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Blazing 88's

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Posts posted by Blazing 88's

  1. I sincerely hope that is not the case. It's pretty disappointing to go from CMBB to CMBN and have much less control and much less realistic behavior when it comes to tanks and their capabilities of firing on the move. You would think that 10 years worth of progress would make this a non-issue.

    Yeah, actually, they did. EVERY single one of the people I know who played CMBB and now plays CMBN thinks that player control of tank behavior is a huge step backwards. It really needs to be addressed or threads like these are going to keep popping up (or worse, they won't be created at all because people will shelve the game).

    Here's the deal: Right now tanks shoot on the move. This behavior flies in the face of everything we know about WWII tank warfare. Firing on the move was done only in the most extreme of circumstances or the closest of ranges because of the astronomically low odds of actually getting a hit while moving. To cover up for this behavior tanks are given much better odds of hitting while moving. In real life (and in CMx1) you could pretty much count on a couple of things: 1) if you remained still and were shooting at a still target, you'd probably hit on the first shot or, at worst, the second. 2) If you remained still and were shooting at a moving target, you'd have a pretty fair chance of hitting and the enemy would have a very low chance of hitting you. 3) If you shot while moving you were virtually guaranteed to miss.

    Now what we have is a totally different situation. 1) still holds true, but 2 and 3 are crap shoots. Will your tank miss when firing on the move because it's moving, or will it hit because the firing has been "tweaked" to make up for the fact that tanks aren't smart enough to pause, then fire? There's no way to know, and you can't alter the behavior at all.

    In CMx1 you had a variety of ways to control your armor so that you could decide between halting (Move to Contact), pausing to engage (Hunt), and moving/firing at the same time (Move, Fast). In CMx2 you have no such choice. You can Hunt, which will cause your tank to stop and shoot, and that's the ONLY choice. Every other movement order will cause your tank to shoot on the move with unknown chances of whether or not it will hit. And if you DO use the Hunt command, your tank is going to stop as soon as it engages anything (even a single soldier with a pistol), and it won't continue on for the entire rest of the turn. You can't even work around this behavior by using Quick, Pause, Quick because there's no way to prevent your tank from firing during the "quick" phase, then sitting there with a giant target on it's back, reloading during the "pause" phase.

    How can anyone think that this new behavior is an improvement? We've got far less control over how vehicles behave, now. All it would take to fix this issue is to make Hunt work like it used to and have a Move to Contact option like CMx1 (or leave Hunt as it is, but make Slow work like Hunt did in CMx1). Making this change would allow you to do everything that you can do now, PLUS have more control over the behavior of armor and vehicles (and men too!). Heck, even making the Fast command prevent the tank from firing would be an improvement. At least that way you could Fast, Pause (fire), Fast and know that you aren't going to shoot on the move, giving away your position and triggering a long reload during which you'll be vulnerable.

    In short, we have far less control now than we did in the game that was made 10 years ago, and there seems to be no real good reason why. While you, personally, might be fine with the way things work now, many of us are unhappy with the results and would appreciate a change. I don't know the extent or difficulty of making such a change, but I suspect that there are workarounds that would not be that difficult to implement. If the programmers at Battlefront can create this entire world and make such a complex AI, surely they can make some small, very helpful changes to the moving/firing behavior without much trouble.

    Could not have said it better myself. Being that i enjoy my armour battles more so than infantry battles... this is a big Big BIG issue for this "simulation" called CMBN.

    CMx1 (CMAK, CMBB) takes care of that issue for me though.

    On another note, i am enjoying the experience with the rest of what CMBN has to offer. A patch or two more and it can only get to be a better experience.

  2. I'm 25 so I've played older, turn-based games without even the WeGo of Cm1... but PBEM is not something in my mind that is acceptable any longer for a game for at least 10 years. Tried it... hated it... don't want to have anything to do with it. You can't seriously expect a modern gamer to convert to PBEM no matter how good the game is. Unless BF just wants to stick with the same niche of gamers until they die out then some things need to change. That doesn't seem like a logical marketing strategy to me. If you don't like playing with typical gamers then you're more than welcome to stay in an old man only club.

    Just because somebody is a realism junkie with tactical strategy games doesn't mean they're also going to be willing to load a file from their freakin e-mail for one minute of game time. There's no logical connection between the two. Maybe maturity was a common trait in gamers that liked those type of games and would do that 10+ years ago.... but that just plain isn't going to happen for anybody born within the last 2 decades except for your occasional oddball. We live in a society where people expect instant communication... Who the hell even uses e-mail nowadays? At the very least PBEM should be done through the game platform. And there's too drastic of a difference between WeGo and real time to leave RT players depending on doing their own work to find an IP address to play with in RT.

    What a bunch of garbage.

  3. Turns out KHOLT has created two scenarios (plans are for more i think) . One is for CMETO (modded CMAK, Europeon Theatre) called Chaulnes Author: KHOLT. This is at the Scenario Depot II.

    The other one is at The Proving Grounds: Author: KHOLT German Infantry Action and is for CMBB.

    Kind of the wrong forum for these comments, but at least the ball is rolling. CMBN battle station scenarios should follow a some point.

  4. Being that they are not historical scenarios, could the maps not be abstracted to fit what is needed for CM, basing it on the size of forces that would be involved? The designer can add their flair to the table top maps this way as well... by adding elevations, etc where needed.

    What should help out the process a little at least is that the briefings are already made up from the source.

    I would play them that is for sure.

  5. Hi all.

    Has anyone ever converted the Battle Stations, Small Unit Action scenarios from Gene McCoy's Wargamer's Digest publication (1974-88?) to Combat Mission? I have a bunch of the magazines in my collection. However i have found a wargamer group that have all the scenarios in PDF format. I have downloaded them, but seeing as i had to sign up to their account to get them, anyone interested should do the same at this link:

    http://games.groups.yahoo.com/group/wargamersdigest/

    I have always wanted to play the Battle Stations series in Combat Mission, i just never had the time to build them. Or the knowledge of how to convert the OOB's.

    So i am posting this in the event that this may persuade any of you fine gentlemen that produce scenarios for CM.

    Here is a example that has some info and scanned pages of a Battle Stations scenario:

    http://www.rhubarbgames.com/rgf/flames-of-war-historical-miniatures/tactics-problem-1-the-first-in-a-bi-weekly-series/msg17753/#msg17753

    Battle Stations, Small Unit Action

    Tacticsdescription1.jpg

    tacticsmap1.jpg

    You are the company commander of A company, 15th Infantry Regiment. Your regiment is part of the 5th US Infantry Division - Motorized, which is rapidly moving across France, from Normandy towards the Moselle River.

    Your division is part of the 20th Corps under General Patton's 3rd Army. The division has been operating north of the famed 4th Armored Division. Your 15th Regiment is in division reserve. At this stage of the "Battle of France", US forces are running into small, scattered pockets of German resistance.

    You are called to regimental headquarters and informed by your regimental commander that he has a special mission for you. He hands you a tactical map of the Revigny area and informs you that a small German force has infiltrated behind the 4th Armored Division - to your south - and cut its main supply route. Your mission is to move to the small village and destroy the German blocking force.

    You locate the village in grid square F-1 on your map and note that you will approaching it along Highway 2 - which joins with Highway 1 in Grid Square C-1. Highway 1 is the main supply route for the 4th Armored Division. Looking at the map, you decide to move your infantry company to the road junction in grid square B-3 and then move forward to estimate the situation and plan your attack.

    The regimental intelligence officer informs you that French resistance forces reported that a motorized German infantry platoon holds the village, and that it has been reinforced by an armored panzergrenadier platoon - in armored halftracks - along with a Stug IV armed with the long 75mm gun.

    As your motorized infantry company moves into its assembly area in the woods located in grid square A-3, you move forward - with 1 truck of infantry for security and scouting - through grid square C-3 and around the corner of brushline C to Hill 101. You can see a Stug IV standing at the intersection in the town with its gun aimed down Route 1 towards Hill 101. You note several Krupp Kfz 69 infantry trucks parked around the buildings and estimate that the infantry must be occupying firing positions within the houses. It appears that the main German defense is placed to cover the approach to the village from the direction of Hill 101. You also note 3 German SdKfz 251/1 halftracks to the rear of building number 4 in the village. The wind is blowing from right to left as you look into the town.

    Your infantry company consists of your Company HQ (2 x Command Carbine, 2 x Bazooka), 3 Rifle Platoons (1 x Command Rifle, 1 x Bazooka, 9 x Rifle), 1 Weapons Platoon (1 x Command Carbine, Jeep w/.50cal, 3 x 60mm Mortar, 4 x LMG) plus attached from Battalion, 1 Mortar Platoon (1 x Command Carbine, 1 x Jeep w/.50cal, 6 x 81mm Mortar, 6 x Jeep) and 1 AT Gun Platoon (1 x Command Carbine, 1 x Jeep w/.50cal, 3 x 57mm AT gun, 3 x Trucks). All are Confident Trained.

    The Germans consist of a Company HQ (2 x Command PzFaust SMG), 1 Motorized Platoon (1 x Command PzFaust SMG, 4 x MG, 1 x HMG[Attached]), 1 Armored PzGren Platoon (1 x Command PzFaust SMG, 4 x MG, 3 x SdKfz 251/1), and 1 understrength Panzerjager platoon (1 x Command Stug IV). All are Confident Veteran.

    You must deploy your company to provide a base of fire and a maneuver element. While the German force is smaller than yours, it occupies well covered defensive positions. How are you going to plan your attack to dislodge the Germans from the village?

    There are lots of them. I think these scenario's would make a great addition to the CM community.

  6. Hi all.

    Has anyone ever converted the Battle Stations, Small Unit Action scenarios from Gene McCoy's Wargamer's Digest publication (1974-88?) to Combat Mission? I have a bunch of the magazines in my collection. However i have found a wargamer group that have all the scenarios in PDF format. I have downloaded them, but seeing as i had to sign up to their account to get them, anyone interested should do the same at this link:

    http://games.groups.yahoo.com/group/wargamersdigest/

    I have always wanted to play the Battle Stations series in Combat Mission, i just never had the time to build them. Or the knowledge of how to convert the OOB's.

    So i am posting this in the event that this may persuade any of you fine gentlemen that produce scenarios for CM.

    Here is a example that has some info and scanned pages of a Battle Stations scenario:

    http://www.rhubarbgames.com/rgf/flames-of-war-historical-miniatures/tactics-problem-1-the-first-in-a-bi-weekly-series/msg17753/#msg17753

    Battle Stations, Small Unit Action

    Tacticsdescription1.jpg

    tacticsmap1.jpg

    You are the company commander of A company, 15th Infantry Regiment. Your regiment is part of the 5th US Infantry Division - Motorized, which is rapidly moving across France, from Normandy towards the Moselle River.

    Your division is part of the 20th Corps under General Patton's 3rd Army. The division has been operating north of the famed 4th Armored Division. Your 15th Regiment is in division reserve. At this stage of the "Battle of France", US forces are running into small, scattered pockets of German resistance.

    You are called to regimental headquarters and informed by your regimental commander that he has a special mission for you. He hands you a tactical map of the Revigny area and informs you that a small German force has infiltrated behind the 4th Armored Division - to your south - and cut its main supply route. Your mission is to move to the small village and destroy the German blocking force.

    You locate the village in grid square F-1 on your map and note that you will approaching it along Highway 2 - which joins with Highway 1 in Grid Square C-1. Highway 1 is the main supply route for the 4th Armored Division. Looking at the map, you decide to move your infantry company to the road junction in grid square B-3 and then move forward to estimate the situation and plan your attack.

    The regimental intelligence officer informs you that French resistance forces reported that a motorized German infantry platoon holds the village, and that it has been reinforced by an armored panzergrenadier platoon - in armored halftracks - along with a Stug IV armed with the long 75mm gun.

    As your motorized infantry company moves into its assembly area in the woods located in grid square A-3, you move forward - with 1 truck of infantry for security and scouting - through grid square C-3 and around the corner of brushline C to Hill 101. You can see a Stug IV standing at the intersection in the town with its gun aimed down Route 1 towards Hill 101. You note several Krupp Kfz 69 infantry trucks parked around the buildings and estimate that the infantry must be occupying firing positions within the houses. It appears that the main German defense is placed to cover the approach to the village from the direction of Hill 101. You also note 3 German SdKfz 251/1 halftracks to the rear of building number 4 in the village. The wind is blowing from right to left as you look into the town.

    Your infantry company consists of your Company HQ (2 x Command Carbine, 2 x Bazooka), 3 Rifle Platoons (1 x Command Rifle, 1 x Bazooka, 9 x Rifle), 1 Weapons Platoon (1 x Command Carbine, Jeep w/.50cal, 3 x 60mm Mortar, 4 x LMG) plus attached from Battalion, 1 Mortar Platoon (1 x Command Carbine, 1 x Jeep w/.50cal, 6 x 81mm Mortar, 6 x Jeep) and 1 AT Gun Platoon (1 x Command Carbine, 1 x Jeep w/.50cal, 3 x 57mm AT gun, 3 x Trucks). All are Confident Trained.

    The Germans consist of a Company HQ (2 x Command PzFaust SMG), 1 Motorized Platoon (1 x Command PzFaust SMG, 4 x MG, 1 x HMG[Attached]), 1 Armored PzGren Platoon (1 x Command PzFaust SMG, 4 x MG, 3 x SdKfz 251/1), and 1 understrength Panzerjager platoon (1 x Command Stug IV). All are Confident Veteran.

    You must deploy your company to provide a base of fire and a maneuver element. While the German force is smaller than yours, it occupies well covered defensive positions. How are you going to plan your attack to dislodge the Germans from the village?

    There are lots of them. I think these scenario's would make a great addition to the CM community.

  7. Hi all.

    Has anyone ever converted the Battle Stations, Small Unit Action scenarios from Gene McCoy's Wargamer's Digest publication (1974-88?) to Combat Mission? I have a bunch of the magazines in my collection. However i have found a wargamer group that have all the scenarios in PDF format. I have downloaded them, but seeing as i had to sign up to their account to get them, anyone interested should do the same at this link:

    http://games.groups.yahoo.com/group/wargamersdigest/

    I have always wanted to play the Battle Stations series in Combat Mission, i just never had the time to build them. Or the knowledge of how to convert the OOB's.

    So i am posting this in the event that this may persuade any of you fine gentlemen that produce scenarios for CM.

    Here is a example that has some info and scanned pages of a Battle Stations scenario:

    http://www.rhubarbgames.com/rgf/flames-of-war-historical-miniatures/tactics-problem-1-the-first-in-a-bi-weekly-series/msg17753/#msg17753

    Battle Stations, Small Unit Action

    Tacticsdescription1.jpg

    tacticsmap1.jpg

    You are the company commander of A company, 15th Infantry Regiment. Your regiment is part of the 5th US Infantry Division - Motorized, which is rapidly moving across France, from Normandy towards the Moselle River.

    Your division is part of the 20th Corps under General Patton's 3rd Army. The division has been operating north of the famed 4th Armored Division. Your 15th Regiment is in division reserve. At this stage of the "Battle of France", US forces are running into small, scattered pockets of German resistance.

    You are called to regimental headquarters and informed by your regimental commander that he has a special mission for you. He hands you a tactical map of the Revigny area and informs you that a small German force has infiltrated behind the 4th Armored Division - to your south - and cut its main supply route. Your mission is to move to the small village and destroy the German blocking force.

    You locate the village in grid square F-1 on your map and note that you will approaching it along Highway 2 - which joins with Highway 1 in Grid Square C-1. Highway 1 is the main supply route for the 4th Armored Division. Looking at the map, you decide to move your infantry company to the road junction in grid square B-3 and then move forward to estimate the situation and plan your attack.

    The regimental intelligence officer informs you that French resistance forces reported that a motorized German infantry platoon holds the village, and that it has been reinforced by an armored panzergrenadier platoon - in armored halftracks - along with a Stug IV armed with the long 75mm gun.

    As your motorized infantry company moves into its assembly area in the woods located in grid square A-3, you move forward - with 1 truck of infantry for security and scouting - through grid square C-3 and around the corner of brushline C to Hill 101. You can see a Stug IV standing at the intersection in the town with its gun aimed down Route 1 towards Hill 101. You note several Krupp Kfz 69 infantry trucks parked around the buildings and estimate that the infantry must be occupying firing positions within the houses. It appears that the main German defense is placed to cover the approach to the village from the direction of Hill 101. You also note 3 German SdKfz 251/1 halftracks to the rear of building number 4 in the village. The wind is blowing from right to left as you look into the town.

    Your infantry company consists of your Company HQ (2 x Command Carbine, 2 x Bazooka), 3 Rifle Platoons (1 x Command Rifle, 1 x Bazooka, 9 x Rifle), 1 Weapons Platoon (1 x Command Carbine, Jeep w/.50cal, 3 x 60mm Mortar, 4 x LMG) plus attached from Battalion, 1 Mortar Platoon (1 x Command Carbine, 1 x Jeep w/.50cal, 6 x 81mm Mortar, 6 x Jeep) and 1 AT Gun Platoon (1 x Command Carbine, 1 x Jeep w/.50cal, 3 x 57mm AT gun, 3 x Trucks). All are Confident Trained.

    The Germans consist of a Company HQ (2 x Command PzFaust SMG), 1 Motorized Platoon (1 x Command PzFaust SMG, 4 x MG, 1 x HMG[Attached]), 1 Armored PzGren Platoon (1 x Command PzFaust SMG, 4 x MG, 3 x SdKfz 251/1), and 1 understrength Panzerjager platoon (1 x Command Stug IV). All are Confident Veteran.

    You must deploy your company to provide a base of fire and a maneuver element. While the German force is smaller than yours, it occupies well covered defensive positions. How are you going to plan your attack to dislodge the Germans from the village?

    There are lots of them. I think these scenario's would make a great addition to the CM community.

  8. When i am on defense i always want to try and counterattack if my force permits. Once i know where they are it begins. Since you are purchasing your units, turn the tables on your opponent right off the bat... make a kampfgruppe for attack if you can.

    If your opponent cry's foul... remind him or her it is a WAR game. ;-)

  9. Original link in the CMAK forum: Bump...

    http://www.battlefront.com/community/showthread.php?t=88284

    Default RobO's Campaign Generator download links...

    For the new peeps out there:

    CMAK

    http://cmmods.greenasjade.net/mods?a...20&game_type=3

    CMBB

    http://cmmods.greenasjade.net/mods?a...20&game_type=2

    "Lead your men across the Russian steppes or through the Finnish forests. Up or down the Baltic coast or towards Moscow or Berlin (CMBB). North Africa / Italy (CMAK) The choice is yours.

    Take a platoon, a company, a mixed force, a battalion or even a single tank. Watch your men fight, learn, gain medals, become casualties, get replaced and - if you're doing well - get rewarded with better equipment.

    Your core force can be German, Soviet or Finnish. You can decide what your force will be, but not what the enemy will be. ROQC is designed to adjust to provide the proper level of difficulty for you, so that the games against the AI will be challenging and varied. Some will be easy, some will be very difficult.

    The battles you get are generated on the basis of the strategic historical setting at the time and region of the battle. Your job is however to fulfil an operational order that simulates the local situation at regimental level. This usually involves winning in Combat Mission terms, but not always. Different operational orders emphasize different goals. For example, Exploit requires you to exit a mechanized force off the enemy side of the map and Hold requires you to hang on to the victory flags, no matter what.

    To be a bit more specific:

    In ROQC you take a core force through a series of quick battles against the AI, interspaced with some bookkeeping. Your core force participates in all battles, and is supported by (or supports, if you prefer) varying troops from your side.

    This is basically what you will do

    1. Pick a nationality, time and place

    2. Select (if this is the first battle) or update your core force.

    3. Set up and play a quick battle following these rules.

    4. Record and process data from the battle

    5. Advance the time of the battle and go to 2. Repeat until finished.

    That?s all, really. You will be using both the editor and the QB generator, but it?s all explained in detail. Don?t worry; you can accomplish this even if you have never opened the editor before".

  10. Comment like this are very motivating for game.- and scenario designers. Of cause the game and the scenarios are not perfect but they are the best there is in the World at this moment and still improving. I am planning some Wittmans Battles for next module and hope they will satisfy you as much as Barkmanns Corner did. Thanks :)

    I look forward to these.

  11. I had a German Major Victory the first time with this scenario. Read this story in Panzer Aces III? (one of the Panzer Aces books) maybe that helped.

    ***SPOILER***

    I changed positions three times with Barkmann. Every time it seemed to be the perfect time to move and it was. I had this feeling, around turn 15 or so (can't remember exactly), that i was going to be outflanked on the left like you mentioned. My infantry provided the contact symbols and some identifications, so i reversed the Panther and hugged the stone wall with the Panther facing the left side of the map... sure enough i caught the Shermans in the flank and whipped out the infantry escort. Major victory.

    Very satisfying.

  12. Maybe you CMx1 addicts should try another approach to CMBN: Rather than using your CMx1 tactics, try to imagine that you are there on the ground. Play as if you actually know the guys you are sending into combat. You will have to write those letters to their Moms and Dads (if you survive). Try to use your forces as you would in real life, not as you would in CMx1. It's a different game with different quirks, different commands, different engine, etc. Use your bean to figure out how you are going to flank someone or move up on them without dying. Being stuck in the same routine of spotting and shooting artillery would make the game pretty boring to me too.

    I have already been a supporter of BFC for the last ten years. You come across like you have not tried the first CM series and have just jumped on board with the new engine (beta tester i see). Because against a human opponent in CMx1 and in some well designed AI opponent scenarios, what you just described happens in a CMx1 game as well. Relative spotting aside.

    Also, I'd like to remind some of you who are afraid of Realtime that there is a Pause button. So, it's not really a wild click-fest, at least in single player, since you can literally pause multiple times per second. You have all the time in the world to micromanage 'til your heart's content. I rarely play in WEGO mode because I feel like I lose control every minute. Since the action in game time would not include pauses, it's like you get one microsecond of control for every minute of action. Just my opinion.

    What I really am looking forward to the most is seeing what CMx3 has in store for us! A UI revamp would be the first thing on my list of things I'd love to have. I'll be here with BFC for years to come (hopefully), so it's just a matter of time.

    Funny, i did not hide under the table once i hit the go button when i tried realtime. I prefer WEGO to realtime, it has nothing to do with being "afraid".

    I don't think you have to defend CMBN, it is a very good sim.

    For some people, this includes me obviously, i happen to like the old CM engine as well still. Nothing wrong with that.

    For me this has nothing to do with the CMBN being to hard. I do like CMBN, i am just not "hooked" by it yet like i am with the CMx1 series. I am sure i will be down the road when everything is available.

    I am giving CMBN v1.01 a test drive this weekend, should be fun.

    Cheers.

  13. I am still hooked on the CMx1 series after all these years. I have purchased CMBN and CMSF (which i never really got into, modern era and such).

    Something about CMAK/CMETO and CMBB that keeps me coming back.

    I am going to give the new patch whirl this weekend and see if this drastically changes my mind.

    I do like CMBN, i am sure i will buy every module. I really look forward to the mods / scenarios for North Africa and Italy.

    The Russian theater will be the most anticipated theatre that i am looking forward to trying out.

    Until then i will be tackling this new engine slowly, with frequent stops in CMx1 land in between.

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