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CMFDR

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  1. Like
    CMFDR got a reaction from Bulletpoint in Any way to fix fog graphics glitches?   
    On the left side of that light blue bar where that "Insert media" grey colored button is you may see "choose files", eg. 


    Edit: I don't think it does qualify for the "Dumb question of the day" contest by the way. 😛 
  2. Like
    CMFDR reacted to Kinophile in New Manual   
    @Oleksandr's thread on tactics got me thinking...
    I've always hated the current CM manual style. I'm heavily trained & experienced in visual design so I thought, well, why not? 
    So I'm now redesigning and formatting the manual in a tongue-in-cheek FM-001 style, in InDesign.
    COVER SHEET:

    Obviously that's my own CM:BS logo. I was a bit lazy and don't have the correct, official one handy.
    Still, this gives you an idea....
  3. Like
    CMFDR reacted to kevinkin in Company Leader Site   
    http://companyleader.themilitaryleader.com/
    Nice site if you are not already aware.
    Kevin
  4. Like
    CMFDR reacted to A Canadian Cat in A Complete List of Combat Mission Scenarios   
    The above is the goal (see special note about ShockForce and Afghanistan below*).  This is a new project and while some people have looked it over and helped me fix mistakes I expect there are more to find.  My request is that if you find a mistake please let me know - post here or send me a PM. You will notice that there are still quite a few scenarios missing the author's name - one thing I have not done is open those scenarios and read the briefing I hope to get there eventually. If you find your scenario listed but I have the credit wrong or credit is missing - contact me.  If you find a scenario that is the wrong version - contact where your file is uploaded to and get it fixed and me too just in case I have an old version.  If you have a scenario that is available but not listed here put it some where permanent (note I do *not* consider a drop box link permanent) and let me know.  I monitor new additions to the scenario depot and theBlitz so you only need to tell me about new stuff that you host in other places.
    Check it out here: http://www.combatmission.lesliesoftware.com
    Enjoy!
    What this site is
    It is supposed to be a search-able sort-able list of all scenarios for CombatMission games. It combines a list of all stock scenarios and all downloadable scenarios from the old repository, the new scenario depot with information from play result information from theBlitz.
    What this site is not
    It is not a source for uploading or downloading scenarios.  This site does not host anything it only provides links to where the files are hosted.
    A little background
    The site is totally generated from the .btt and .cam files along with some data files with ulrs, author's names.  What I have done is created directories for each game and organized the .btt files into Scenario, Map, and QB Map sub-directorires and the .cam files in to a campaign directory.  I place the additional data (urls, authors names) into appropriately named files. I have a simple system of scripts that run @Mad Mike's scan tool to produce xml data for the scenario files which I then process into html pages using xslt.  So, when new content is released all I need to do is copy the .btt or .cam file to the right location add an entry with the additional data for the new file and run a script which creates the new html and ftps it to my web server.
    * CM ShockForce and CM Afghanistan are not included.  This is because the scan tool does not handle those files.  There is talk that CMSF will be updated and @MadMike says he would consider updating the scanner for those files when that happens.  When he does I'll add CMSF to the site.  I don't think there is much hope of Afghanistan being added but again - if the scan tool is updated to handle it I'll add it to the site.
  5. Like
    CMFDR reacted to A Canadian Cat in A Complete List of Combat Mission Scenarios - re-announce   
    I am re-announcing the complete list of Combat Mission Scenarios web site here since the original announcement was made before the General Forum existed.
    Check it out here: http://www.combatmission.lesliesoftware.com/index.html
    What this site is
    It is supposed to be a search-able sort-able list of all scenarios for CombatMission games. It combines a list of all stock scenarios and all downloadable scenarios from the old repository, the new scenario depot with information from play result information from theBlitz.
    What this site is not
    It is not a source for uploading or downloading scenarios.  This site does not host anything it only provides links to where the files are hosted.
    I have updated all the games and added Shock Force.
    The Shock Force edition is not complete yet. As the original announcement states the site is created using @Mad Mike's awesome ScAnCaDe Tool. Since that tool only works with Shock Force version 2 only the stock games are listed on the site right now. Along with a few new ones from the Scenario Depot. My plan is to include the older scenarios as well but to so that I need to convert them to v2 scenarios so the tool can then process them. I have been working on that but have lots left to do. In addition there are still a few items that are listed as only available on the old repository - I still own @Bootie a list of files that are missing on the Scenario Depot.
    Read the original announcement here:

     
  6. Like
    CMFDR reacted to MOS:96B2P in New Scenario - Assault on Port Cros   
    //////////////////////////////////////////////////// SPOILER ///////////////////////////////////////////
     
     
     
     
    //////////////////////////////////////////////////////////////////////////////////////// SPOILER //////////////////////////////////////////////////////////
     
     
     
     
     
    SITREP 0745hrs.

  7. Like
    CMFDR reacted to MOS:96B2P in New Scenario - Assault on Port Cros   
    ////////////////////////////// SPOILER ALERT ///////////////////////////////////////////////////////////////////////////////////
     
     
     
    //////////////////////////////////////////////////////////////// SPOILER ALERT ////////////////////////////////////////////////////////////
     
     
     
    ///////////////////////////////////////////////////////////////////////////////////////////////////////SPOILER ALERT //////////////////////////
     
     
    Including some house rules when playing vs the AI.  Orders for Phase One of the attack:
    4th Company:  Secure Fort De La Vigie and Hill 137.
    5th Company: Secure Flat Top hill.  
    6th Company: Reserve, advance west following 5th Company.  
    The Company HQ teams are given a temporary Pause and plot out the axis of advance for the company.  When vehicles are present I like to use the green reverse waypoint lines of a Paused vehicle to display the axis.  The reverse line stands out among all the Quick, Fast, Hunt & Move lines the fire teams will be plotting. 
    4th Company axis of advance around and up to Fort De La Vigie

    5th Company axis of advance to the area of Flat Top Hill

    The platoon HQ teams all display 50 meter 360o Target Arcs (automatic C2 voice range).  The platoons will advance along the general area of the plotted company axis of advance.  The fire teams must be in C2 with the platoon HQ to be given orders.  So they will generally be within the 50 meter (100 meters across) Target Arc displayed by the HQ team.  Kind of a command radius.  This results in the platoon HQ team doing some running around yelling orders at the fire teams.  As an example below is 1st Platoon, 5th Company advancing along the company axis in the direction of Flat Top Hill. 
     
     
        
  8. Like
    CMFDR reacted to MOS:96B2P in New Scenario - Assault on Port Cros   
    /////////////// SPOILER ALERT ////////////////////////////////////////////////
     
     
    ///////////////////////////////////// SPOILER ALERT /////////////////////////////////////////////////////
     
     
    The Tactical Operations Center (TOC) which consists of the 2nd Battalion HQ team,  XO team and Bn. naval gunfire Observer (FO) team. 
      
     
    The XO was designated Target Reference Point Coordination Officer (TRPCO) for the TOC.  It was decided to leave one TRP on all forts except Fort De L 'Eminence.  Because of the size of Fort Eminence it got two TRPs.  The other TRPs were placed to support the scheme of maneuver of the three companies.  Generally on reverse slopes and where defenses might be located.  The XO (operations officer) acting as TRPCO is placed on a permanent Pause.  A waypoint from the TRPCO is placed on every TRP.  A 50 meter 360o Target Arc is then placed on the TRP waypoints.  During the mission when the operations officer is selected he dutifully reveals the location of the TRPs along with there effective radius (50 meters).    

     
    The Battalion Naval Gunfire Observer is designated as the liaison for all naval gunfire from the USS Augusta (203mm).  A harassment fire mission set to maximum will last for approximately 18 minutes.  According to the support panel it will take about 4 minutes per adjustment.  Resulting in about 4 minutes of fire per fort.   Fort De La Vigie is targeted during setup with a 10 minute delay. 
      
     
    The XO was also tasked with keeping track of danger close areas for the infantry.  The following formula was used to determine danger close in the game (RL is much different).  Area of the fire mission divided by 2 + X = Danger Close.  X is the mm of the asset:  0mm to 70mm X is 15M.   71mm to 107mm X is 25M.   108mm & above X = 35M.   I have never used this formula with naval gunfire before so it will be interesting to see how it works out.   The XO does the math and plots the result on the map using a 360o Armor Target Arc plotted on the center of the naval gunfire plot (both on the TRP in the fort). 
           
  9. Like
    CMFDR reacted to Vein in Veins CMBS Effects   
    Big gun muzzle flashes and explosions
     

     
     

     
     

     
     

     
     
    Small Arms Muzzle Flashes
     

     
     
    Flames and Hit decals
     

     
     
    At the moment if you want them PM me and I'll send you a dropbox link. To PM me click on my name and on the right you will see the button: 'Send me a message'.
    When the Repository is up to speed I'll add them there.
     
    Smoke and Tracers are also in there.
     
    V
  10. Like
    CMFDR reacted to Vein in [Released] Veins Germans RT   
    Was asked to release so here they are.

    German inf
    tank crew
    armed inf
    gear
    helmets
    smocks

    Note: there are a few smocks based on someone else's excellent smock mod but as I hadn't planned to release these I can't remember whose they were.
    Pics are a bit sucky...





    DOWNLOAD:
    http://s3.amazonaws.com/cmmods-zips.greenasjade.net/CMRT/Veins_RT_Germans.brz
  11. Like
    CMFDR reacted to Vein in Veins Russian/Ukrainian infantry   
    A few people have asked for them so in the time honoured tradition: if you want them bung me a PM.
     
    Note: they are a V1, I haven't really gone to town on them. There may be a V2. There may not.
     
    Russkies

     
    Ukes

     
    Ukes Digital

  12. Like
    CMFDR reacted to Vein in [Released] Veins Soviet Infantry V1   
    Some of you asked for them. Some of you will get them.

    Includes:

    Infantry - Mainly Brown
    Guards - Mixed Green/Brown
    Cavalry - Green/Blue

    Crew - Black
    Backpacks - Green/Brown

    Soviet faces - mostly skin colour

    DOWNLOAD:
    http://s3.amazonaws.com/cmmods-zips.greenasjade.net/CMRT/Veins_Russians_V1.brz

    Guards


    Infantry


    Cavalry


    Crew

  13. Like
    CMFDR reacted to Vein in [WIP] Veins Germans/Americans   
    For you guys who are asking. Coming soon.

    It will include:

    US temperate
    US tropical
    US airborne
    Heer temperate
    Heer tropical
    Luftwaffe temperate (not shown)
    Luftwaffe tropical, inc smocks (not shown)
    Luftwaffe airborne
    US/Heer/Fallschirmjager snow infantry [tagged to work in winter QBs]

    Designed to fit in with my other mods for CMFI:

    Italians:
    http://cmmods.greenasjade.net/mods/4913/details

    Commonwealth:
    http://cmmods.greenasjade.net/mods/4911/details







  14. Like
    CMFDR reacted to IICptMillerII in Change morale of units in a campaign?   
    Just and fyi for Armorgunner and anyone else who wants to modify morale in campaigns; morale DOES NOT effect the current fleeing behavior seen in v4. A unit with maximum morale/training/leadership and a unit with the worst morale/training/leadership react the same to artillery. All flee at the first round that lands near enough to them. If you want to see the topic discussed at length, as well as a video presentation of the issue, check out this thread:
     
     
  15. Like
    CMFDR reacted to General Jack Ripper in How do you rag-tag?   
    Some things can be rag-tagged, and some things cannot. Helmets, uniforms etc. can, weapons cannot.
    The "Little-Guide to Rag-Tagging" is here:
    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=665
  16. Like
    CMFDR reacted to SeinfeldRules in AD CMFB Terrain Mod   
    Hello All,
    I have created a new terrain mod for CMFB, similar to my previous terrain mods for CM games. I've taken the various tiles provided by Battlefront and recolored them to provide a more unified color scheme, focusing on a realistic look with subtle variations between the various tiles. One of the biggest changes you will find is that October and November are far more "green" then the base game. All the pictures I could find online of Germany in the fall show a significant amount of greenery still present, even into November. December is a much more traditional look, with a very brown, dead look. Snow terrain has been touched very little by me, I focused mainly on the trees and basic snow tiles.
    Here is the link, as always please provide feedback and any errors you find!
    http://bit.ly/2g4bYIs
    October - November



     
    December - January  (No Snow)



     
    Winter


  17. Like
  18. Like
    CMFDR reacted to Scipio in Mod Realease: Fuller Color UI Icons   
    Dear ladies and gentleman,
    I know that I'm rather late with this, but some real life issues kept me away (finally mary the wife some time ago, for example...). But now it is done!


    You can download this mod from my site Pimp you Combat Mission
  19. Like
    CMFDR reacted to Lille Fiskerby in New Campaign ready for download: "The Road to Bastogne".   
    Lead the powerful Panzer-füsilier-batallion from Führer-begleit-brigade (FBB) during the Ardennes offensive. German Campaign with 7 missions. 
    Your Panzer-füsilier-batallion has 6 companys: 3 infantry, 1 heavy, 1 Anti-Air and 1 Pioneer company.
    To support them you have 2 Panzercompanys from FBBs Panzer Regiment with 17 x Pz. IV. and 11 x JPz IV./70(A).
  20. Like
    CMFDR reacted to A Canadian Cat in New Campaign ready for download: "The Road to Bastogne".   
    For some things, such as knocking down fences, tanks with fast orders slow down all on their own just like you would expect a good driver to do.  I am not sure if that applies to crossing railroad tracks or not.  It probably should. 
    As for speed off road: I am not sure exactly what would be best in real life but in the game, as it is currently designed, the ordered speed does not effect chances of getting bogged. In real life driving slowly through snow is not really the best option since it actually makes it easier for you to end up stuck (of course driving fast is not a good choice either since that leaves you vulnerable to loosing control).  At any rate the point is that in the game it does not make a difference.
    Having said that if you, or I, or anyone else want to use a slower moving speed for bad conditions or just off road in general then I think that is just fine!
  21. Like
    CMFDR got a reaction from Holman in M8 Greyhound around?   
    Original CMBN Aris' Bedford, CCKW, Cromwell, Opel Blitz, Sdkfz 250 (Alt) have been uploaded to CMMODSIII, thanks to @Holman who preserved the files all these years and mailed them. 
    CMMODs III - CM:BN VEHICLES
    PS :
    M8 Greyhound files already on CMMODSIII have been completed thanks to @Erwin!

    Please note though that it appears it's one variant (C30 "Colbert") that comes along the base texture. While there are 3 other texture files, they are identical (both visually and binary), therefore I've not included them.

    Thank you everyone involved, not the least @Bootie for making CMMODSIII works and @GreenAsJade for hosting it.
     
  22. Like
    CMFDR got a reaction from Mord in Need help findind a mod   
    Thanks a lot Mord!
  23. Like
    CMFDR reacted to Mord in Need help findind a mod   
    How about now?
     
    https://www.dropbox.com/sh/0wygj36ddlfxumj/AACNdBAsRe_fqItox0lA7VqXa?dl=0
     
    Mord.
  24. Like
    CMFDR reacted to Josey Wales in The Relationship between Soft Factors, Morale & Fatigue   
    The Relationship between Soft Factors, Morale & Fatigue 
     
    Preface
    Hi all, I'm pretty new to the BFC forums but I've been milling about over at the FGM for a little over a year. I recently created the below post and it received a lot of positive feedback to the point that it has now become one of the sitcky threads over there.
    I have been prompted to post the thread here and after a conversation I had in another thread on this forum, I thought that by placing it here, then non-FGM members can have a read through without me having to copy and paste snippets from the original post at the FGM.

    Introduction

    Whether selecting unit attributes in a quick battle or whether in game wondering if you should use your +1 Leadership squad or +2 Motivation squad to assault a farmhouse. it can be difficult to make an informed decision due to the fact that there is not a lot of information in the manual which explains how the attributes of Experience, Leadership, Motivation and Fitness (hereby collectively known as the 'Soft Factors') affect certain game concepts such as Morale, Suppression, Firepower and Fatigue.

    The forums can be slightly misleading as some posts describe exactly how something works whilst others are more how people feel something is working and it can be difficult to separate the wheat from the chaff.

    The information below is based on a painstaking process using the editor to separate out the impact of different factors by isolating them and testing them under different conditions. By isolating and testing these factors, the mechanics behind the concepts of Morale, Suppression, Accuracy, C2 and Fatigue start to reveal themselves and after several red herrings, dead ends and lots of repetition the information below has been teased out from the game.
    2 videos accompany this post to explain some of the findings, however all of the findings can be backed up by video evidence.

    The editor used was the one for Fortress Italy v2.00 Engine 4.0.

    SPOILER ALERT - if you prefer the murkiness of not knowing how the Soft Factors affect gameplay then please stop reading.

    Having said that the following information does not quantify the game concepts affected by the soft factors but instead generalises as what is likely to happen within a certain concept under certain conditions to units with high and low values for the soft factors.


    Morale

    Before being able to explain the characteristics of the 'Soft Factors', it is imperative to understand how Morale works in the game.

    Morale reflects the psychological state of a unit and determines its ability to respond to orders and fight.

    Morale states from highest to lowest are;
     
    Ok > Cautious > Nervous > Rattled > (Shaken) > (Panic) > Broken
    States shown in brackets () are temporary states.

    The states Ok through to Nervous are simple gradations and a Nervous unit will not behave differently from an Ok one.

    Rattled troops which become Pinned (or highly suppressed) will dash for safety, even if they are stationary when they become Pinned (or highly suppressed).

    Shaken troops will cower in their current position in the hope that the pressure will ease. They will not respond to orders or fire their weapons.

    Note: Shaken troops observed running for cover have been Pinned (or highly suppressed) in the Rattled state prior to becoming Shaken.

    Panicked troops will try and run away from the perceived threat to save their own hides. They will not respond to orders or fire their weapons.

    Shaken and Panicked states are temporary and will eventually revert back to one of the other persistent states depending on the situation and the Experience, Leadership and Motivation of the unit.

    Broken troops will respond to orders but are 'Brittle' and will quickly become Shaken or Panicked if fired upon. Broken troops will remain Brittle for the remainder of the battle irrespective of their Experience, Leadership, Motivation and Fitness.

    Morale is affected by 2 conditions of the battlefield and each of these conditions impact on Morale in different ways.
     
    1. Combat Stress

    Combat Stress has a persistent impact on Morale and is caused by casualty build up.

    Casualties sustained reduce the Morale of the unit for the remainder of the game and is therefore known as a persistent effect.

    Morale affected in this way cannot be regained (except under one specific condition - see Leadership). The impact of Combat Stress depends on the number of casualties sustained over time and the Experience, Leadership and Motivation of the unit.

    Not only does taking casualties effect the Morale of the unit directly impacted, other units organisationally closely connected are also affected in the same way but to a lesser extent. The persistent Morale effect of casualty build up only effects other units via organisational connection regardless of geographical proximity.

    Example 1 - 1st and 2nd Sqd of 1st Plt are separated by 500m. As 1st squad sustains casualties and suffers a persistent Morale impact, 2nd Sqd will also suffer a persistent Morale impact even though it is 500m away and has no LOS to 1st Sqd.

    Example 2 - 1st Sqd of 1st Plt is within 10m of 3rdSqd of 2nd Plt. 3rd Sqd of 2nd Plt receives incoming fire and half of the unit is wiped out and the Sqd is instantly Shaken. 1st Sqd of 1st Plt receives no impact to their persistent Morale state due to the fact that they are in a different Platoon. 2nd Plt would have to take far more casualties before any of 1st Plt become affected.

    The way that Combat Stress is distributed to other units is vertical between different platoons and companies although it is horizontal between units of the same platoon.


    2. Combat Shock

    Combat Shock has a temporary impact on Morale and is caused by suppression.          Suppression has a temporary impact on Morale and the affect is removed once the suppression is lifted.

             The duration the unit remains suppressed for depends on the amount of incoming Firepower, the immediate casualties sustained, Experience & Leadership of the unit.

             The temporary impact on Morale of being suppressed depends on the amount of incoming Firepower, the immediate casualties sustained and the Experience, Leadership & Motivation of the unit.


    Suppression Indicator

    The Suppression Indicator is not merely a measure of incoming fire, more accurately it represents the units perception as to how much danger it is in based on the incoming Firepower, the immediate casualties sustained, and the Experience, Leadership & Motivation of the unit.

    Inexperienced, poorly led and unmotivated units suffer the greatest Morale impact from being suppressed whilst inexperienced and poorly led units can remain suppressed for sometime after the last shot was fired in their direction.
     
    Pinned

    If the Suppression Indicator becomes full the unit becomes Pinned. Stationary Pinned (or highly suppressed) troops will return fire but will not respond to movement orders until the suppression has reduced.

    Troops which become Pinned (or highly suppressed) whilst moving to a waypoint will attempt to dash for cover. If no cover is nearby, they will hit the deck.

    Rattled troops which become Pinned (or highly suppressed) will dash for safety, even if they are stationary when they become Pinned.

    Experienced and well led troops recover from being Pinned quicker than inexperienced or poorly led troops.
      C2 - Command & Control

    C2, or Command and Control, reflects the effect of having a unit being able to receive orders from and deliver information to its HQ team.

    Being within a C2 link does not provide resistance to the persistent impact on Morale caused by Combat Stress.

    Being within a close C2 link (Close Visual/Voice) does provide resistance to the impact on Morale caused by Combat Shock - troops within C2 range of their HQ unit are less affected by the temporary impact of suppression upon Morale as they are less stressed by being shot at and the immediate impact of seeing team/squadmates killed & wounded is reduced.

    More experienced units pass on information to their buddies and superiors quicker than less experienced units. This includes verbal, visual and radio communications.

    The range of visual and audio C2 is fixed for all Soft Factors, Morale and Fatigue states but will vary by terrain. In open ground;
    : Voice range < 50m (unless the HQ is hiding in which case voice range drops to <25m)
    : Close visual range <100m

      Experience

    Experience reflects the amount of training and combat experience the unit has.

    Experience levels from least experience/training to most experience are;
     
    Conscript > Green > Regular > Veteran > Crack > Elite
    Experience has 6 characteristics which impact on the unit;
     
    1. Spotting - troops with higher experience are able to spot enemy contacts sooner than less experienced troops.

    2. Firepower - higher experienced troops will engage at longer ranges and have greater accuracy than less experienced troops. They therefore tend to cause more casualties to the enemy than their less experienced counterparts during a firefight.

    3. Resistance to Combat Stress - more experienced troops are less affected by the psychological impact of losing team/squadmates.

    This characteristic is cumulative with Leadership and Motivation. 

    4. Resistance to Combat Shock - experienced troops are less affected by the temporary impact of suppression upon Morale. They are more used to being shot at and better desensitised to the immediate impact of seeing team/squadmates killed & wounded than less experienced troops.

    This characteristic is cumulative with Leadership and Motivation. 

    5. Suppression Recovery - experienced troops recover quicker from being suppressed (including being Pinned), they realise when the incoming fire has shifted away from them sooner than less experienced troops do.

    This characteristic is cumulative with Leadership.

    6. More experienced units pass on information to their buddies and superiors quicker than less experienced units. This includes verbal, visual and radio communications.

    Leadership

    Leadership reflects the quality of NCO's or other team leaders in the team or squad to organise and support the troops. Leaders can be of varying quality.

    Leadership is shown as a simple modifier ranging from;
     
    -2 > -1 > 0 > +1 > +2 Note: A Leadership modifier only applies to the unit with the Modifier (like all other modifiers). In other words it does not filter down to sub-ordinate units (see HQ Leadership Modifier Example).

    Leadership has 3 characteristics which effect unit behaviour under duress;
     
    1. Resistance to Combat Stress - better led troops are less affected by the psychological impact of losing team/squadmates.

    This characteristic is cumulative with Experience and Motivation.

    2. Resistance to Combat Shock - well led troops are less affected by the temporary impact of suppression upon Morale. The NCO's are better at encouraging the troops under fire and getting them to remember their training when faced with the immediate impact of seeing team/squadmates killed & wounded.

    This characteristic is cumulative with Experience and Motivation.

    3. Suppression Recovery - well led troops recover quicker from being suppressed (including being Pinned), they realise when the incoming fire has shifted away from them sooner than poorly led troops do.

    This characteristic is cumulative with Experience.  Unlike the characteristics denoted by Experience, if the Leader of a team or squad is incapacitated, the Leadership value of the unit will change to that of the next most senior member who steps up as the Leader. This value can go up as well as down, for example, a unit with a +1 Leader incapacitated and replaced by a -1 Leader will suffer a hit on Morale which may be enough to cause a persistent drop in the unit's Morale state. Similarly however, if a -2 Leader is incapacitated and replaced with a 0 Leader, the unit will receive a boost in Morale which may be enough to cause a persistent increase in the unit's Morale state.

    Note: In Engine v4.0 manual page 68 it states that a Leadership bonus will help "direct fire to be more effective". However, this has not been possible to reproduce using various tests. Whereas the difference in accuracy between Crack units and Green units is repeatable and obvious, the effect of Leadership on accuracy is not apparent.

      HQ Leadership Modifier Example

    Reading some posts, there is a lot of confusion over how this Modifier works with HQ units. So I will clarify it here.

    The Leadership (Ldrshp) modifier for all units (from Btn Hqs through to Plt Hqs down to squads and teams) only effects the unit that the modifier is for, in the same way that a -2 Fitness modifier only effects the fitness of the unit that the modifier is for.

    In fact, it helps to think of the Leadership modifier in the same was as the Fitness modifier. An unfit Plt HQ does not make all of the squads in that platoon unfit aswell.

    So a squad with a -1 Ldrshp modifier is not offset by the +1 Ldrshp modifier of its Plt HQ. The squad will still suffer the penalties of having -1 Ldrshp.

    So how does having a Plt HQ with a poor leader affect the performance of the Platoon?

    This is best illustrated with an example;
      Lt Bike is the Plt Leader of 1st Plt. He has a Leadership modifier of -2. All 3 of the squads in 1st Plt are Regulars with average ability NCO's so no Ldrshp modifiers for the squads. For reference 1st Plt HQ is also Regular.

    1st Plt are on a patrol and 1st Squad makes contact with an enemy force. After a couple of minutes, the casualties from 1st Sqd begin to mount. Not only does this have a persistent Morale affect on 1st Sqd, it also has a persistent Morale affect on the other 2 Squads and the Plt HQ because of their close organisational link.

    However, because the Plt HQ has Lt Bike with his -2 Ldrshp modifier, it suffers a greater impact on Morale than 2nd or 3rd Sqd does from the build up of 1st Sqds casualties.

    After another minute of combat, the persistent morale states of the Platoon are;
      Plt HQ - Rattled
    1st Squad - Rattled
    2nd Squad - Nervous
    3rd Squad - Nervous As the combatants manoeuvre for position, the Plt HQ comes under fire. As the HQ team is already Rattled, it doesn't take much suppression to drop their Morale state temporarily into Shaken.

    Now that the HQ unit is Shaken, the C2 link between the HQ and the 3 squads is cut. This makes the squads more vulnerable to the Morale effects of suppression (see C2 - Command & Control).

    As 1st Squad is already under suppressive fire, its Morale state instanteously drops from Rattled to Shaken because of the loss of the C2 link (see C2 - Command & Control).

    The HQ will take longer to recover from the supression than it normally would for a Regular unit because of its -2 Ldrshp modifier, meaning that as a consequence, the C2 link is broken for longer.

    So we now have the following situation after 5 minutes;
      Plt HQ - Shaken
    1st Squad - Shaken
    2nd Squad - Nervous
    3rd Squad - Nervous If we rewind the clock and give Lt Bike +2 Ldrshp modifier, then re-run under exactly the same circumstances the situation would have been after 5 minutes;
      Plt HQ - Nervous
    1st Squad - Rattled
    2nd Squad - Nervous
    3rd Squad - Nervous This is because the Plt HQ would not have been so affected by the casualty build up of 1st Sqd so that when the HQ came under some suppressive fire, it was still in a high enough Morale state not to become Shaken by it and therefore the C2 link between the HQ and the Squads and the benefits it brings (see C2 - Command & Control) would still be intact.



    Motivation

    Motivation reflects the units dedication to the cause and their willingness to sacrifice themselves for their squad mates and commanders.

    Motivation from best to worst ranges as;
     
    Poor > Low > Normal > High > Extreme > Fanatic Motivation has 3 characteristics which effect unit behaviour under duress;
     
    1. Resistance to Combat Stress - better motivated troops are less affected by the psychological impact of losing team/squadmates.

    This characteristic is cumulative with Experience and Leadership.

    2. Resistance to Combat Shock - highly motivated troops are less affected by the temporary impact of suppression upon Morale. They are less psychologically affected by being shot at and better desensitised to the immediate impact of seeing team/squadmates killed & wounded than their less motivated counterparts.

    This characteristic is cumulative with Experience and Leadership.

    3. Resistance to Panic and Breaking - highly motivated troops can be Shaken but are less likely to Panic and try to run from the fight to save themselves. They are also more likely to recover to a positive morale state after being Shaken than less motivated troops and are less likely to become Broken and Brittle.

    Fanatic units will not surrender.
    Fatigue

    Fatigue is the physical effect of running around and using up energy.

    Fatigue states best to worst are;
     
    Rested > Ready > Tiring > Tired > Fatigued > Exhausted
    Tired troops cannot Fast Move.

    Fatigued troops cannot Fast, Assault or Hunt Move.

    Exhausted troops cannot Fast, Assault, Hunt or Quick Move.

    More tired troops do not move slower than less tired troops moving at the same movement command, ie Unfit troops moving at Fast Move, cover distance at the same rate as Fit troops moving at Fast Move, they just won't be able to keep up that pace for as long.

    Keeping troops stationary recovers their fatigue relatively quickly. Hiding troops has no additional benefit.

    Troops will recover fatigue whilst at the Move but it is at a slower rate.

    Experience, Leadership and Motivation do not effect Fatigue states or recovery times.

    Fatigue has no effect on Morale either from Combat Stress or Combat Shock.

    Fatigue has no effect on accuracy nor the range at which targets are engaged at.


    Fitness

    Fitness represents a units physical resistance to Fatigue.

    Fitness states from best to worst are;
     
    Fit > Weakened > Unfit  
    Fitness has 3 characteristics which effect unit behaviour under physical exertion;

    1. Fitter troops tire less quickly from Fast Move (sprinting), Slow Move (crawling) and Quick Move (jogging).

    2. Fitter troops recover from tired states sooner than less fit troops.

    3. Weakened and Unfit troops recover fatigue on the Move extremely slowly.  
    Closing

    All of the conclusions made above have been arrived at through thorough isolation and testing procedures which can be backed up by video evidence.

    There is more stuff in the CMx2 engine to dig up than what has been uncovered here but for now I'm unable to go further into this rabbit hole.

    Hopefully the information presented here clears up some of the historical confusions that have been around on the various forums. It may also affect the way in which unit purchases are thought about, and hopefully it allows players to make better informed tactical decisions and enhance the way their game is played.

    Josey Wales updated 24/09/17
  25. Like
    CMFDR reacted to Mord in Need help findind a mod   
    Here ya go, buddy!
    https://www.dropbox.com/home/Public?preview=Vein's+Launch+Bar.zip
     
    Mord.
     
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