman I've all the modules and can see it in game, but perhaps someone with just the Marine module can confirm. P
  14. Ignore Mikey (never a bad plan), but a platoon of assorted peanuts are found in the manoeuvre company of a British infantry battalion. Having said that, none are included in the scenario, and only the designer can confirm if they should be showing, but as you advise it does look like the HQ team and one section of pioneers should be included. P
  15. Pull the trees, bocage and bush mod and see if that makes a difference The standard editor has never had anything like you are seeing so I suspect a mod is at play here P
  16. That's good to hear. Them appearing as reinforcements means that you allocated them as such (whether you knew it or not) but hitting the matching number key 1 = R1, 2 =R2 etc. Each reinforcement slot can then be added an appearance time, so do make sure that matches your intention/expectation. Once you get your head around it the editor is a pretty cool bit of kit P
  17. @MG11 Are you able to attach the .btt file and I'll have a look at it for you. P
  18. @db_zero Great to read that you are having fun and playing around with this in the editor. Having had a quick look at the original scenario AI groups 10 to 15 are not yet used for Redforce. I was mindful with this one that the map is quiet small, and so any increase in redforce might crowd things, but I did experiment with changing the blue force BTR's to Bradleys. I'll see if I can find what I had. In the meantime happy to look at anything you come up with. P
  19. 37 selected Flavour Objects that I made for Black Sea have been combined and renamed within the SF2 editor as required to be available within SF2 Some textures have been reworked to fit within the Syrian environment. FO have been added to empty slots within the Map Editor and so the naming conventions in most cases are a little odd. Download https://cmmodsiii.greenasjade.net/?p=7737 Read Me Additional Flavour Objects for SF2 Additions to the FO as follows Aircon 3 – concrete barrier 4 – spray tank on wheels 5 – Disc rake 6 – picnic table 7 – fork lift truck 8 – rail buffer1 9 – rail buffer2 ATM 2 – kiosk1 3 – kiosk2 4 – loaded pallet 5 – stack of pallets 6 – pallet on trolly jack 7 – large aircon unit 8 – vending machine 9 – electrical box Log 3 – concrete pipes spilt 4 – concrete pipes stacked 5 – concrete pipe Shelter 5 – wooden pitched roof 6 – green plastic roof 7 – pillars and arch 8 – busstop Bin 7 – large yellow bin empty 8 – large yellow bin on side 9 – large yellow bin full Pallet 4 – pallet trolly jack (no pallet) 5 – handcart1 6 – handcart2 7 – handcart3 8 – handcart4 9 – handcart5 Barrel 3 – 3pipes standing 4 – 2pipes standing with base Telephonepole 4 – concrete telephone pole 5 – raised barrier 6 – basketball hoop 7- rail crossing X P
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