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Euri

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Everything posted by Euri

  1. One can win it for sure most of the time, but expect casualties. IR + weather conditions give an advantage. If it still seems too difficult, use the editor and change heavy rain to mist or fog. That will make it very easy for blue. I experimented a lot to strike a balance with weather conditions. If you make the weather clear instead, then it becomes quite difficult.
  2. I tried long and hard to design a strong AI plan . The trick is to exit the buildings or change floors as soon as things are about to get hot and relocate or enter a again advert a few minutes.
  3. I hope you will enjoy it. Please give feedback. I do own all modules of cmsf and spend hundreds of hours on it but I uninstalled when cmbs was released. And this last month is my first contact with the editor and scenario design.
  4. I have updloaded the following scenario to the proving grounds for playtesting and suggestions. I have playtested it myself and was ok but I am open to suggestions. As too many things happen within a limited timeframe this must be played as WEGO. Only Blue vs AI https://drive.google.com/file/d/0B9z2aTq5oxcqVjE5aU9zR3pyQWc/view?usp=sharing I copy the briefing as a teaser: _______________________________________________________________________ Situation The Rock is a fortress-prison connected to land only by a bridge. In the central cell of the “Rock” is held a very important asset of ours. Our intelligence suggests that the garrison of the rock consists of two platoons or relatively inexperienced troops. A third platoon or so has established checkpoints and firing positions in the small village situated at the crossroads leading to the bridge. There should be some AFVs there as well. There is also an enemy QRF around 45 minutes away from the crossroad consisting of BMP-3s Your mission is to free the prisoner held on the Rock. Your forces A veteran infantry platoon approaching from the north is tasked with clearing the crossroads. Three elite squads of Seal Team Six with three extra breach teams, a light MG and a sniper team will approach the Rock from the sea and climb on the south wall. They will be in position exactly ten (10) minutes after the commencement of the operation Twenty five minutes after the commencement of the operation a fleet of Humvees will arrive from the north of the highway. This gives you approximately 30 minutes to defeat the garrison of the rock, free the prisoner and clear the crossroads. Once these tasks have been achieved half of the Humvees will reach the Rock and evacuate Seal Team Six and the prisoner and the rest will evacuate the platoon holding the crossroads, hopefully before QRF arrives. The bad news is that you are outnumbered. To counter this you must play your trumps with finesse: (a) the operation takes place during the night and under heavy rain. This will make your superior IR optics count especially if combined with smoke screens (b) The quality of your troops clearly supersedes that of the enemy. You should expect heavy losses during the mission but we confident that you will pull it through successfully at the end. Good Luck.
  5. I wanted to; but the long directory paths put an end to my aspirations :-)
  6. Something like that. And from what I understood the characters of the full path count.
  7. You have to shorten the file names. Widows has problem unziping the files due to very long path directories
  8. Thanks. I will have to live with that...
  9. I am designing a scenario and I have come accross the following strange behavior of the editor: In the picture below the "sea" was set from the beginning at elevation 15. The land is elevation 30 (or about 30). Now I try to create a small river (or lake for the purposes of the picture) and where initially it was grass elevation 30, I put water (without changing the elevation). The editor however lowers the water at (apparently) 15 and brings it on the same level with sea. However on the editor the elevation at what now is a lake, stilll shows 30. Same happens if instead of water i pick shallow or deep ford I just wanted to create a shallow irrigation channel next to the ploughted fields. Why is this happening?
  10. I feel embrassed to ask this question, but can someone please explain why all mod instructions ask to create a Z folder in <User Data>, while there already exists a <Mods> folder which it seems to to work just fine?
  11. I have made very minor tweaks to the senario (basically the artwork), paytested it and uploaded the release version at the Senario Depot. You will probably be able to download it tomorrow. Overall I believe it is a challenging and interesting battle which however can be won with relative ease if one combines a reasonable mix of caution and audacity. Enjoy
  12. CTRL+CLICK on the roof cyrcles through the various alternatives. One of them is bare rooftop. Be patient and click - click - click and you will get it
  13. Prison! Great Idea. I think I will call the new scenarion "The Rock" (I know not a very realistic setting but still fun to build a story around it)
  14. I have created the following concept building. The very central 2 storey structure has no doors or windows (must be breached). Feel free to shoot some ideas for scenarios
  15. I really like very much this small scenario [Raid the Pump] It invites you to make use of the concepts of a fire base, cover and concealment during approach, supporting artillery fire etc. http://community.battlefront.com/topic/119394-released-raid-on-the-pump-small-infantry-battle/?do=findComment&comment=1604820 Also the US Campaign is well built in terms of progressive complexity of the missions. And, if you manage to crack Pocking the Bear, then you will have certainly grasped the essence of modern high tech warfare.
  16. It think it is best played WEGO because there are a few sub-battles which take place at the same time. Please note that the LMTVS have spare javelins for you Jav team, so in theory one could still deal with the tanks, although it would be an unpleasant situtation. [SPOILERS] You will not be able to eliminate all air defences. But if you degrade them you maximise the chances of the F16s. They are crack pilots so they (usualy) can handle some pressure and strike the target
  17. Ok! When we talk about MIST in CMBS it should be something like very thik like from a horror movie! (although my graphics card does not show any effect). I did the test again with Russian Recon (with NVGs) approached by a Ukrainian squad (no NVGs). The Russians spottted first at 30 meters and the Ukrainians at 20 meters or less.
  18. IMPORTANT One thing I forgot to mention in the briefing and is important is the following: - The second and large wave of enemy reinforcements will come around the same time again from SE when your extraction phase begins. They are amphibious and the blown bridge will not stop them. Use the Apaches wisely based on this info I will need to update the briefing to include some of this intel
  19. [SPOILERS AHEAD] One tip: There are a lot of enemies on the map. Consider not to split your forces too much. Instead, try to acheive overwhelming local numerical preponderance and fire superiority and deal with them piecemeal. Except for the dominating Hill there is also other high groud close where you can establish overwatch position to help you advance. And dont save on the Howitzers! (except for some smoke maybe)
  20. Happy to hear you enjoy. Did you blow up the bridge on time?
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