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GhostRider3/3

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  1. Upvote
    GhostRider3/3 reacted to Gkenny in Barkmann's Corner revisited   
    Any updates on this? Or would anyone mind rehosting the mission file in the meantime? I would love to play it ever since I saw PanzerPajamas' video on it.
     
    Edit: Nevermind, I didn't see that Ghostrider uploaded it here directly.
  2. Upvote
    GhostRider3/3 reacted to Warts 'n' all in Barkmann's Corner revisited   
    Just finished this. A very enjoyable way to spend a Sunday afternoon. I managed a Total Victory with 11 KIA and 8 WIA. Sadly, Barkmann was on the casualty list. With his optics shot to pieces I risked opening him up. And whilst standing there bellowing "You ain't seen nothing yet", an MG round took his napper off. Luckily his crew mates weren't too put out and continued to give the Ami's what for. I'm off to celebrate with some Bavarian Weizen.
  3. Like
    GhostRider3/3 got a reaction from ncc1701e in Barkmann's Corner revisited   
    Ok not sure if anyone can help put this bloody scenario back on TPG II.  I cant upload the BTT. file for some reason and I cant find any useful help in uploading files.  Everything has changed in uploading and it seems more difficult, I am no computer genius and that site is extremely cumbersome for me, which means probably no more scenario making for me.  The last site was much easier to traverse.  I tried even zipping it up but still no go, it is rejected every time.    
    Anyways a little advice or assistance would be great.
    thanks,
     
    James.
    Barkmann's Corner revisited.btt
  4. Upvote
    GhostRider3/3 got a reaction from Warts 'n' all in Barkmann's Corner revisited   
    Ok not sure if anyone can help put this bloody scenario back on TPG II.  I cant upload the BTT. file for some reason and I cant find any useful help in uploading files.  Everything has changed in uploading and it seems more difficult, I am no computer genius and that site is extremely cumbersome for me, which means probably no more scenario making for me.  The last site was much easier to traverse.  I tried even zipping it up but still no go, it is rejected every time.    
    Anyways a little advice or assistance would be great.
    thanks,
     
    James.
    Barkmann's Corner revisited.btt
  5. Like
    GhostRider3/3 reacted to Warts 'n' all in Barkmann's Corner revisited   
    Yes! It works. I look forward to giving it a go very soon. Thanks for your efforts.
  6. Like
    GhostRider3/3 reacted to CanuckGamer in CMFI Rome to Victory Bones   
    In hindsight I should have known that RT was Red Thunder.  I don't have Red Thunder.  Thanks for the replies.  Since Red Thunder covers the last year of the war I would be  more interested in the earlier years of the eastern front.  I am surprised Battlefront isn't working on that or a North African game like they had in the original Combat Mission series.  However, I am very much looking forward to Rome to Victory.  In my opinion, the current Combat Mission series is the gold standard for computer tactical warfare.
  7. Like
    GhostRider3/3 reacted to Jumpete in CMFI Rome to Victory Bones   
    Steve, now that sf2 was released... are there news about RtV or next RT module?
  8. Upvote
    GhostRider3/3 got a reaction from Snake726 in CMFI Rome to Victory Bones   
    I talked to some of my friends who dabble in reenacting and such.  They said that Tropical uniforms would have been issued to semi-permanent forces in that theater, or those that had been established in that Theater for some time.  They also said that the Divisions inbound to the Italian Theater would not have been issued the Tropical gear, with exception to units stationed or assigned to North Africa, Southern France, Italian, Greek  regions.  The uniform changed a bit,  by mid 1941 they did away with the twill and substituted it for Cotton, these uniforms were slightly greenish in color and faded to sage green brown of sorts (The twill tropical)  Luftwaffe tropical were more yellowish Khaki in color and were vastly different from the Heer Tropical.  As far as camouflage in the Italian theater they would of had access to Italian camo and Heer standard. I guess someone would have to look at Divisional photo's or records to see if the inbound Divisions would have been issued Tropical.  My guess is probably not if they were rapidly deployed.  Perhaps some of the units could have picked up Tropical Uniforms if they had stores of them in supply.  So maybe mixed??  Not sure this was just a simple discussion with a friend over the phone.
  9. Like
    GhostRider3/3 reacted to Michael Emrys in Question for "tread heads" about the Sherman   
    I would expect that spotting would be drastically reduced as well as rate of fire if the main gun, but I have no idea how the game handles this. Also, all MGs but the coax should be inoperable (presumably no one to fire them).
    Michael
  10. Like
    GhostRider3/3 reacted to Mord in CMFI Rome to Victory Bones   
    Yep. I believe some of that stuff was added in the 4.0 upgrade. There were even some blank text files labeled French, Brazilian, South African and Indian names in the 2.0 brz.
     
    Mord.
  11. Like
    GhostRider3/3 reacted to Erwin in Kampfgruppe Peiper Campaign   
    I play WEGO as well.  Obviously it's harder than RT.  That's why real men play WEGO.    I am halfway thru Stoumont.  Was doing good so long as I kept the armor in front.  As soon as the inf has to go in there is that inevitable drip drip of casualties - no matter how careful one is - even if it's only one or two per turn it adds up.  Most annoying is the frequent friendly fire incidents.  Almost all due to guns firing HE thru woods and nearly always exploding on a tree one cannot see.  Guns that insist on firing many rounds thru the same tree is an aspect of CM2 that's increasingly irritating. 
    So far I love this campaign and am very impressed with the maps and situations.  The problem with all campaigns is that one doesn't know exactly which units are going to have to fight again in later missions.  (Or is that in the briefing?  If so that info was buried.)  It's too easy to have one or two platoons take a lot of casualties, while others are mostly intact...  it's frustrating when one gets the beat up platoons to fight with in the next missions, and it's often impossible to get a win.  One would think that in RL, the better shape platoons would be used for important combat missions and the beat up ones would be sent to the rear for security work.
  12. Like
    GhostRider3/3 got a reaction from Bulletpoint in Kampfgruppe Peiper Campaign   
    Anybody make it past "Lifeline mission"?  I have restarted this one about 6 times now.  I don't think there is any good way to do this one...   I am surprised at the assets given to KG Knittel. 
    ***SPOILER ALERT******
     
    I know the KG would have been able to call in more artillery then just the x2 81mm from the attached scwhere Company.  It just seem hard to believe that you send such a small force to retake such a vital bridge... with the scope that the bridge effects the entire supply of the advance.
    Also another annoying thing is you go for Speed.. getting Total Victories in the first 2 missions, and then you annihilate the enemy at Stavelot the first time and take the fuel dump there.... (which basically I believe gives you x2 King Tigers for the Stoumont battle.... then at Stoumont the US was defeated so decisively they surrendered to me... All the while in this campaign I do not see any real benefit in the "Speed decisions".  So now... going back to Stavelot with elements of KG Knittel with very little support to take on pretty much a fresh ATG Company, and 6 SP 105mm Priests... which by the way are so well placed you will never get a shot off first (also the terrain is beautifully adjusted to give them somewhat more of an advantage on any attackers angle of fire).  One last thing the designer either forgot to adjust doors in some of the maps, as well as adjust terrain so you can enter the doors, or figured they would be devious and not adjusting to add to the level of difficulty or basically giving the attacker the bird.  Beautiful maps, but when you look close there could have been a lot more fine tuning.  Path finding for pixel troops was a huge issue in Stavelot and Stoumont.
    Just a small rant I guess, but I don't see how this campaign has any positives at all for having total victories while speeding off to the Meuse.  I just do not feel the campaign makes efforts to adjust a different outcome even though you can have total victories for every battle.  so what's the point of the campaign then?
  13. Like
    GhostRider3/3 got a reaction from Bulletpoint in Kampfgruppe Peiper Campaign   
    ***SPOILER Alert****
     
    Well I am playing dual campaigns, and I am a little baffled with the Stoumont decisions.  I thought if I would not rest I could find Stoumont not heavily defended.  Instead they had the chance to put up mines and such.. no problem.. but damn... the Fuel Depot is guarded by a reinforced company that looks sort of well metagamed so that the Germans would stand no chance of taking everything?  Which makes choosing Speed over resting sort of Stupid.  There are actually more enemies if you choose Speed, vs waiting the night like Peiper did, so I am a little confused in that regard.. Speed decision, you encounter more Allied Troops, Fuel Depot is nearly (Wont say impossible) a nightmare to achieve.  Rest and Refit Decision, Less Allied troops initially but you will encounter different Allied Assets..  Anyways going after the Fuel Depot would be suicide... you men would get torn apart,  You would think that they would have defended the ONE BRIDGE better with the assets in Stoumont, but no.... they would rather hang out at the Fuel Depot.  Just my 2 cents.. just thinking that SPEED is a bad choice and the designers almost want you to either do exactly what Peiper did, or just Fail, as I did not see any clear way of even getting to the Fuel depot a possibility with the assets you have.
     
    FYI:  As far as Pathfinding went.. especially before you get to the bridge, there are some buildings that your infantry just will not enter properly and they will get killed as they seek to find the correct door.. even though its right in front of their face.  My guess is this has something to do with the building and ground elevation.  Another thing not to do, is destroy a vehicle on the bridge... as your vehicles will have a extremely difficult and painstakingly time getting across the bridge.  Still a very beautiful map... well done.
  14. Upvote
    GhostRider3/3 reacted to George MC in Sdkfz 251/17 gun traverse   
    Not sure I'd trust the source that described Grossdeutschland as an SS unit...
    It appears there is some confusion with the half track armoured variants with a mounted 2xm flak gun e.g. some with partly armoured bodies but built on a sdkfz11 chassis. The version in-game i.e. the 251/17 is built on the sdkfz chassis and is fully armoured. Also according to Jentz the turret could traverse 360 degrees. I can't mind why in game it's got limited travel. Could be a coding issue.
  15. Upvote
    GhostRider3/3 got a reaction from Bootie in Brandenburger Suprise at GreenAsJade's   
    You can now find Brandenburger Suprise at The Scenario Depot III now as well.
     
    here is the link to the Depot.   http://www.thefewgoodmen.com/tsd3/
  16. Upvote
    GhostRider3/3 reacted to Big Boss in Brandenburger Suprise at GreenAsJade's   
    Small scenario but with some good and interesting action. I usually only play H2H and larger ones but this one was fun.  Thanks for the efforts.
  17. Upvote
    GhostRider3/3 reacted to MOS:96B2P in Brandenburger Suprise at GreenAsJade's   
    This one sounds interesting also. I have put it on my scenario list.  
  18. Upvote
    GhostRider3/3 got a reaction from MOS:96B2P in Mortville and Nuertville   
    Just a fictional meeting engagement Scenario I whipped up.  Detailed map with some unique features for H2H play.
     
    This H2H Scenario was designed to give both opponets many options and replay ability. Both sides consist of overstrengthed Infantry Companies, some Light Recon units and Armor.
     
    The briefing covers when and what the reinforcements consist of briefly and when abouts they will arrive. Both sides have primarily equal forces in skill and numbers with one exception that the German player has about 3 less tanks. This was playtested to somewhat equal out the firepower. The object of course is to do the most damage by the end of the Scenario time while minimizing your own losses.
     
    The Map is Large and is a H2H battlefield consisting of Bocage, large fields, forested areas, Urban areas, and many roads, paths to manuever from, giving both players room for manuever, ambush, and plotting out strategy from where to defend, or attack from to wreak havoc on the other player.
    Version is 3.11 and you will need the Market Garden Module and Vehicle pack.
     
    You can find it here.  http://www.thefewgoodmen.com/tsd3/cm-battles-for-normandy/mortville-and-nuertville/  @ the Scenario Depot III.
  19. Upvote
    GhostRider3/3 reacted to Badger73 in Any Way to Get in Touch w/ GreenAsJade?   
    Consider uploading to The Scenario Depot III.  Links can be found at FGM (Few Good Men).
    Scenario Depot III URL = http://www.thefewgoodmen.com/tsd3/
     
     
     
  20. Upvote
    GhostRider3/3 reacted to Ithikial_AU in Campaign WIP - Operation Windsor, Carpiquet   
    After two years (on and off) and one false start this little project is coming along nicely and has well and truly passed the halfway mark. What was initially going to be one scenario is now a campaign involving two master maps and a long OOB. The maps and OOB are now done and I'm up to mission building and OOB tweaking where needed. Hopefully at the end of this there will be a Canadian based campaign for the community that pushes CMBN, using many of the assets available from this well developed game family. The 3.0 Upgrade and the release of the Vehicle Pack really breathed new life into this project, allowing for a more historical approach.
     
    A Brief History Lesson
    July 4th - 5th, 1944
    Operation Windsor was the first Canadian set piece battle of the north west Europe campaign involving a a reinforced (4 Inf battalions) brigade and an obscene amount of supporting assets. Carpiquet and it's adjacent airfield was viewed by the Germans as a key defensive strong point on the western flank of Caen and a prime tank killing ground due to the open fields and airfield. The relative high ground also gave the Germans a brilliant observation point across the Odon valley and Hill 112 on the other side which was now a key feature following the conclusion of Operation Epsom further to the west. Carpiquet was held by the 12 SS Panzer Division with the strength of one weakened battalion and an array of heavy weapons and armour. The Canadians attacked over a mile of open ground behind a World War 1 style creeping barrage. After numerous delays they managed to take the village to the north of the airfield. Two separate attacks to the south in an attempt to take a series of hangers was beaten back twice with heavy loss in infantry and armour. A second phase of the operation to capture the airfield control buildings to the east was never undertaken following the failure of the southern attack and delays with the northern approach. Despite what was described as an inferno by German survivors the 12 SS held on all day before retreating to the eastern buildings. Three separate counter attacks by the newly arrived 1 SS Panzer Division from the north were beaten back in the middle of the night and into the following morning before the Germans called off trying to retake lost ground. Despite holding most of the objectives, the Operation was still considered a strategic failure and increased the pressure building up on 3 CID's CO General Keller.
     
    Historians at the time always viewed Windsor as simply a prelude to the larger Operation Charnwood, however more recently revisionists have explored the theory that the Operation was less about Caen and more about capturing the high ground overlooking Hill 112 for the future Operation Jupiter. Another theory was to take advantage of the confusion across the German lines following the completion of Epsom to take this key piece of terrain that could have been reinforced in strength when the 1 SS Panzer Division arrived in full into the theatre - something 21st Army Group HQ was already aware was about to happen through ULTRA intercepts.
     
    Requirements
    The campaign will require all modules and upgrades including the Vehicle Pack.
     
    Campaign Features
    - 6 - 7 battle campaign depending on outcomes. Covers both the Canadian assault on July 4th and the attempts to hold the objectives into July 5th.
    - Complete OOB's for both sides with virtually all units on both sides being tracked as 'Core Units'.
    - 'Historical' and 'Better Than History' pathways. (So even if you lose a few battles you are still following in history's footsteps )
    - A few larger battles (Battalion+) including one 3x hour 'show piece' monster for the northern approach attack. (Hope you like artillery).
    - Hobart's Funnies, bunkers, mines, aircraft and naval assets.
    - Research bordering on the unhinged... (old history degree from my Uni days came in handy ). To the point where the names of most Company Commanders and higher and the names of the different supporting artillery regiments can be named.
    - Master Maps will be included (including varying degrees of destruction) so players can slice and dice for QB's and H2H's.
    - Possibly one stand alone scenario for the main northern attack.
    - Some mod tags will be used.
     
    Campaign Structure
    Note: apologies for the swearing - The scenario name is a line used by one of the Royal Winnipeg's officers in the first attempt to take a set of hangers. His superiors expected the battalion to cross over an open mile of terrain without direct support. At the end of the grueling approach were two well entrenched German SS Panzer Grenadier companies with artillery on call. Should sum up the feelings the player has attempting this one.

     
    Some pics of the map (clean undamaged version - which you generally won't see in game)
     
    Pic 1 - Northern Master Map looking south towards Carpiquet. Canadians assault from the right hand side beyond the railway line. Village at the front of the picture of Franqueville which was the furthest extent of the doomed Canadian attack south on June 7th. Also the base of operations for the German counterattacks on July 5th.

     
    Pic 2 - Carpiquet from the direction of the Canadian attack. (Distant shots without all the fortifications don't do it justice).

     
    Pic 3 - Southern Master Map looking up at the hanger objective. The doomed Royal Winnipeg attack.

     
    Pic 4 - Destroyed beauty. Four different mod tags will be used for the rubble tiles.

     
    More soon.
    More info can be found here though some is now out of date.
    http://www.thefewgoodmen.com/thefgmforum/threads/operation-windsor-2-0.17914/
  21. Upvote
    GhostRider3/3 reacted to womble in Trucks, Kubelwagen/Jeeps... Too Robust Cross Country?   
    Piker. Go FAST... Quick gives only the slightest advantage in turning circle for the "multi-purpose vehicles" of CM and is noticeably slower.
     
    I've seen some footage of Wilys jeeps going pretty hell-for-leather over some pretty shocking ground...
     
    Also worth noting that vehicles will slow down of their own accord for some kinds of bumping: the berm remaining when a bocage hedge is demo'ed, for example, crossing any obstacle they can crush, and rough terrain like Light Woods. So just give them Fast orders and let them sort themselves out...
  22. Upvote
    GhostRider3/3 reacted to Holman in Trucks, Kubelwagen/Jeeps... Too Robust Cross Country?   
    Jeeps were known for being able to go anywhere.  Do they not deserve their reputation?
     
    And of course as players we don't have to worry about long-term damage or wear-and-tear on our vehicles--they only have to last as long as the scenario.
  23. Upvote
    GhostRider3/3 got a reaction from Combatintman in Cant Delete saved games.   
    Thanks Combatintman... I checked the X86 nothing there.. but when I logged into Shock Force as Administrator, I now can save and delete the games.  small little glitch but no harm.
  24. Upvote
    GhostRider3/3 reacted to JasonC in T-34/76 to T-34/85 ratio   
    GhostRider - that source is tendentious horsefeathers, to put it charitably. Straw man argumentation, believing German fairy tales, slipshod relative loss reasoning without actual imputation of causes of loss, ignoring the whole operational history of the second half of the war, etc. the Germans won WWII in the east and handily defeated the dumb Russians, clearly, everyone knows that.n that's about the quality of the "reasoning", and of the miss.
  25. Upvote
    GhostRider3/3 reacted to Combatintman in Cant Delete saved games.   
    Have you tried your virtual store? The filepath will look something like this:
     
    C:\Users\YourNamel\AppData\Local\VirtualStore\Program Files (x86)\Battlefront\Combat Mission Shock Force\Game Files
     
    I think that will probably solve the problem
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