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CMFDR

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  1. Like
    CMFDR reacted to chuckdyke in Leaders Recon.   
    The idea to have the 'Key People' occupying Key Terrain. Key Terrain permits the observation of the objective and area of operations. . From there the leader can bear the fire power of his units upon the enemy. 

  2. Like
    CMFDR reacted to Erwin in MG DEPLOY & PU DATA   
    Found this data (compiled by someone else) in my files.  Here it is in case it's useful for you guys...  
    The Italians are skipped... 
    Machine Gun
    Module
    Deploy
    Pack up
    M1914 A4 
    BN
    21
    14
    M1917 A1
    BN
    21
    16
    M1917 A1
    FI
    21
    16
    M1917 A1
    FB
    10
    16
    M1919 A4
    FI
    21
    14
    M1919 A4
    FB
    10
    14
    M2HB
    BN
    23
    21
    M2HB
    FI
    23
    21
    M2HB
    FB
    11
    21
    Maxim M1910
    RT
    27
    0
    SG43
    RT
    26
    0
    MG34
    FI
    20
    14
    MG34
    RT
    10
    14
    MG42
    FI
    20
    14
    MG42
    RT
    10
    14
    Vickers
    CF
    21
    17
    Vickers
    MG
    10
    17
    Vickers 
    GL
    10
    17
  3. Like
    CMFDR reacted to Drifter Man in Some tank duel tests (CMBN)   
    I don't seek out armor duels because they are a bit like tossing a coin, but they come up again and again. So I was interested to learn what I can do to maximize the chances for my tank in a duel if it gets into one.
    So I put two identical Pz IVH (late) tanks with regular crews, no modifiers, against each other at 600 m range. I called one "Attacker" and the other "Defender", although it does not mean anything. I put both on a mild slope (partial hull down) and varied different conditions. Crew hatches open/closed, vehicle movement, terrain type, crew experience. I ran each case at least 1000 times and recorded the percentage of wins by each side. A 'win' means that the other vehicle was destroyed or the crew bailed out. If both vehicles were alive after 5 minutes, neither side won - usually one vehicle got hit and retreated back down the slope. If neither vehicle survived, both sides got a win.
    The tables show the win rate on each side. The statistics were not perfect even with 1000 duels per case. Results of repeat runs could vary by up to +/- 3%. Notably I did not get a perfectly symmetric results even for reference cases R1 and R4 where the vehicles had identical conditions on both sides. So, don't take the numbers as the absolutely accurate truth. They just show what works.
    Pz IVH was a good tank for this purpose because it can easily kill itself - powerful gun and vs weak armor. Therefore, the duels were mainly about who is able to spot first and land the first round accurately on target.
    I did not find anything revolutionary - mostly stuff people already know and do - but it was still interesting to see the numbers. Here it is:
    1. Keep your crew hatches open when expecting to fight an enemy AFV. If you can, force the enemy to close theirs.
    Table 1. Effect of crew hatches open/closed. Both AFVs are stationary on Grass.
    Attacker
    Defender
    Closed
    49%
    49%
    Closed
    Open [R1]
    48%
    50%
    [R1] Open
    Open
    76%
    21%
    Closed
    2. Minimize movement when within enemy LOS. Stop as soon as your vehicle can see the place where the enemy is (represented with the "Hull Down" command in the table below, which gives additional advantage of being harder to see and hit due to being hull down; this is not to say that the Hull Down command is always useable, but it worked here well because the Attacker was going up the slope). Movement makes you more visible - and it does not appear to matter what kind of movement command you use - in fact the faster movement commands seem to work a bit better.
    Table 2. Effect of vehicle movement. Attacker starts out of LOS and moves in towards the Defender using different movement commands. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Hunt [R2]
    41%
    57%
    [R2] Stationary
    Slow
    35%
    63%
    Stationary
    Move
    39%
    59%
    Stationary
    Quick
    42%
    56%
    Stationary
    Fast
    41%
    57%
    Stationary
    Hull Down
    61%
    29%
    Stationary
    Quick: Minimizes the time interval when the Attacker is moving within the Defender’s FOV. Therefore, Quick works well as it gets the attacker into position quickly, whereas Slow works poorly.
    Hull Down: Better cover than the Defender and minimizes time when the Attacker is moving within the Defender’s FOV. Also: Easier to disengage when damaged – probably for both sides. High percentage of duels with no winner.
    3. If you have to Hunt, point 1. about crew hatches still applies and can reverse the odds in your favor.
    Table 3. Effect of crew hatches open/closed while the Attacker is moving. Attacker starts out of LOS and moves in towards the Defender using Hunt. The Defender is stationary. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Closed
    37%
    60%
    Closed
    Open [R2]
    41%
    57%
    [R2] Open
    Open
    64%
    34%
    Closed
    Closed
    14%
    82%
    Open
    4. Target arc can serve various purposes but does not help with seeing or hitting the enemy. TRP helps, likely by increasing the chances of a first hit.
    Table 4. Effect of using Target Armor Arc and Target Reference Point (TRP). Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    No arc [R1]
    48%
    50%
    [R1] No arc
    Target Armor Arc
    50%
    49%
    No arc
    TRP on Defender
    72%
    28%
    No TRP
    Note: Target Arc can still help by pointing the gun and the Commander’s attention to the right direction if the vehicle is not moving directly towards the defender. Also, it prevents distraction of the Attacker by other, low-priority targets.
    5. Ground type can provide some help by concealment. Tall types of grass (T and TY), Weeds, Brush, Lt Forest (without trees) and Crop 1 give a small advantage over hard or bare surfaces. Very tall types of crops (2-6) and Grass XT give significant advantage. There is no disadvantage in being on road or pavement compared to grass, but sand, mud and cobblestone seem to hurt a little, possibly because they lower the chances of disengaging when retreating in damaged condition.
    Trees are complicated and depend on type. Type A trees are somewhat helpful if there are 2 or 3 on the tile. Type B trees are not helpful at all. Type C trees seem to be best, especially if there are 2 or 3. Type D trees are somewhat helpful independently on their number. Type E are like Type A. Bush does not make much of a change.
    Stone and brick walls and low bocage give some advantage - can be concealment as well as cover. But bocage is the big one. A tank behind bocage almost always wins against a tank in open ground.
    Table 5a. Effect of Defender ground type – bare surfaces, hard surfaces and roads. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass
    45%
    51%
    Dirt
    Grass
    47%
    50%
    Dirt Red
    Grass
    49%
    48%
    Hard
    Grass
    50%
    48%
    Rocky
    Grass
    49%
    49%
    Rocky Red
    Grass
    52%
    47%
    Sand
    Grass
    52%
    47%
    Mud
    Grass
    50%
    49%
    Pavement 1
    Grass
    50%
    50%
    Pavement 2
    Grass
    52%
    47%
    Cobblestone
    Grass
    47%
    51%
    Gravel
    Grass
    46%
    49%
    Dirt Lot
    Grass
    49%
    48%
    Dirt Road
    Grass
    47%
    50%
    Gravel Road
    Grass
    51%
    48%
    Paved 1
    Grass
    48%
    51%
    Paved 2
    Grass
    47%
    49%
    Foot Path
    Sand, Mud, Cobblestone (?): Can impair movement, possibly making retreat of a damaged vehicle slower and less likely to succeed before the Attacker fires another accurate shot.
    Table 5b. Effect of Defender ground type – low vegetation and cultivated fields. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass
    Grass
    50%
    47%
    Grass Y
    Grass
    50%
    48%
    Clover
    Grass
    50%
    48%
    Flowers
    Grass
    49%
    50%
    Plow NS
    Grass
    50%
    50%
    Plow EW
    Grass
    43%
    57%
    Grass T
    Grass
    43%
    55%
    Grass TY
    Grass
    44%
    54%
    Weeds
    Grass
    44%
    55%
    Grass + Brush
    Grass [R3]
    46%
    54%
    [R3] Lt Forest
    Grass
    42%
    57%
    Crop 1
    Grass
    39%
    60%
    Crop 2
    Grass
    39%
    60%
    Crop 3
    Grass
    39%
    60%
    Crop 4
    Grass
    40%
    58%
    Crop 5
    Grass
    39%
    59%
    Crop 6
    Grass
    38%
    60%
    Grass XT
    Table 5c. Effect of Defender ground type – foliage. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass, no foliage
    Grass
    50%
    46%
    Grass + 1x Type A Tree
    Grass
    44%
    51%
    Grass + 2x Type A Tree
    Grass
    42%
    54%
    Grass + 3x Type A Tree
    Grass
    49%
    49%
    Grass + 1x Type B Tree
    Grass
    51%
    46%
    Grass + 2x Type B Tree
    Grass
    51%
    47%
    Grass + 3x Type B Tree
    Grass
    43%
    52%
    Grass + 1x Type C Tree
    Grass
    33%
    62%
    Grass + 2x Type C Tree
    Grass
    32%
    62%
    Grass + 3x Type C Tree
    Grass
    44%
    52%
    Grass + 1x Type D Tree
    Grass
    44%
    51%
    Grass + 2x Type D Tree
    Grass
    40%
    55%
    Grass + 3x Type D Tree
    Grass
    50%
    47%
    Grass + 1x Type E Tree
    Grass
    42%
    55%
    Grass + 2x Type E Tree
    Grass
    41%
    55%
    Grass + 3x Type E Tree
    Grass
    49%
    49%
    Grass + 1x Type A Bush
    Grass
    52%
    47%
    Grass + 2x Type A Bush
    Grass
    50%
    46%
    Grass + 3x Type A Bush
    Grass [R3]
    46%
    54%
     [R3] Lt Forest, no foliage
    Grass
    44%
    54%
    Lt Forest + 1x Type A Tree
    Grass
    39%
    57%
    Lt Forest + 2x Type A Tree
    Grass
    37%
    59%
    Lt Forest + 3x Type A Tree
    1x Tree: Can be detrimental because it does not provide enough concealment and can trigger APHE shells passing high, wounding the exposed Commander.
    Table 5d. Effect of Defender ground type – walls and fences. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R4]
    48%
    51%
    [R4] Grass
    Grass
    46%
    54%
    Grass + Stone
    Grass
    47%
    52%
    Grass + Brick
    Grass
     
     
    Grass + Rural Stone
    Grass
    43%
    55%
    Grass + Low Bocage
    Grass
    7%
    89%
    Grass + Bocage
    6. Crew experience - there is a big change from Green to Regular to Veteran, but Crack gives little advantage over Veteran.
    Table 6. Effect of crew Experience. Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    Green
    33%
    66%
    Regular
    Regular
    36%
    61%
    Veteran
    Veteran
    44%
    57%
    Crack
    Green
    20%
    78%
    Veteran
    Regular
    32%
    67%
    Crack
    Green
    18%
    82%
    Crack
  4. Like
    CMFDR reacted to IanL in Looking for the discord group!   
    Yep, that's the one. The link in my post still works - looks like I picked the right choices and really do have a permanent invite link.
  5. Like
    CMFDR reacted to LukeFF in 2014 Luke FF - German and Russian Parade Ground CMRT v1.0   
    Unit Viewer - Germany.btt
  6. Like
    CMFDR reacted to FrostWave in Need help on deciding which upgrade patches to buy and if I even should?   
    I have red thunder and was planning on buying the patch 4 upgrade but confused and need some help. First I was gonna buy the upgrade patch pack for 25 for when I pick up some of the other titles but I hear now that if I was to buy the other titles they are already at engine 4 so should I just buy the 10 dollar single patch for RT?
    Also if I buy the fire and rubble expansion when it comes out will that already upgrade my game to use engine 4 or will I still need the patch upgrade for 4 as well as the expansion? Thanks in advance for help with those questions
  7. Like
    CMFDR reacted to Schrullenhaft in CMBN Windows Base Game, Engine 1 or Engine 2?   
    If you're running on Windows 10, then the 'Engine 1' version will not activate (an incompatibility with that version's copy-protection system and Windows 10). What is the latest upgrade that you have purchased ? If it is 3.0 or 4.0, then use that installer since it will have a lot of the content (modules and most patches) in the single installer.
  8. Like
    CMFDR reacted to JM Stuff in Vin’s animated text mod   
    Very nice a "little Belgian"come back...  and hope we recieve something very awaiting merci mon ami 😉!
  9. Like
    CMFDR reacted to JM Stuff in Vin’s animated text mod   
    hop not hope !
  10. Upvote
    CMFDR reacted to Lethaface in Looking for the discord group!   
    If that one works! Before I tried the permanent link but it didn't work. 
    This is a new link but will expire again i guess:
    https://discord.gg/2tEH35aD
  11. Upvote
    CMFDR got a reaction from JM Stuff in Vin’s animated text mod   
    Vin's Animated Text for CMBN, patched to version 4.03.

    https://www.dropbox.com/s/d5vng60nqnbh8e1/AnimatedTextCMBN403Heavy.zip?dl=0
  12. Like
    CMFDR reacted to wham in CM Final Blitzkrieg v2.03 patch has been released   
    The link to the patch download seems to be broken, at least for me.
  13. Like
    CMFDR reacted to General Jack Ripper in Tactics, Techniques, and Procedures   
    https://www.youtube.com/playlist?list=PLmW_vcwM_qxukdDjpfUEerpICUzTrTKek
    The full playlist for the Combat Mission: Tactics, Techniques, and Procedures project is linked above, including:
    Combat Mission Normandy Tactics - by Jeffrey Paulding Combat Mission Tips - by his1ojd Combat Stress, Combat Shock & Morale - by Josey Wales Combat Mission: Tactics, Techniques, and Procedures - by Chris Maillet (Me) New, completed videos will be posted into this thread. Feel free to ask questions, make observations, or criticize anything you see.
    This project would be worth nothing without your feedback.
     
    Using excerpts from: FM 3-21.8 The Infantry Rifle Platoon and Squad this video gives a brief explanation of how to utilize an infantry rifle squad in Combat Mission.
     
    Using excerpts from: FM 3-21.8 The Infantry Rifle Platoon and Squad and Bil Hardenberger's Blog: Battle Drill this video gives a brief explanation of how to utilize an infantry platoon in Combat Mission.
     
    Using excerpts from: FM 3-21.10 The Infantry Rifle Company and Bil Hardenberger's Blog: Battle Drill this video gives a brief explanation of how to utilize an infantry company in Combat Mission.
    The old thread in the CMBN forum is deprecated, and I will no longer be following it.
  14. Like
    CMFDR reacted to General Jack Ripper in Stop Getting Shot At   
    See title.
    Anyone else got simple advice for new players?
    Here's a short list of mine:
    Do not get shot at. Shooting makes you easier to see. Cover arcs are not magic. Maybe allow your troops to wait a minute before flogging them onto their objectives. Don't call in that airstrike. No seriously, don't. It'll hit your own guys. It doesn't matter how thick your armor is. You don't assault a position by running straight into it. Use more ammo, you don't get bonus points for frugality. Limit your leaders exposure. Split your squads. Three guys in one action spot are not as vulnerable as six. Maybe we can make a community contributed list Murphy's Laws of Combat Mission.
    At the very least, let's have a fun thread for once.
  15. Like
    CMFDR reacted to John Kettler in Study Organization of the US Armored Infantry Battalion 1942 to 1945 done by Bayonet Strength in 2020   
    Brother George, a retired Army Scout, found this and passed it to me. Looks like prime material for CM use.

    http://www.bayonetstrength.uk/USArmy/USArmdInfBn/Org of the US Armd Inf Bn 1942-45.pdf?fbclid=IwAR1qczOynlwbn9jSp6oHYZyKBhLV29fW756-mafJ38uKpiE2qIzbIbi3w6Q
     
    Regards,

    John Kettler
  16. Like
    CMFDR reacted to Zveroboy1 in [scenario] Sniper in the Corn   
    ---------------------------------------------------------
              Sniper in the Corn
    ----------------------------------------------------------

    Description :
    With the release of Shock Force 2 on Steam, I wanted to create an relatively simple introductory scenario with a low troop density thus easy to manage where new players can practice small units infantry tactics against an insurgent force. In the end the map size and the length of the battle are probably too large for a real basic scenario but that was my initial starting point.
    The scenario has you lead a single platoon of British infantry plus support elements, belonging to the C Company, 2nd Battalion, Parachute Regiment and takes place in september 2008, early morning in Helmand province, Afghanistan, in the green zone roughly halfway between Sangin to the North and Gereshk to the South West.
    Mission length : 1H30 minutes plus extra time.
    Map size : 1150 X 1680m

    There are three AI plans each with a different and semi randomized setup.
    Play as Blue attacker against Red AI only.
     
    Install :
    Make sure your game is patched to version 2.04 and you have the British module, then extract in : documents/battlefront/Shock Force 2/game files/scenarios
    or for a Steam install : steam root folder/battlefront/Shock Force 2/game files/scenarios
    Download :
    https://www.dropbox.com/s/4cqqqprigsy5n29/afg - sniper in the corn - isaf.rar?dl=0
    Sources :
    Insurgent Tactics in Southern Afghanistan 2005-2008
    Jerry Meyerle, Carter Malkasian
    Michael Yon, Death in the Corn
    https://www.michaelyon-online.com/death-in-the-corn-part-i-of-iii.htm
     
  17. Like
    CMFDR got a reaction from Sgt.Squarehead in Le manuel, en français dans le texte.   
    Petit up, maintenant que le jeu est aussi sur Steam.

    (Shameless up, now that the game is on Steam too.)
  18. Like
    CMFDR reacted to Frenchy56 in Need formation info on the Canuckians, Germs & Hollish   
    Saying the Dutch are from Holland is like saying all Americans are from Texas. Holland is a province (in fact the biggest if you combine the North and the South) of the Netherlands, and the people from the Netherlands are called the Dutch.
    Here is a nice little map for you.

     
    People from the Benelux will always remain touchy about this subject, at least until the sea drowns them all, Germany takes Luxembourg and France annexes Wallonia. So who cares anyway?
    (The Flemish can keep their country because they're the only okay people there)
  19. Like
    CMFDR reacted to The_MonkeyKing in Dutch Battle Group Campaign   
    For Dutch some pointers:
    Dutch primary firepower comes from the heavy artillery(Panzerhaubitze 2000 ). This is what you use to "simplify the geometry of the map" as I like to say. That HUUGE factory locking down the whole map? No problemo The vehicles do not pack that much ammo. You cannot count on them doing the "map geometry simplifying". Only enough ammo for shooting mostly at identified targets. I contrast this to the Bradley or BMP-3/BMP2. With these you can fight MOUNT by demolition. Enough ammo to remove small towns. All the vehicles have lots of machine gun ammo so always have the shooting something with "target light". CV9035NL has very little ammo but expectional optics so mostly use the 35mm sparingly. Airburst is god against inf. CV90 can fight off modern T-72s one on one in defensive position. Always gets the first spot and shots. 35mm APFSDS-T seems to be enough even frontally with +20 hits. Leopards are your main weapon system. HEAT is good for hard targets like buildings. They do not have airburst so ATGMs are a great thread when positioned well. Fennek is awesome at spotting and light skirmishes or infantry support. It has thermals and 12.7mm with remote controlled turret. Also not too horrible to lose... Gill ATGM is pretty bad. Hard to hit buildings or infantry with it. Set up somewhere far back in overwatch incase of any counterattacks on tracks. Remember these come with Fennek, often more useful than the ATGM... Infantry. You do not have a lot of it so use it conservatively. Panzerfaust 3 is a RPG-7 on steroids. Manually target inportant buildings with it. Pretty much same effect as Leopard 120mm HEAT round would..
  20. Like
    CMFDR reacted to MikeyD in Recommended game for starting "small" and to gradually progress?   
    My opinion:
    CM Shock Force 2 is a good all-rounder. You dip you toe into 'modern war' (about 2008-ish) and the opponent is a generation of weapons behind you so the difficulty level's a bit lower. There's a number of smaller scenarios (Company size or lower) 
    CM Fortress Italy starts in 1943 so the overall lethality is dialed-down a bit.
    CM Final Blitzkrieg is the middle of the pack. The opponents are more-or-less balanced.
    CM Battle For Normandy is like CMFB except you're fighting in hedgerow country which makes life a bit more difficult for you. There are a number of under-Company-size scenarios in the title.
    CM Black Sea is modern war (2017-ish) and is the most unforgiving of mistakes. But you've got cool toys to play with.
    I've been playing the game forever and my ideal scenario is mixed force company size, or maybe a touch smaller. I hardly ever play those battalion-size monsters (other people prefer to go big).
  21. Like
    CMFDR reacted to 37mm in HD Pack CMBS   
    I recently put up an "all in one" modpack which includes the @Kieme(ITA) HD mods...
     
  22. Like
    CMFDR got a reaction from Falaise in Italian Historical Ressource   
    http://www.militarystory.org/relazione-sui-fatti-darme-dal-10-luglio-a-2-agosto-1943-a-cura-del-vii-corpo-darmata/
    Reports on combats (feat of arms) from the 10th of July to the 2nd of August 1943 at the VII Army Corp (roughly)


    If it get that one correctly, it basically shows where parties happened and whether it was a killer or not?

    On "Raggruppamento Tattico Scheiber"
    http://www.militarystory.org/relazioni-fatti-darmi-della-divisione-assietta-10-21-luglio-1943/
     
    Livorono Division reports of the battle of Gela ?
    http://www.militarystory.org/la-battaglia-di-gela-il-carteggio-della-divisione-livorno/
    An article on Gela from an Italian Army magazine :
    https://bibliotecafascista.files.wordpress.com/2018/07/la-battaglia-di-gela-luglio-1943.pdf

    Website on Elba island
    http://www.elbafortificata.it/
  23. Like
    CMFDR reacted to grunt_GI in make your own maps   
    HOLY MOLY, how did I miss this for so many years.....I dropped one of the awesome Stalingrad mod scenarios in my CMRT QB folder and BLAM...instant urban combat....
    WOW, this is gonna be fun.
  24. Like
    CMFDR reacted to Mord in Anyone with a Mac have Mord's AFV Chatter working?   
    It's a Mac issue. That mod was made way back and I didn't know at the time Mac's use a different khz setting. The mod runs at 44.100 kHz, 16 Bit, Mono. Macs use 48.000 kHz, 16 Bit, Mono. My BS mods don't have that problem if I remember correctly.  I have no idea when I can even get the time to mess with it but in the mean time if you really want to get it running you can convert the files in a Wav editor. There might be someone that could just batch edit them and that would fix it period. Unfortunately I don't have a clue how to batch edit.
    Sorry, brother!
    Mord.
  25. Like
    CMFDR reacted to user1000 in Italian TOE curiosity : Assault and Landing Battalion (motorized)   
    I found this https://www.webcitation.org/5gIfkCdaY?url=http://www.axishistory.com/index.php?id=8527
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