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nathangun

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  1. Like
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    Took me a while, had to do it all over again - twice - because stupidity but here it is: Tutorial part 3, importing OpenStreetMap data.
    Enjoy!
     
  2. Upvote
    nathangun got a reaction from Butschi in Creating Maps with CMAutoEditor   
    Wizardry!

  3. Like
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    Yes, working as intended. I use the smallest possible "window size". The smaller the map, the less the editor has to recalculate after each click and the faster the clicking can be done. Don't worry, the editor doesn't delete what is outside of this window and, once finished, the actual map size is set.
  4. Upvote
    nathangun got a reaction from Butschi in Creating Maps with CMAutoEditor   
    Yay! It worked.
     

     
    I got the Thuringia DGM1 data from here
    https://www.geoportal-th.de/de-de/Downloadbereiche/Download-Offene-Geodaten-Thüringen/Download-Höhendaten
  5. Like
    nathangun got a reaction from LuckyDog in Another campaign in the works.   
    I guess I should have titled this thread with the words 'Multiplayer campaign'.
    Added a new command order chit, 'Reserve'. This use if a commander isn't sure of the next enemy attack direction, costs 1 AP to activate. Meant to add it in originally but forgot.

  6. Upvote
    nathangun got a reaction from Grey_Fox in Another campaign in the works.   
    I've been working on a new system and I've built the Vassal engine for the campaign. 
    Download link

    So how it works is that each formation HQ has a certain amount of AP's (ACTION POINTS) .
    Each unit that is on one of the highlighted hexes, must be given orders.

    This practice will help myself in building the CM battle, if a delaying action is selected, I exit zone is placed on the map for the defending player.
    Assault/Hold Position - I place capture points on the map for both sides to capture/hold.
    Probe - Is really a recon in force order, a capture point is placed on the map for the defending player to hold the attacking player is checking out what's there but the defending player doesn't know that.
    Place an order on top of the units just moved/placed, and be sure to right click and select 'mask'.
    When the campaign starts, make sure the Soviet AP markers are topped up.

    AP Costs
    Move - 1 AP per unit chit. This moves units two white outlined hexes, the AP points are deducted from the formation HQ, in the example below it's the 3rd Bn HQ.

    Assault/Probe - this costs 2 AP's to the attacking formation HQ.
    Support assets - 1 AP per support, this brings in CAS and/or artillery support if it's available.
    If unavailable they will appear like these.

    Deploy formation - 1 AP cost to the Higher HQ (in this campaign the 17th GTR and the Blackhorse HQ).
    Attach a unit from one formation to another - 1 AP cost to the Higher HQ, both units must be on the same hex or in the holding box before deployment.
    The higher HQ's.

    When the Soviet AP's are topped up the NATO commander gets to place one formation onto the battle map.
    In this example, the NATO commander places B Company in Grusselbach, as he places each of the 'chits' onto the battle map he right clicks and selects 'mask' and then places a 'Delaying' order, which is also masked.

    We now begin Turn one, the Soviet commander deploys his first formation, 1st Bn 17th GTR and the GTR HQ spends one AP to do so.
    Notice that the NATO forces on the battle map are masked to the Soviet player.

    The 1st Bn 17th GTR HQ orders his formation to move, 1 AP for each unit (3 AP's) to Assault (2 AP's) the NATO position for a total 5 AP's.

    The NATO retreats to the next legal hex still with delaying orders.
    The Soviet player declares that the 3rd Bn has finished it's actions and gives it Hold Position orders and then deploys the next formation.
    This process goes on till the Soviet Higher HQ can't deploy anymore formations and that each formation has useable AP's left.
    Now you might be wondering why the Soviets are the only one that get to move one turn one, lets say that they had the strategic surprise.
    Each following turn, NATO gets to deploy/move one formation then the Soviets get to move one formation and so on till both sides pass then the turn marker is moved one square to the right.
  7. Like
    nathangun got a reaction from Amedeo in Another campaign in the works.   
    I've been working on a new system and I've built the Vassal engine for the campaign. 
    Download link

    So how it works is that each formation HQ has a certain amount of AP's (ACTION POINTS) .
    Each unit that is on one of the highlighted hexes, must be given orders.

    This practice will help myself in building the CM battle, if a delaying action is selected, I exit zone is placed on the map for the defending player.
    Assault/Hold Position - I place capture points on the map for both sides to capture/hold.
    Probe - Is really a recon in force order, a capture point is placed on the map for the defending player to hold the attacking player is checking out what's there but the defending player doesn't know that.
    Place an order on top of the units just moved/placed, and be sure to right click and select 'mask'.
    When the campaign starts, make sure the Soviet AP markers are topped up.

    AP Costs
    Move - 1 AP per unit chit. This moves units two white outlined hexes, the AP points are deducted from the formation HQ, in the example below it's the 3rd Bn HQ.

    Assault/Probe - this costs 2 AP's to the attacking formation HQ.
    Support assets - 1 AP per support, this brings in CAS and/or artillery support if it's available.
    If unavailable they will appear like these.

    Deploy formation - 1 AP cost to the Higher HQ (in this campaign the 17th GTR and the Blackhorse HQ).
    Attach a unit from one formation to another - 1 AP cost to the Higher HQ, both units must be on the same hex or in the holding box before deployment.
    The higher HQ's.

    When the Soviet AP's are topped up the NATO commander gets to place one formation onto the battle map.
    In this example, the NATO commander places B Company in Grusselbach, as he places each of the 'chits' onto the battle map he right clicks and selects 'mask' and then places a 'Delaying' order, which is also masked.

    We now begin Turn one, the Soviet commander deploys his first formation, 1st Bn 17th GTR and the GTR HQ spends one AP to do so.
    Notice that the NATO forces on the battle map are masked to the Soviet player.

    The 1st Bn 17th GTR HQ orders his formation to move, 1 AP for each unit (3 AP's) to Assault (2 AP's) the NATO position for a total 5 AP's.

    The NATO retreats to the next legal hex still with delaying orders.
    The Soviet player declares that the 3rd Bn has finished it's actions and gives it Hold Position orders and then deploys the next formation.
    This process goes on till the Soviet Higher HQ can't deploy anymore formations and that each formation has useable AP's left.
    Now you might be wondering why the Soviets are the only one that get to move one turn one, lets say that they had the strategic surprise.
    Each following turn, NATO gets to deploy/move one formation then the Soviets get to move one formation and so on till both sides pass then the turn marker is moved one square to the right.
  8. Like
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    Don't worry, we'll get there, eventually. 😉
    I can take a closer look later but I think a) Grüsselbach is in Rasdorf, not Hünfeld and b) it might be that your bounding box is a few meters in the next Federal State, Thuringia. And... you guessed it, you'd need that data from elsewhere. 🤷‍♂️ Sorry, my tool currently expects you to give it a bounding box within valid data and it is not very communicative as to why it crashes. That's on the growing list of "things I should add/fix/improve".
    Edit: The tool should have produced an image, probably Grusselbach_orig.png You should see the data you downloaded and the bounding box there.
  9. Like
    nathangun got a reaction from Vergeltungswaffe in Another campaign in the works.   
    I've been working on a new system and I've built the Vassal engine for the campaign. 
    Download link

    So how it works is that each formation HQ has a certain amount of AP's (ACTION POINTS) .
    Each unit that is on one of the highlighted hexes, must be given orders.

    This practice will help myself in building the CM battle, if a delaying action is selected, I exit zone is placed on the map for the defending player.
    Assault/Hold Position - I place capture points on the map for both sides to capture/hold.
    Probe - Is really a recon in force order, a capture point is placed on the map for the defending player to hold the attacking player is checking out what's there but the defending player doesn't know that.
    Place an order on top of the units just moved/placed, and be sure to right click and select 'mask'.
    When the campaign starts, make sure the Soviet AP markers are topped up.

    AP Costs
    Move - 1 AP per unit chit. This moves units two white outlined hexes, the AP points are deducted from the formation HQ, in the example below it's the 3rd Bn HQ.

    Assault/Probe - this costs 2 AP's to the attacking formation HQ.
    Support assets - 1 AP per support, this brings in CAS and/or artillery support if it's available.
    If unavailable they will appear like these.

    Deploy formation - 1 AP cost to the Higher HQ (in this campaign the 17th GTR and the Blackhorse HQ).
    Attach a unit from one formation to another - 1 AP cost to the Higher HQ, both units must be on the same hex or in the holding box before deployment.
    The higher HQ's.

    When the Soviet AP's are topped up the NATO commander gets to place one formation onto the battle map.
    In this example, the NATO commander places B Company in Grusselbach, as he places each of the 'chits' onto the battle map he right clicks and selects 'mask' and then places a 'Delaying' order, which is also masked.

    We now begin Turn one, the Soviet commander deploys his first formation, 1st Bn 17th GTR and the GTR HQ spends one AP to do so.
    Notice that the NATO forces on the battle map are masked to the Soviet player.

    The 1st Bn 17th GTR HQ orders his formation to move, 1 AP for each unit (3 AP's) to Assault (2 AP's) the NATO position for a total 5 AP's.

    The NATO retreats to the next legal hex still with delaying orders.
    The Soviet player declares that the 3rd Bn has finished it's actions and gives it Hold Position orders and then deploys the next formation.
    This process goes on till the Soviet Higher HQ can't deploy anymore formations and that each formation has useable AP's left.
    Now you might be wondering why the Soviets are the only one that get to move one turn one, lets say that they had the strategic surprise.
    Each following turn, NATO gets to deploy/move one formation then the Soviets get to move one formation and so on till both sides pass then the turn marker is moved one square to the right.
  10. Like
    nathangun got a reaction from LongLeftFlank in What WW2 hex wargame/map is best to reuse for the current Ukraine War?   
    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.
  11. Like
    nathangun reacted to Davis06 in US IN BN Doctemp Scenario   
    All,
    Here's the scenario from a video essay I posted a bit ago on the US Infantry Battalion.
     
    US IBCT IN BN DOCTEMP .btt
  12. Like
    nathangun reacted to Davis06 in The Dismounted Infantry Battalion   
    I recently used the newer ClipChamp (from Microsoft) to put the final touches on a video I made a while ago about the real size and composition of an IN BN within CMBS.  This was partly for my own practice and partially to show, and suggest, how Battlefront could expand the T&EOs to provide a wider range of scenarios and the flavor objects that may be good to add someday.
     
  13. Like
    nathangun reacted to The_MonkeyKing in CMBS 2017 > "CMUA 2022"   
    Battlefront is going to have to dumb down their AI for the Russian side. Currently, it is going to be unrealistic
  14. Like
    nathangun reacted to chuckdyke in Advancing Behind Armor   
    Give them a mount order and they follow the armor. Infantry Quick, Armor Slow they advance at a similar speed. The latter is good if you don't have the mount order.
     
  15. Upvote
    nathangun got a reaction from Holien in What WW2 hex wargame/map is best to reuse for the current Ukraine War?   
    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.
  16. Like
    nathangun got a reaction from Raptor341 in I have a campaign idea, and I don't have to GM it.   
    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 DshkM
    4    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.
  17. Like
    nathangun reacted to IICptMillerII in New Video: Domfluff gives us a guided tour through the wonderful world of Cold War Soviet doctrine   
    Love seeing Cold War get more videos, especially ones of such high quality. Loved the combination of graphics (really well done by the way) gameplay and commentary! I'll echo others in saying that Free Whiskey continues to raise his own bar with each video he releases. Just really well done stuff. Plus, I appreciated the short clip from my tactical doctrine training scenarios of the T-64s all firing on line. Great shot! The commentary from Dom is great as well! Very informative, clear, and well spoken. A fantastic overview of the fundamentals of Soviet tactical doctrine. I can see this video along with the one Hapless did a year ago being go to shares for any newcomers asking about the basics of how the Soviets should fight. 
    Honestly one of the most satisfying things I have seen from Cold War is how much intelligent discussion it has generated. Talking about concepts such as Soviet doctrine, US Active Defense and AirLand Battle, higher level stuff, tactical intricacies, etc. Its all been great to see. Dare I say that CMCW might be the high brow CM title.
  18. Upvote
    nathangun got a reaction from Artkin in Community Campaign Created by Multiple Contributors, Historical or Hypothetical   
    I'd love a copy of the CMMC rules if it's possible please.
    I still have a copy of the GECCOS program.
  19. Like
    nathangun reacted to dkchapuis in Community Campaign Created by Multiple Contributors, Historical or Hypothetical   
    The first post to this thread was sept 2020.  Did anything ever get tried (dont have time to read through all 4 pages right now)?

    I have always wanted to be involved with something like this, and my current thinking is 3 teams of 3 or 4 people.  Where one teams is the umpire.  short campaign (get done in 6-9 months) and then a different team umpires. 9 to 12 dedicated people that expect to play together for a couple of years is definitely doable. (I've been involved in forum based board games that have lasted multiple years with the same small group of people.  So I think keeping it small and keeping the umpire work load distributed is the key.)
  20. Like
    nathangun got a reaction from Vergeltungswaffe in Community Campaign Created by Multiple Contributors, Historical or Hypothetical   
    I played in them, and the Onion War campaign. Best campaigns.
  21. Like
    nathangun reacted to Matrix501 in Is there any plans to make an accurate historical campaign?   
    I'd love to see the Ukrainians start out not as tech savvy and not as many men as they left to go train or haven't been called up for draft but as time goes by every few weeks they start getting things like drones, Anti-armor missiles and HYMARS systems. The Russian's really wear body armor plates stuffed with cardboard and T72's have explosive armor stuffed with egg-shell cartons. In Russia it's top of the line missile Defense for tanks! LOL JK! But it would be historically accurate! As time goes on Russian man-power reserves gets depleted as Ukrainian side is getting increased man-power reserves as more western trained Ukrainians finish their training on learning how to operate sophisticated technologically superior weaponry. So as the Russian player you have to pour in everything you have and try to quickly take all strategic targets quickly or risk falling into a long slug match against an ever increasing more powerful enemy. This would be a great game to play! 
  22. Like
    nathangun reacted to gregb41352 in Heaven & Earth- The People's Beta   
    Want to express my appreciation and thanks for this great mod.
  23. Upvote
    nathangun got a reaction from IICptMillerII in Combat Mission AAR: Consulate Crisis   
    The Earth is big enough for interesting scenarios, there's always small fictitious nations to build.🙂
  24. Thanks
    nathangun reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    @IanL - for your SA
    I have made some additions and small edits to these rules.  I added "designer notes" (look for the green boxes) and cleaned up the rules slightly. The designer notes are intended to supply an explanation for some of the more controversial rules.  I hope they do the trick.
    Post here if you have any questions or comments.
    Here are the basic rules - a formatted PDF Version available at this link This PDF includes all of the latest additions (version 2H) - UPDATED 01JUN22
    Click the image to see full size.

    The following Advanced or Optional Rules also fit on one page, they are on page two of the PDF linked above. 

    Click the image to see full size.
  25. Like
    nathangun reacted to IICptMillerII in Combat Mission AAR: Consulate Crisis   
    I didn't have to edit either scenario on the fly. Once each scenario was set up, it was just a matter of hitting play, both in Command and in Combat Mission. The Command scenario established the setting for the Combat Mission scenario, which was incorporated into the beginning of the scenario in CM. 
    After the fight in CM, I went back to the Command scenario and processed what had elapsed. So, fast forward the clock roughly 2 hours, and recall all the CAS assets. Other than that though, there was no need to constantly edit either scenario on the fly, which was great. 
    I do have some ideas on how I can continue the Command layer, and have it lead to more CM scenarios, but to do that I would have to edit the scenario on the fly. Thankfully, the Command editor is extremely powerful and easy to use, so doing that is only a matter of putting the time in. I've had some ideas on turning Consulate Crisis into something like an episodic campaign series, but other commitments have kept me away from the project. Hoping I might get some more time in the near future to work on that some more though. 
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