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76mm

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Posts posted by 76mm

  1. Thanks everyone for the tips. I always try to suppress enemy positions before moving infantry, but it seems like inevitably as soon as inf starts moving there is an unsuppressed half-squad somewhere with LOS, with predictable results.

    Another problem at least for me, is that often I can't fire artillery on targets that I'd like to suppress, because of lack of LOS--in broken terrain it is almost impossible for me to use artillery at all. Other than the use of TRPs (which is dependent on the scenario designer), any tips for that?

  2. Ye sounds good here - you ever looked at the other project called COO ?

    Nope, I've probably heard of it at some point, but haven't seen much about it. I was involved in beta-testing CMC back in CMx1 days, was disappointed when that didn't work out. I also participated in Onion Wars for a few battles.

    Actually, what I have in mind is very much like Onion Wars (although a bit more "realistic"), but without an umpire.

    The main difficulty with all of this is, of course, transferring unit data (losses, etc.) between the CM and operational layers, since you need to do it all manually, which is a significant problem.

  3. Good question, I guess I would define a meta-campaign as really just a long campaign, intended to cover several weeks or months rather than a single operation of several days.

    The main difference I suppose is that units can evolve in ways such as by gaining experience (conducting battles, inflicting casualties) or losing experience (by dilution with less well-trained replacements). Also, I guess it would have more of a role-playing element by tracking officer performance/experience and being able to assign them to different units, etc.

  4. I want to create a DB that will allow players to create a force from the CM force selection screen and then track that unit over time in a meta-campaign. It wouldn't have anything like "strength" or "speed", just whatever is in scenario editor, including number of men, morale, experience, supply, etc. Over time players would be able to track things like unit strength, casualties inflicted, number of engagements, etc. I would also track similar data re unit commanders.

    I did a similar thing for CMx1 and used it for a metacampaign that I played against myself.

  5. 76mm,

    I couldn't help but notice that the range to the house is 62m. I've had carnal knowledge of women from greater distances than that. Really. ;) That is CLOSE range. If you think that seven men should advance in tall grass to 62m of a building occupied by the enemy, and NOT be suppressed/suffer degradation of their LOS, then you are overly optimistic.

    ***********

    62m is FAR too close to set up a suppression point.

    Start 200m out (or even 300m). As one element sets up fire, another moves closer and does the same. Unit 3 leapfrogs and area fires. Bring 300m up to 100m (Units 1 and 2 are 150m and 200m out, or so.). From 100m and 150m, area fire. Pull 200m unit in... and have them rush the house.

    I agree that 62m is rather close range. The problem is that often it is not possible to engage from longer range because of LOS issues. And moving within whatever closer range is necessary for LOS results in a steady trickle of casualties. In this particular scenario, the infantry had just crossed a tree-lined stream, and it was not possible to target the house from further away. Maybe there is some better way to take advantage of folds in the terrain that I am not aware of...

    In screenshot 2, there are three tanks in the background, so I had them available in this scenario, but again, for me this is a general problem--my infantry bleeds to death in almost every scenario--a loss here, a loss there, and gradually all of my squads have two men left...

  6. Then you need to suppress the enemy more...Don't go near the enemy: you can generally get them to clear out of their hidey holes by shooting at them a lot, and actual grenade-and-SMG close assault is pretty much a last resort unless you've got massive suppression available and the aforementioned places to move via.

    Well, the problem is that in many sorts of terrain, it is not possible to fire on the enemy unless you move closer, and if you try to move closer you get picked apart as you do so.

    For me, the only effective means of suppressing the enemy is with tanks; any infantry which comes within LoS of the enemy gets worn down very quickly even if not acting aggressively.

  7. This is from the Blood on the Tracks scenario, the first building across the stream on the right flank. But this is really a general problem for me, so its not really dependent on this scenario... My attacking infantry can never get good LOS for suppressive fire, and as soon as they move to find such LOS, the squads/half-squads typically lose 1-2 guys. Sometimes I try to have guys crawl around, but obviously that exhausts them very quickly, so it is not practicable to use very often.

    Also, I play WEGO and am frustrated by the orders--if I use Move/Quick, they continue moving long after I would have had them go prone (thus losing another guy or two), and if I use Hunt they drop as soon as they hear fire--I have not found a command that seems to get them to act how I would consider to be "realistic".

    C3K--regarding your point---with all due respect, if there was no incoming fire, I wouldn't need to suppress the building, so I wouldn't need LOS to it... So to say that I'd have LOS if there was no incoming fire is kind of meaningless.

  8. Generally in CMx2, I have a very hard time attacking with infantry; squad members get picked off one by one until the squads are too weak to attack. This is especially true when the squads begin (as they often do) at less than full strength. In a recent scenario, most of my Sov squads began with 4-5 members.

    I do my best to keep them under cover and use suppression, but it doesn't seem to help...as soon as they move within a certain radius of the enemy, one or two of them go down.

    One of the frustrating things is that it seems very difficult to lay suppressive fire; troops simply can't get LOS to things that it sure seems they'd be able to see. For example:

    CM%20Red%20Thunder%202014-09-13%2012-45-40-62.png

    CM%20Red%20Thunder%202014-09-14%2015-48-44-08.png

    These squads really can't see (and fire upon) the buildings looming in front of them?

    Any tips (or links to tips) for attacking with infantry would be appreciated.

  9. I played your original scenario and tried a conventional approach up the middle, which didn't work well...

    I lost my LMG team early after placing it in overwatch in the big building in the center. My inf squads were gradually picked apart either crossing the field or once they'd entered the woods. When the remnants were finally lined up along the tracks in front of the tower, they were shot up by the remaining Sov troops on the far side of the tracks. I obviously need to work on my tactics, but that's how it played out for me.

    Nice map BTW.

    [EDIT]

    Just played this through a second time, got a Major Victory, 2 KIA, no wounded. This time I approached via the woods on the far left, crossed the tracks there, and advanced through the woods without resistance until reaching the tower itself--took the tower with about a minute left. Maybe some barbed wire and/or mines to slow down an approach through these woods?

  10. Sorry, another map question:

    How do you place rubbled buildings and damaged modular buildings? I saw that you can put damage on independent buildings with Control-Left Click, but:

    --this only seemed to cycle through light and moderate damage, no rubble;

    --doing this for modular buildings just seems to spin them rather than place damage.

  11. Glad it is useful to someone besides me. I'll update it periodically, once there are batches of 5-10 new maps.

    I've also found that it can be useful to look at a bunch of maps at the same time via a file manager or graphics program (rather than one-by-one in the DB), so will try to upload zip files of all of the editor and 3d images in the next week or so.

  12. Here's a link to an updated database:

    www.vervecom.net/games/CMRT Map DB v2.xlsx

    Here's the changelog:

    CHANGES IN v2:

    --Added 18 Maps, including:

    --5 QB Maps:

    QB Bessarab. Nights with Hills

    QB Bessarabian Nights

    QB Fat Lipki

    QB Panzer Crossroads

    QB Panzer Crossroads with Hills

    --13 scenario maps:

    Counterattack at Wilkowischken

    Garden of the Iron Cross

    Gates of Warsaw

    GD Delaying Action

    Hill 621 Redux

    Last Sunrise over Antonov

    Minsk Express

    No One Escapes

    One Last Trench

    Panzer Marsch!

    Panzergeist

    Rettet Soldat Reinhart

    Trainspotting

    --Added map authors where known (assumed that map authors and scenario authors were the same)

    --Added “Used” column to indicate whether that map has been used (played as QB, used for making new scenario, used in meta-campaign, etc.).

    --Technical changes:

    --renumbered QBs to add third digit

    --corrected a few typos

    --fixed hyperlinks to work with sorted index

  13. OK, here is a link to v1 of the CMRT Database:

    http://www.vervecom.net/games/CMRT%20Map%20DB%20v1.xlsx

    Note that it is 383MB. It was a fair bit of work, so hopefully it will be useful to someone, and will facilitate the creation of more scenarios.

    I tried to put this link in my first post in this thread, but of course I can't edit my post, so I've deleted the old file (v0).

    Currently it is in an Excel spreadsheet; the Google docs approach sounds interesting but in this iteration I'd proceeded far enough with Excel that I didn't want to switch in the middle. If I get time I will try to convert this to Google docs (apparently the automatic Google docs converter only works for files up to 1MB!). To make things easier, be sure to use the hyperlinks to navigate within the database!

    A word about which maps are included:

    a) all base scenario maps;

    B) one version of each of 84 QB maps (ie, each QB map has several variants depending on the type of battle, but the map is only included once (usually I selected either the "Probe" or "Meeting Engagement" map);

    c) a handful of maps uploaded to the Repository and/or CMMODS; and

    d) the Orsha, Radzymin, and "TTR" (?) master maps.

    If you know of any other maps which can be included, please point me to them. In the meantime, I think I'll try to create (and upload somewhere) another couple dozen scenario maps using the master maps.

    The database includes editor and 3D images for all maps, and of course allows you to filter/search by any of the database parameters, including map size, type of terrain, etc. Notes about the various database columns can be reviewed by clicking on the relevant column header.

    I have not yet filled in the Author (Artist?) column, because I don't know were to get this info for the maps included in the game--can someone point me in the right direction here?

    Please provide any comments that you have; if they're reasonable and not particularly labor-intensive, I'll try to implement. In particular, let me know if you can think of a better way to reflect the road network info, which is currently pretty weak. Generally, many of the characterizations in the DB are very subjective (what is a village vs a town, what is flat vs rolling?), and I can't say that I spent a lot of time agonizing over how to categorize a map. Please accept these characterizations as nothing more than simple approximations, although if you are absolutely convinced that a map is mischaracterized, it could be a simple error, so please let me know.

    Also, while I tried to proof the DB to some degree, I'm sure I missed a lot, so please excuse--and point out--any errors that you see. Finally, I am sure that I did not uncover all of the "Related Maps", so please let me know about any of those that you are aware of.

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