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zwobot

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  1. You mean it should be over there:: http://www.thefewgoodmen.com/tsd3/search-2/#search/category=CM+SHOCK+FORCE+[SCENARIOS] ? Only a few individual UK, USMC and NATO campaign missions are listed in the CMSF scenarios section.
  2. Are those still hosted somewhere? I could not find it in any of the repository-replacement sites.
  3. Looks interesting. Do you have any rules for initial recon ('?' symbols visible at CM scenario start) in the assault phase? E. g., if units spent at least 1 PzC turn next to each other without moving the initial recon in the CM scenario will be set to 20% and it will go up with each subsequent PzC turn without movement or assault action... The above is only a suggestion, maybe it is too complicated to track already. Nevertheless any simple rule for initial recon would be a nice addition.
  4. The Airborne Assault series games are very good operational level games. When I first found out about Highway to the Reich I was thinking: "How could I miss this game for so long". All in it is very enjoyable! The sentence "easy to play but hard to master" is 100% true for these games.
  5. In this movie it is demonstrated how an infantry squad could be employed as recon patrol: At around 13 minutes you see how the squad approaches a suspected enemy position. The squad splits up and three men (including the squadleader) keep advancing towards the suspected position while the rest of the squad remains covered and concealed. The team approaching the position freezes after a few meters and pretends to have spotted enemies. They runs back into cover. If the suspected enemy position was a real one, they might feel identified and open fire and reveal themselves. If nothing happens it is more likely that the area is clear of enemies. This will hardly work against a human opponent in CM though.
  6. Ah, yes. I know that one. I've played it once on every side in singleplayer. It was fun.
  7. Only 2 Red vs Red and none Blue vs Blue... Can anyone recommend more Red vs Red and/or Blue vs Blue?
  8. Lo escribiste muy bien packito! No comprendo todo pero con el contexto y las fotos está bien. Me gustaría leer las próximas partes.
  9. Recently I found out about a so called Progressive Command Simulation Series for TC2M (Take Command 2nd Mannassas – an american civial war realtime wargame on battalion to corps level). It roughly works like this: Players are organised into two armies with a division to corps and/or army level hierarchy. The army and/or corps commanders give orders to the division commanders via email groups. The division commanders then communicate with the „game master“ - the only person actually playing the TC2M game for both sides – to order their brigades around. All the division commanders receive situation reports from the „game master“ which have to be passed on to the higher commanders. The mechanics and rules are described in greater detail in a manual. (I'm not sure it is allowed to post any links to the manual or the forum so I won't do it. You can easily find the manual in the Command Simulation section of the Madminute Games forum as well as some simulation practice threads where you can get a feeling of how this works in practice.) Do you think a similar command simulation could be adapted to the scale and (seemingly?) more complex battlefield of CMBN or CMSF? Maybe there are even active command simulation players registered in this forum who could give some more detailed insights and opinions?
  10. Erik, what you describe is known as a target reference point in CMx1. I was hoping they would make it into CMSF eventually but now the last module is released and they are still not in and probably never will be.
  11. I don't know of any popup or context menu when using the pause command ingame. It cycles through the various options (no pause, 5 seconds, 10 seconds, 15 seconds, 30 seconds, 45 seconds, 60 seconds, 75 seconds, 90 seconds).
  12. There are no popups in this game whatsoever. There are only context menus in certain situations, e. g. when you place a movement waypoint inside a multi-story building you can select the floor to move to or when acquiring weapons and ammo from a vehicle there is a context menu. Troops wait to execute their move order from inside a vehicle until the vehicle reaches its last waypoint.
  13. Good read again jnt62006. I hope watching your video AAR will (at least partly) answer this but I'm going to ask anyway: the engagement area is supposed to be your main kill zone where you open fire on the enemy forces and want to destroy them, right? Now it is very unlikely that all of the enemies will move through a defenders relatively small killzone at the same time. So when do you actually start to engage? If you wait to long the enemy will be very close to your battle positions or even spot and engage you before you do. If you engage too early (not enough enemies in the killzone yet) you might destroy some enemies but this will also give him time to take another avenue of approach which you might not have covered (<- I guess this is a situation in which a reserve would come in handy). Of course in this scenario the enemy AOAs you predicted all converge nicely just in front of your defensive position which leaves less options to the opponent to bypass your defenses or flank you. However the questions remain valid I think.
  14. I only play WEGO in PBEM. Although RT is a nightmare if you have to manage more than a company on a big map I still almost exclusively play RT even in singleplayer.
  15. Thanks for the answers jnt62006 and gibsonm. I will take a close look at the second tutorial, I kind of skipped it to some reason. Guess I'll be back with more questions once I've read it and tried it out in the campaign or single scenario
  16. At the end of the day most - if not all CMSF scenarios - are based on attrition. Because of the limited scope of the game and missing features like exit zones and event triggers in addition to time triggered AI plans all boils down to completely eliminate your enemy in CM scenarios whereas in reallife he maybe would withdraw or delay you (also see gibsonm's quote below). The time limits are a result of those limitations I think. Without any time limits most CMSF scenarios would be a walk in the park where you could push your enemy to the corner of the map and eventually annihilate him so to speak. In the real world though the battlefield around the scenario map would change and influence the scenario map. The game has to draw a line somewhere... @jnt62006: in one part of your first tutorial you announced to talk about how to divide objectives especially built up areas into sectors. Are you still planning to do this? And while we're at it: I'm curious about how control measures are actually developed and used in reallife, e. g. how do you decide where the borders for your companies of the batallion are and how wide, are they oriented along prominent terrain features and are platoons / companies / batallions allowed to criss-cross between their sectors on an attack to bypass enemy strongpoints... (again see gibsonm's quote below). Do you employ control measures when playing CMSF? I wonder if commanders in the real world get as little (or as much??) recon info as we get in CM scenarios. Normally you get some information of total enemy strength in the briefing but very rarely you are given exact recon information. So you know that you are up to a reserve infantry batallion with some old tanks in support but you have no clue about their exact whereabouts. I was thinking about if I should spend a certain amount of time at the beginning of a scenario to probe for enemy positions and after that complete the planning process described in jnt62006's tutorials (choose avenue of approach, develop and assign tasks and so on; terrain analysis can still be done in advance).
  17. That second tutorial is very helpful jnt62006! I'm very keen to read the sequels. Having read the armchair general articles on decisive point, purpose, task etc. I think your tutorial already has and will add a few puzzle pieces to the big picture in my mind. One suggestion to anyone: use paint.net for drawing your terrain analysis. It is a freeware software which lets you add layers to your graphics which you can hide or show as you like. This way you can add a layer for key terrain, avenues of approach, lines of sight etc.
  18. A good read in the beginning. I found the basics of the offense, defense and movement techniques too theoretical. If you have read the (Mechanised) Infantry platoon and squad / Company field manuals on globalsecurity.org you probably won't find out any big news. On the other hand: you don't have to reinvent the wheel. I hope future articles are going to be more specific. I'm looking forward to it What I found helpful are the Armchairgeneral Tactics 101 articles, especially: Decisive point Purpose Tactical task Main and supporting effort The reserve Intelligence preparation of the battlefield (part 1, part 2) Since I've read the above I'm trying to employ these points in my wargaming and stick to the order of planning a scenario. I've had good experience with it in the Airborne Assault series. I haven't tried it in CM yet but I think most points are applicable more or less (depends on the scenario I guess).
  19. What about a series of tactical decision games / vignettes similar to these examples but adopted to the scale and reality (game mechanics) of CM: Tactical vignettes Tactical decision games E. g., someone would post a certain situation how it really occured in a scenario. Then you can submit proposals and the rationale behind it. When you use situations from actual scenarios the author could even attach a savegame file so you can take a look at the situation for real and try out the different proposals afterwards.
  20. Well, the German radio messages for calling in fire missions are the equivalents of the English terms: [I]English [/I] [I]German[/I] "Fire mission request" = "Feueranforderung" "Shot" = "Abgefeuert" "Splash" = "Aufschlag" "Fire for effect" = "Wirkungsschießen" "Adjust fire" = "Schießwerte ermittelt" "Check fire" = "Feuer einstellen" "End of mission" = "Feuerauftrag beendet"
  21. Talking about accents: I noticed most of the German voices ingame have a very heavy US or French sounding accent. Who did the voice acting for the Nato module (nationalities)?
  22. Not to forget that spotters with (good) C2 links can call in fire missions more quickly.
  23. Nice, I'm going to order it now. Can the bundle be installed if the game is patched to 1.21 already with Marines and Brits installed or do you have to reinstall and patch to 1.10 or 1.20 without installing other modules for the bundle to work?
  24. Same here. As well as the sounds when they were moving (sounded like Bradleys)
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