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LongLeftFlank

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  1. Upvote
    LongLeftFlank reacted to Sgt.Squarehead in What will the next CM be?   
    CM:G&P:

  2. Upvote
    LongLeftFlank reacted to weapon2010 in What will the next CM be?   
    No the next Combat Mission is a simulation about a customer base waiting with great  anticipation for a new product.The new game is  tentativley being called CMBP , Combat Mission Beyond Patience.
  3. Upvote
    LongLeftFlank got a reaction from sburke in Russians killed by US strike in Syria   
    So the first expansion module for CMSF2 will be.... CMBS?
  4. Like
    LongLeftFlank got a reaction from Holdit in The CM2 FAQ Thread   
  5. Upvote
    LongLeftFlank reacted to Falaise in just to say: MERCI   
    Hello it will be a year now that I discovered CMBN and this forum and  is time to intervene to say thank you
    I'm not the only one to do it but the repetition is good
    Since my childhood I have a dream, a desire, to see with my eyes this battle that has rocked my childhood, imagining to travel the battlefield like a drone.
    I was born in Falaise in 1970 and my family suffered the battle : 4 killed, the house bombed, the exodus on the road, the strafing of the bomber fighters, the artillery, the fighting but also after the battle, the destroyed houses, the burning vehicles and corpses littering the battlefield were all family meal conversations. Here in Normandie this was an important trauma.
    It always impressed and interested me, in a word: fascinated. I constantly asked for clarification and to question civilians or soldiers who had experienced these events.
    All the film reports on the subject, I watched them. I think I have seen ¾ images known from the battle.
     I never stopped walking the battlefield, collecting vestiges and remaining some hours to imagine the events.
    I used every means to immerse myself in this battle and the battles of the second world war in general. Movies, books and even games
    Squad leader then Close Combat  that I practiced  a long time.
    But although this battle has become my daily life because I have made it my job (I am a guide of  museum and even considered as an expert of fighting led by the Poles during the Battle of Falaise pocket), the time passing my imagination has declined. and little by little the image of these fights in my mind was becoming more and more abstract. I ended up consoling myself by telling myself that if I go to paradise there I  will can achieve this wish
    i was not counting on CMBN
    What a shock and even if it remains a game, my imagination work and as in my childhood events come to life in my head.
     After a year of practice my enthusiasm is not blunted my dream is somehow realized.
    So for that:
    thanks for this formidable game
    thanks to the moder who improves even more are aspect,
    thank you to  persons who animates this forum
    thanks to the battle designers (for the anecdote I live on a map of the game !)
    I'm begining to smoke again and  to say some nastiness on my neighbors, paradise has lost its appeal !!!
  6. Upvote
    LongLeftFlank reacted to Heinrich505 in just to say: MERCI   
    Very nice post, Falaise.
    There have been many times where a historical battle came to life for me while playing Combat Mission.  I would be starting out a battle and suddenly realize that I'd read about that very encounter in a book.  The mapmakers really immerse you in the physical location as well.  It is, in many ways, an amazing experience more than a game. 
    Heinrich505
  7. Like
    LongLeftFlank got a reaction from Sgt.Squarehead in Mosul (Iraq) The small red-headed child of an epic MOUT map!   
    https://www.theguardian.com/artanddesign/gallery/2017/sep/09/the-war-zone-drawings-of-ghaith-abdul-ahad
    "Most buildings in the old city have two levels of basements, so even bombing a house once did not end Isis resistance – [Iraqi forces] would have to bomb it twice, or three times. So actually when you go to the old city in Mosul you don’t see streets any more. You can’t distinguish where the buildings stood and where the street was. I’ve never seen anything like it."

  8. Upvote
    LongLeftFlank reacted to sburke in Happy New Year's Day! 2018 look ahead   
    Yeah really. If this is limited to just BF replies then they might as well lock up the thread and start a new one when they have news. Some people just go through life with a chip on their shoulder.  Anything that generates additional excitement for the products BF has commented on here is a win as far as I see it.  Looking forward to what you do next with CMSF2 @Sgt.Squarehead  Mosul was fantastic, with all the new options the next will be even more so. 
  9. Like
    LongLeftFlank got a reaction from Sgt.Squarehead in CMSF2   
    Of course the 2008 'retro' TO&E remains near ideal for those of us gaming out (glacially) OIF 1 and 2 (Iraq 2003-2009) and the corresponding period in Afghanistan.
    Slightly different topic, Mike Mooney writes a thoughtful piece for SWJ on application of Clausewitz to the destruction of ISIS.
    http://smallwarsjournal.com/jrnl/art/clausewitz
    I am not totally on board with applying schwerpunkt to destruction of a guerrilla movement, so this piece reads more like a 'what not to do' for them than a real 'how to' for a regular army. But worth a read nonetheless, like most of Col. Mooney's stuff
  10. Upvote
    LongLeftFlank reacted to Sgt.Squarehead in Naughty or nice... here's some bones!   
    Thing is though guys, it WILL feel like a completely new game once people start messing with it.....You better hunt down & kill those ISIS/Taliban etc. fast or they WILL be gone, through a new Exit Zone.  Messing around in that zone may now Trigger an IED Triggerman to move into line of sight of an unrevealed IED.  There are so many new things that can be done with this engine and the old game's massive TOE list.  With a few tweaks to the old TOE (that's all that are needed) and the potential could be increased yet again.
    So while I'd love to see the game expanded, I'm more than excited at what's already on offer (and what just might realistically be on the cards). 
  11. Upvote
    LongLeftFlank reacted to sburke in Naughty or nice... here's some bones!   
    Ha love that movie!
  12. Like
    LongLeftFlank got a reaction from Sgt.Squarehead in Combat Mission: Pacific Storm   
    Appreciate the clarification Luke, trust your feelings 😉
    Sarge, the death star effect is my name for the unfortunate combo of game mechanics that allows direct fire weapons even of light caliber to rapidly spot, zero and shoot 'fortified' defenders all dead in their holes and even bunkers at range, again and again, consistently, even when they are hidden or cowering.
    RL firepower (at least in pre-PGM days) simply doesn't have that kind of prompt total lethality against dug-in defenders or else WWI would have taken a very different course. The 4.0 "run away! run away!" bailout bug compounds the problem.
     
  13. Upvote
    LongLeftFlank got a reaction from Vanir Ausf B in Combat Mission: Pacific Storm   
    Appreciate the clarification Luke, trust your feelings 😉
    Sarge, the death star effect is my name for the unfortunate combo of game mechanics that allows direct fire weapons even of light caliber to rapidly spot, zero and shoot 'fortified' defenders all dead in their holes and even bunkers at range, again and again, consistently, even when they are hidden or cowering.
    RL firepower (at least in pre-PGM days) simply doesn't have that kind of prompt total lethality against dug-in defenders or else WWI would have taken a very different course. The 4.0 "run away! run away!" bailout bug compounds the problem.
     
  14. Upvote
    LongLeftFlank reacted to LukeFF in Combat Mission: Pacific Storm   
    Ok, longer reply: I appreciate the work that goes into creating a mod like that, but without proper 3D models for Japanese troops, weapons, Marine Corp forces, and other items like TOE and Japanese voice acting, it just doesn't do it for me. Same goes for under-the-hood weapon modeling - ballistics, ammo loads, total absence of bayonets, etc. In sum, there would be too much suspension of disbelief for me to enjoy it.But hey, if you like it, have at it. I was just voicing why the mod doesn't do anything for me. 
  15. Upvote
    LongLeftFlank got a reaction from sburke in Combat Mission: Pacific Storm   
    Ok, you have a right to your view but I don't get the disdain.
    As a CM playtester, do you have some under the hood info we don't about how nationalities are treated in game which would make 'real' Japanese infantry behave totally differently from modded 1944 British infantry? I'm pretty sure Steve has said repeatedly that they don't "übermensch" anyone, or the reverse. At squad level, the weapon sets are broadly comparable provided you avoid the Sten-intensive sections and assume the Japanese type 99 service rifle. Nambu and Bren have little to differentiate them. Light mortars, same. You run into more trouble with ordnance weapons, sure, but there are workarounds.
    And it's not like there are piles of scenarios out there featuring British troops with Fanatic morale. But whatever... 
  16. Like
    LongLeftFlank got a reaction from Bulletpoint in Combat Mission: Pacific Storm   
    Ok, you have a right to your view but I don't get the disdain.
    As a CM playtester, do you have some under the hood info we don't about how nationalities are treated in game which would make 'real' Japanese infantry behave totally differently from modded 1944 British infantry? I'm pretty sure Steve has said repeatedly that they don't "übermensch" anyone, or the reverse. At squad level, the weapon sets are broadly comparable provided you avoid the Sten-intensive sections and assume the Japanese type 99 service rifle. Nambu and Bren have little to differentiate them. Light mortars, same. You run into more trouble with ordnance weapons, sure, but there are workarounds.
    And it's not like there are piles of scenarios out there featuring British troops with Fanatic morale. But whatever... 
  17. Like
    LongLeftFlank got a reaction from Bulletpoint in Combat Mission: Pacific Storm   
    The main realism hassle for me in Makin was the incredible ease with which entrenchments and bunkers are spotted and brought under fire, especially by BU tanks, even when well camouflaged in deep jungle and not themselves firing. It's something that really has to get fixed before you can do any kind of positional warfare, regardless of theatre. That same Deathstar effect also brought my Dien Bien Phu experiment to a dead stop.
  18. Like
    LongLeftFlank got a reaction from Sgt.Squarehead in Combat Mission: Pacific Storm   
    The main realism hassle for me in Makin was the incredible ease with which entrenchments and bunkers are spotted and brought under fire, especially by BU tanks, even when well camouflaged in deep jungle and not themselves firing. It's something that really has to get fixed before you can do any kind of positional warfare, regardless of theatre. That same Deathstar effect also brought my Dien Bien Phu experiment to a dead stop.
  19. Like
    LongLeftFlank got a reaction from Sgt.Squarehead in Combat Mission: Pacific Storm   
    Ok, you have a right to your view but I don't get the disdain.
    As a CM playtester, do you have some under the hood info we don't about how nationalities are treated in game which would make 'real' Japanese infantry behave totally differently from modded 1944 British infantry? I'm pretty sure Steve has said repeatedly that they don't "übermensch" anyone, or the reverse. At squad level, the weapon sets are broadly comparable provided you avoid the Sten-intensive sections and assume the Japanese type 99 service rifle. Nambu and Bren have little to differentiate them. Light mortars, same. You run into more trouble with ordnance weapons, sure, but there are workarounds.
    And it's not like there are piles of scenarios out there featuring British troops with Fanatic morale. But whatever... 
  20. Like
    LongLeftFlank got a reaction from Bulletpoint in Combat Mission: Pacific Storm   
    Cheers, mate. Yes, back in 2012 I did a CMBN scenario based on the 27th Division's landing on Makin Atoll (contemporaneous with bloody Tarawa), since it was very well documented and a reasonable scale of action, plus there were no flamethrowers available (as was the case with CMBN version 1).
    Once you reach high water the atoll is pooltable flat other than manmade taro pits, so to prevent ridiculous amounts of keyholing through the overgrown palm plantations I used randomly scattered Low Bocage tiles. It worked out quite well and was a challenging fight. Rapid exhaustion of Green troops means that the US commander needs to advance in 'waves' (as historically) rather than just many-on-fewing the massively outnumbered and outgunned Japanese out of their holes. Hand grenades are a massive killer; also the lack of bazookas and FTs to bust bunkers forces you to rely on armour support in spite of the bogging risks.
    So I can't offer the Sergeant Sledge Marine bloodbaths you probably crave, but it can scratch the itch.
    Fanatical (modded) British forces stand in quite nicely for SNLF rikusentai. Alas, the mods (wireframes, faces, voices) were done in engine version 1 and were never updated for the new naming convention.
    Not much new to add on the hoary topic of 'does the CM2 engine work for Pacific?' but the bipolar AI infantry movement consisting of either 'slow painful crawl' or 'run straight at 'em howling' actually reflects Japanese tactical practice tolerably well....
  21. Like
    LongLeftFlank got a reaction from Ales Dvorak in Combat Mission: Pacific Storm   
    Cheers, mate. Yes, back in 2012 I did a CMBN scenario based on the 27th Division's landing on Makin Atoll (contemporaneous with bloody Tarawa), since it was very well documented and a reasonable scale of action, plus there were no flamethrowers available (as was the case with CMBN version 1).
    Once you reach high water the atoll is pooltable flat other than manmade taro pits, so to prevent ridiculous amounts of keyholing through the overgrown palm plantations I used randomly scattered Low Bocage tiles. It worked out quite well and was a challenging fight. Rapid exhaustion of Green troops means that the US commander needs to advance in 'waves' (as historically) rather than just many-on-fewing the massively outnumbered and outgunned Japanese out of their holes. Hand grenades are a massive killer; also the lack of bazookas and FTs to bust bunkers forces you to rely on armour support in spite of the bogging risks.
    So I can't offer the Sergeant Sledge Marine bloodbaths you probably crave, but it can scratch the itch.
    Fanatical (modded) British forces stand in quite nicely for SNLF rikusentai. Alas, the mods (wireframes, faces, voices) were done in engine version 1 and were never updated for the new naming convention.
    Not much new to add on the hoary topic of 'does the CM2 engine work for Pacific?' but the bipolar AI infantry movement consisting of either 'slow painful crawl' or 'run straight at 'em howling' actually reflects Japanese tactical practice tolerably well....
  22. Like
    LongLeftFlank got a reaction from Sgt.Squarehead in Combat Mission: Pacific Storm   
    Cheers, mate. Yes, back in 2012 I did a CMBN scenario based on the 27th Division's landing on Makin Atoll (contemporaneous with bloody Tarawa), since it was very well documented and a reasonable scale of action, plus there were no flamethrowers available (as was the case with CMBN version 1).
    Once you reach high water the atoll is pooltable flat other than manmade taro pits, so to prevent ridiculous amounts of keyholing through the overgrown palm plantations I used randomly scattered Low Bocage tiles. It worked out quite well and was a challenging fight. Rapid exhaustion of Green troops means that the US commander needs to advance in 'waves' (as historically) rather than just many-on-fewing the massively outnumbered and outgunned Japanese out of their holes. Hand grenades are a massive killer; also the lack of bazookas and FTs to bust bunkers forces you to rely on armour support in spite of the bogging risks.
    So I can't offer the Sergeant Sledge Marine bloodbaths you probably crave, but it can scratch the itch.
    Fanatical (modded) British forces stand in quite nicely for SNLF rikusentai. Alas, the mods (wireframes, faces, voices) were done in engine version 1 and were never updated for the new naming convention.
    Not much new to add on the hoary topic of 'does the CM2 engine work for Pacific?' but the bipolar AI infantry movement consisting of either 'slow painful crawl' or 'run straight at 'em howling' actually reflects Japanese tactical practice tolerably well....
  23. Upvote
    LongLeftFlank got a reaction from MOS:96B2P in Combat Mission: Pacific Storm   
    Cheers, mate. Yes, back in 2012 I did a CMBN scenario based on the 27th Division's landing on Makin Atoll (contemporaneous with bloody Tarawa), since it was very well documented and a reasonable scale of action, plus there were no flamethrowers available (as was the case with CMBN version 1).
    Once you reach high water the atoll is pooltable flat other than manmade taro pits, so to prevent ridiculous amounts of keyholing through the overgrown palm plantations I used randomly scattered Low Bocage tiles. It worked out quite well and was a challenging fight. Rapid exhaustion of Green troops means that the US commander needs to advance in 'waves' (as historically) rather than just many-on-fewing the massively outnumbered and outgunned Japanese out of their holes. Hand grenades are a massive killer; also the lack of bazookas and FTs to bust bunkers forces you to rely on armour support in spite of the bogging risks.
    So I can't offer the Sergeant Sledge Marine bloodbaths you probably crave, but it can scratch the itch.
    Fanatical (modded) British forces stand in quite nicely for SNLF rikusentai. Alas, the mods (wireframes, faces, voices) were done in engine version 1 and were never updated for the new naming convention.
    Not much new to add on the hoary topic of 'does the CM2 engine work for Pacific?' but the bipolar AI infantry movement consisting of either 'slow painful crawl' or 'run straight at 'em howling' actually reflects Japanese tactical practice tolerably well....
  24. Upvote
    LongLeftFlank reacted to Sgt.Squarehead in Mosul (Iraq) The small red-headed child of an epic MOUT map!   
    Recent discussions have made my mind up for me, I will be turning out Part 2 (Al Hutumah) as another CM:SF stand alone scenario in due course.....Once the opportunity presents itself, I'll remake the lot as a campaign for CM:SF II.....I reckon it will be interesting to see how capable the newer AI engine is on a map this complex, looking forward to the new title immensely. 
  25. Upvote
    LongLeftFlank reacted to Chudacabra in Mad 'Merican MOUT   
    Where's the covfefe shop?
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