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Posts posted by nathangun
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On 2/16/2023 at 8:01 PM, ThathumanHayden said:
personally like the idea of Black Sea (not referring to another future title about the 2022 invasion) remaining in the fictional 2017 timeframe.
It'd might be too early to say with accuracy on point rarity cost and TOE's regarding equipment.
However, people didn't mind using Shock Force as a proxy for the wars in Iraq and Afghanistan which were current when the game came out.
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Would love to get a copy of this game.
WARGAMING A LONG WAR: UKRAINE FIGHTS ON
"Enemy Action Kharkov" map, bottom of the map is north.
If you decide you which map etc.. I can build a Vassal module.
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19 minutes ago, Artkin said:
Geccos is PERFECT. Friggen program never crashes, takes my 100MB maps like a champ, and is just a NO BS program. I am very pleased with it. Last night I deployed 6th army in geccos. Took time but I got er done
You should post a screenie of that, better still send me the files so I have have a look.
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6 hours ago, kipanderson said:
Hi,
I have the full set of rules from the James Bailey, Normandy based CMMC involving the 43rd Brit division amongst others. They are hundreds of pages long but superbly written and formatted. If anyone wants them, just for inspiration and to see how it can be done, just message me. In Word they are 8MB I think.
The quality of Vassal operational games, example Multi-Man's Battalion Combat Series for WWII, changes things. It would be simple to have a larger operational game in which some of the battles were resolved at the operational level and some at the CM level. With the Umpires maintaining three operational maps. One master map for themselves, one showing blue forces with FOW of red forces and one for the red players with FOW of blue forces.
But will stop there. You can get drawn into huge posts outlining your personal take on the way to play CMMC. Suffice to say a simplified version of the James Bailey method of CMMC is my preferred but within a larger operational, Vassal based game.
All good fun,
All the best,
kip.
I'd love a copy of the CMMC rules if it's possible please.
I still have a copy of the GECCOS program.
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On 9/26/2020 at 8:07 PM, Vergeltungswaffe said:
I played in several CMMC's (Combat Mission Mega Campaigns) back in the day. CMBB and CMAK. Quite a few players and a team of umpires made it the most fun ever.
I played in them, and the Onion War campaign. Best campaigns.
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How about fighting as Italians v Brazilians in CMFI or Italian v Italian.
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4 hours ago, Erwin said:
I like the way you structured this in your xnt point to point "Tour of Duty" diagram. It helps visualize the progress of the campaign and adds a strategic element that many have been asking for (for decades). Is this a campaign, or are you making up scenarios as you go along?
How it works is that players are assigned to a platoon (they pick) and missions are generated on the mission table on a roll of a dice, the location of the mission is also rolled with dice on the random location table the they move one or two squares from their base (one square if there isn't enough transport) when they land on a square a dice roll is made on the random event table.
It's a narrative campaign rather than a operational one, each player has a in game character (the platoon leader) if they die or get wounded in battle their tour is over.
The rules are intended as a guide rather than set in stone.
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End of day two.
Skruvkork's mission for destroying the insurgent truck smuggling explosives has succeeded.
His platoon entered a district in the town of Jaba with the mission to locate and destroy the truck.
(It's located behind a building, on the right of the screen shot).
In no time, insurgents spot Skruvkorks' platoon and open fire, they're poor fire discipline spoiled any chance of an ambush.
Skruvkork quickly moved his platoon into fighting positions covered by two Nyala (RWS).
One by one each insurgent team is pinned and then eliminated as Skruvkork moves his platoon down the street, house by house.
A couple of 'technicals' at the far end of the map move to the sound of gunfire and are quickly destroyed.
With the destruction of the technicals, the insurgents lost their trump card and the truck was found and destroyed (I forgot to take screenies).
With the success of the mission the stability has moved from -1 to +1.
Skruvkork didn't have everything his own way with 1 KIA & 2 WIA.
His platoon after 3 days is pretty shot up and he still has to back it back to base.
Clockwork has joined in the campaign and has sportingly decided to fight has Canadians in keep with the narrative as a Pioneer Platoon Commander mounted in Nyala's. His current mission is to escort the Bn Commander to Kunar, to meet with some elders. His random event was 'IED's detected, skip a day' so he'll have to wait for some action.
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5 hours ago, IICptMillerII said:
The only real drawback is one illustrated in the AAR: you are stuck with using the real world Earth. So if you want to make up a fake nation or something like that, you cannot also make up your own continent/island/region to fight over. A minor thing all things considered.
The Earth is big enough for interesting scenarios, there's always small fictitious nations to build.
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I had something similar in mind along the lines using a board game but Command: Modern Air Naval Operations seems to tick all the boxes.
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Just re-reading this AAR again, just a couple of questions.
Did you ever have to edit the Command: Modern Air Naval Operations save file or edit the CM scenario to reflect the effects of the CMO layer?
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So myself and Skruvkork over that the FGM started to playtest this a couple of weeks ago.
Skruvkork began by rolling for nationality and got Canada so he picked a Canadian mech platoon with three Nyala (RWS) & two G Wagon's from the Battle Group Bn.
After placing the F.O.B. and then making a couple of rolls for mission/location, his mission was to destroy a truck that is carrying a large amount of explosives it's destination unknown. It was last spotted in Jaba.
Campaign Day 1.
Moving two boxes towards his objective I rolled on the event generator table, I rolled for Ambush. I then rolled for the insurgent size of force and it's support.
Which turned to be 9 medium sized insurgent groups and a VIED. Here I thought it would make sense to adjust the rules here as 9 medium sized groups would be a hell of a force so I switched it to 9 small groups, which is still formidable. I was playing OPFOR, and using the Hard-Cat rules.
The ambush was quick and lethal. Taking sporadic small arms fire from the insurgents Skruvkork popped smoke while he moved into to cover. Several insurgents were killed trying to storm the Canadians position.
The VIED now had a good opportunity to race down the road hidden by the smoke to strike at the infidels.
As two plums of smoke drift upwards, the insurgents still alive cheer their success and knowing they inflicted casualties they retreat before the superior quality of the Canadians comes to bear.
Skruvkork has taken casualties, but will now need to travel at walking pace as he intends to finish the mission
Aftermath:
I updated the excel file and then rolled for resupply, which is now back to 'full' the rounded up or down the squad/unit strength.
Notes for rule changes:
As already seen, the size of the ambushing force set to medium in the rules might have been to much, so I altered accordingly.
If your going to play this campaign with one of your buddies, remember to rules are merely guidelines and are not gospel.
One rule didn't write into the vassal module but should be is if the players avatar within the CM battle gets killed his campaign should end or maybe a dice roll of how many days of the campaign he's out of action.
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15 hours ago, AtlasActual said:
Very interesting, further down the road, maybe you could try to have it greenlit on steam or is VASSAL not allowing that?
Thank you.
I made it using the Vassal program, it's essentially a board game rather than a computer game. There's no programing involved.
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On 1/9/2022 at 1:54 PM, domfluff said:
Sure, I've been playing around with it, in various combinations.
I haven't found an up-to-date orbat for the current Strike plans (and I don't know if they're even finalised), but he's a 2019 paper that is an attempt to optimise them (since it's an "optimisation", it presumably does *not* represent the default or the reality, but it's a really easy place to start.
https://static.rusi.org/201906_op_strike_web.pdf
From that paper, your Combat Team might look like this:
In CMSF terms, the IFV Boxers can be Warriors, and the HMG Boxers can be FV432 with minimal issue.
The British do not have 120mm mortars in CMSF, so you're either looking at using the FV432 81mm mortars or 155mm artillery. The "one mortar" above is really three - since the idea is that these are co-ordinating as a single unit, whilst being dispersed.
Individual two-man Javelin teams can be added, and DMRs can be two man sniper teams.
There are no air defence vehicles or manpads in CMSF. To translate the above, I'd give them an FV432 and a US manpad team.
The step above this:
Ajax is being used as a drop-in replacement for the Scimitar CVR(T), since they do the same job - in CMSF terms (and presumably real life, if they can't get the problems with Ajax sorted), Scimitar is the way to go for now.
For context, the above "platoon"-sized CT would have a fighting box of up to 4km x 4km, and would be expected to be able to defeat an enemy mechanised infantry company, which would not be easy.
In the paper, they argue against embedding Ajax at the CT level. This would be counter to British Cold War practice, since the British emphasised depth, counter attack and low-level embedded recce to a much greater extent than the rest of the NATO.
For that context (since it's still very much rooted in that kind of idea), your typical Cold War Combat Team might be:
2 x FV432 mech infantry platoons (4 APCs, 3 rifle + 1 HQ in each platoon, 8 total)
2 x Tank Troops (2 platoons of 3 Chieftains, 6 total)
2 x Scimitar recce vehicles
In infantry CT: 1 x Infantry CT HQ in FV432
In armour CT: 1 x Troop of 3 Chieftains
1 x Blowpipe manpad team in Spartan
Plus support assets (an ambulance, recovery vehicles) and any attached ATGM options (Milan, Swingfire, Striker)
So an Infantry CT would have 6 Chieftains, and the Armour CT would have 9, and Cold War BAOR doctrine was heavily based around Chieftain (much in the same way that US doctrine was really centred on TOW).
The Battlegroup (more or less a battalion) above that would be a combination of Infantry and Armour CTs, with the emphasis on depth and counter-attack - 1 forward, 2 back, 1 in reserve, in a formation which is deeper than it is wide. The forward CT takes the brunt, and the two back (north and south) then consolidate to slow down the Soviet advance. When this is stymied, the fourth element counter attacks in the flank (whichever flank is exposed). The fifth element of the Battlegroup is the artillery.
In terms of Strike - I'm still very much at the stage of trying to get a feel for things, and to understand the advantages and limitations. I'm not currently at the stage where I can form defensible opinions about it, although that seems pretty typical in discussions of it across the internet.It'd be interesting to see how it would work in a campaign.
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Had omitted tables from the tables chart. Fixed now.
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36 minutes ago, Darth Panzer said:
Just found this topic, I know its been out for awhile, but this is a perfect way to play.
I couldn't agree more.
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I have made a excel file that explains how the bean counting system works.
Each HQ Team, Squad and Weapon's Team have a full head count, in the excel sheet (see below) substract WIA/KIA from the squad into the 'New Headcount' column and a percentile result will be given, round up if over 46%, 56%, 66%, 76%, 86%, 96% and round down if the number ends with a 5.
With ammo there's a little more work.
In the Ammo Supply column, each teams ammo count has to be adjusted. In the graphic below I have 'formatted' the cell with several fields of value, each given a color for ammo supply levels.
After the battle simply put in the amount of ammo the squad / team have left.
It's the squads' primary ammo that's counted, same with vehicles, their primary ammo is counted also.
Link to the folder with both the excel sheet and the vassal module.
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11 hours ago, kohlenklau said:
You better move over Gary Grigsby!
Very cool stuff sir!
Thanks, but I'm no Gary Grigsby though. I wouldn't make something complicated.
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14 minutes ago, kohlenklau said:
very cool stuff, I like it.
Later down the line, may I please bum the psd or whatever file off you so I can TRY TO change and use it for ww2 purposes? With credit to you of course...
Yeah sure.
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A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series.
Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
Well it gave me an idea.
So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered).
The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
So the campaign starts thus.
Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
SEQUENCE OF PLAY
1. Roll for nationality (optional).
2. Place Base Icon in a Open terrain box.
3. Roll for missions.
4. Move your unit on the campaign map.
5. Roll on the event table.
6. Play out CM scenario.
7. Adjust stability tracker.
8. Repeat steps 3-7 until your mission is completed.
So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
Mission Generator Roll 1xD6
Note, for each mission roll on the random location table for objective.1 Escort a VIP to location. **
Starting from the base, escort the Battalion commander to mission objective.
2 Kill or capture enemy leaders **
Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on the Bad Intel table.
Starting from your base, travel to the objectives.3 Destroy target **
Travel to objective area and roll on the table below.
Target (Roll a D8)
1-2 Transport Truck
3-4 Technical Armed with 7.62mm RPK
5-6 Technical Armed with 7.62mm Goryunov or PKM
7-8 Technical Armed with 12.7mm DshkM4 Reach and hold location **
Take and hold objective area on the battle map.5 Seek and destroy ***
Travel to objective area and destroy any targets.6 Routine patrol*
Travel to objective area and back to base.* indicates Low Motivation missions.
** indicates Normal Motivation missions
*** indicates High Motivation missions.
Set NATO Platoons the correct motivation in the scenario editor.Player 1 rolls a '1', escort the Battalion Commander.
Player 1 then rolls on the Random Location Table.
Random Location table roll d10
1. Pasha
2. Jaba
3. Kunar
4. Karam
5. Ada
6. Darha
7. Tagab
8. Bagar
9. Kuz
10. Nulu
Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
In this map below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table.
Event Table. Roll 2xD6
Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.2 Cross battlefield (NATO Player must exit units opposite side of map).
Roll 1xD6 divide by two, place that many Insurgent units in scenario.
If the NATO player loses the scenario, they move back the box they travelled from.3 Meeting engagement.
Roll 1xd6, place that many Insurgent units in scenario.
Roll 1xD6 -2, place that many Technical in scenario.
If the NATO player loses the scenario, they move back the box they travelled from.
4 Prevent target being destroyed.
Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
Roll 1xd6, place that many Insurgent units in scenario.5-6 Ambush! Your platoon is ambushed.
Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
Roll 1xD6, place that many TRP’s on the map for insurgents.
Insurgents may place a small I.E.D. on the road.
Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.7-8 I.E.D.’s detected!
Skip a turn while the engineers clear the area.9 Search and secure
Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
Roll 1xd6 -2, place that many Insurgent units in scenario.
Roll 1xd6 -2, place that many Insurgent techicals in scenario.10 Insurgents peeved.
Roll 1xd6 +2, place that many Insurgent units in scenario.
Set insurgent motivation to fanatic.
11-12 Morale Check.
If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.
Player 2 builds the CM battle and plays the insurgents.After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
The terrain boxes are a guide to what type of QB battle map you might want to use.
I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
I still have a couple of things to work on, a play test will needed.
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I'm having the same issue in the latest patch as I did in the previous version.
After logging in for PBEM, I created a QB after which I check to see if it's posted on the challenges page only having to re-login to the auto-PBEM and my challenge hasn't been posted.
Same for a challenge that I accepted, I login, play the first file, then somehow I'm logged off. I check to see if the file is sent but I have to re-login and the file hasn't been sent.
EDIT: I should mention this is both the steam version and BFC version.
AMD 22.8 series breaks game again
in CM2 General Tech Support
Posted
I have a AMD graphics card on my laptop, my desktop has a Nvidia which all games work.
However, Shock Force 2, Cold War and Black Sea (steam versions) seem to work fine but Battle for Normandy, Fortress Italy, Red Thunder and Final Blitzkrieg I'm having issues, nothing appears in the 'saved game' and the 'Scenario' lists.