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SeinfeldRules

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Everything posted by SeinfeldRules

  1. An accurate point of impact - and by that, I mean an accurate enough location to compute corrections for future rounds - would require far more then a few tracks in the initial part of the ascending branch. And thus the great weakness of fire finder radars - an accurate location is highly dependent on where (and how long) the round is tracked. A radar that accurately computes the location of a round's impact needs tracks in the descending branch - as close to the impact plane as possible. Similarly, computing the POO requires the radar to track in the ascending branch - as close to the firing tube as possible. Rounds beyond apogee can not be used to calculate a point of origin accurate enough for effective counterfire. Once the round reaches apogee, the effects of meteorological conditions grow and the trajectory is most effected at this point. US radars can certainly track friendly rounds and compute accurate points of impact - we call it radar registration. However, it requires coordination between the firing unit and the radar, and the radar must be located in such a way that it can track the round as close to the point of impact as possible. Tracks along the descending branch are required. A radar as small and presumably under powered as the one depicted would have a hard time reaching out and tracking the round as it nears impact. Met has the most effect on the round at apogee and beyond. Tracks before apogee would produce a trajectory, yes, but one that is highly suspect and can be greatly effected if conditions are poor.
  2. A solution I've found to the reverse slope issue is to target areas behind the intended area... on almost any map there will be either a rise in the terrain, a wall, trees, buildings etc that will allow you to area fire at some point. As long as the blue line traces over the intended area, suppression should be accrued on the units there. AFAIK suppression effects occur along the entire path of the round, not just the aimed area.
  3. CMFI never got the footpaths. CMRT and CMBS have it though. I imagine foot paths and streams will come later in the new CMFI module.
  4. Realistically, a sniper team wouldn't have the equipment to target effectively for precision weapons. You need a much stronger laser (among other things) to get a grid accurate enough for the round. The issue isn't the round, it will hit the grid quite precisely, the real problem is that the grid the sniper team pulls is not the right one! I haven't used precision artillery enough to see if this is modeled in the game, but you really need an FO or FSV to do it right. The game over simplifies precision artillery in my opinion, but it is an acceptable abstraction for gameplay reasons.
  5. Thanks for the feedback guys. For Bradley Speedbump, the Brad has multiple spots it can be setup in, so some are gonna be easier then others. It's almost more of a "MacGuffin", giving you a reason to be there and attack. The Javs are honestly what makes attacking difficult, those things are nasty. Euri, if I recall there isn't a higher command because the two platoons are not part of the same formation... I really wish there was a way to attach formations to each other, but no.... I think there might be a way to work around it, I'll keep your comment in mind for next time. Thanks!
  6. Thanks for the feedback guys. Would love to hear some for Myrne Roadblock, it's always hard play testing scenarios when you've placed all the pieces...
  7. I've updated AD Mine Mill Mountain, I got some feedback that is was too hard After replaying it, I agreed. So I made some changes, adding another SP Gun and mortar support. Link is the same as my previous post: http://bit.ly/1Q7trL8 You will know you have the right version if it says "v1.1" in the scenario description.
  8. Thanks for the feedback kraze. I ran into the same surrender problem when I did my initial playtest and added some reinforcements to prevent surrender. It wasn't enough I guess. I've tweaked the scenario a little and added a little more resistance. The "anti-surrender-but-never-actually-arrives-reinforcement" got beefed up too... hopefully that's fixed. Link is the same, but download is updated: http://bit.ly/1ZqcAXc You will know if you have the right one if the scenario list description for AD Night Jump has "v1.1" after "Blufor vs AI only"
  9. Myrne Roadblock v1.0 http://bit.ly/1OkIHiV The frontline in the war for Ukraine has stabilized. As the two sides rebuild, combat patrols cause trouble on both sides. In a NATO salient in the Russian lines, enemy forces have been continually cutting the Main Supply Route with platoon and company sized elements. For the past several weeks, your air assault infantry company has been tasked with clearing these roadblocks, using your high mobility to quickly reach trouble areas. This morning, infantry with several BMPs in support infiltrated through the gaps in our lines and occupied the village of Myrne, which sits astride the MSR. Your company was assembled and flown into an area north of the village. Take your force and clear Myrne of the enemy. BLUFOR vs AI only.
  10. You inspired me Hister... Anno Domini v1.0 http://bit.ly/1OcXEaX The never ending Estonian rain soaks your retreating soldiers to the bone. Already fatigued from the constant fighting you've been doing for the past several days, it has become too much for your men to deal with both the Soviets and the weather. All that is left of your infantry battalion is half a company of men and a smattering of heavy weapons. You've managed to link up with a Hetzer from a local Panzerjager unit and has been assisting you in your fight back to German lines. On your map you spot a church on the edge of a clearing - a perfect shelter from the deluge. As your men approach the old stone church, the heavy wind carries the sound of tank treads and Russian voices... Axis vs AI only.
  11. Night Jump v1.0 http://bit.ly/1ZqcAXc The war everyone feared has finally come. Russian tank units are flooding into Ukraine, and the combined UKR and NATO forces in Europe are not enough to stop them. The best NATO generals can do is stem the tide until armored divisions from the US can arrive on the continent. The XVIII Airborne Corps is dropped all over Ukraine in a desperate attempt to stop the Russians wherever they can. Your division, the 82nd Airborne, is dropped near Kherson to help defend the southern route to Odessa. Your battalion's objective is a large grain elevator, a veritable mountain in the flat sea of steppe, able to observe critical avenues of approach for miles. The infantry company you command has its DZs closest to this objective and as you exit the plane into the cold night sky, the angry tracers racing up at you from the buildings surrounding the grain elevator reveals the enemy has gotten there first... BLUFOR vs AI only.
  12. It is my initials - I started doing it as a quick way to find scenarios I was testing, but I liked the way it grouped all my content together at the top of the scenario list... so it stuck.
  13. This stuff looks great Iktah! Thank you for choosing my scenario to do such an in-depth AAR!
  14. As always, thank you Reeeech, Combatintman and BarbaricCo for the feedback! Your comments keep me going. BarbaricCo, that Winter Mod looks really spectacular - you guys are doing good work over there. Feel free to tag any of my scenarios and use in the mod! I only have one more scenario in the chute for Red Thunder at the moment, as I got a backlog of stuff I want to do for CMBS and am also preparing for CMFB!
  15. This new stream tile is some exciting stuff! It's always been very difficult to replicate small creeks and farm irrigation, as 8 meters is just too wide. Very clever. Hopefully we will be able to use it on different elevation levels, though it sounds like we will if it's another type of road tile. Will streams be backdated into the older CM games with a new patch? This really is good stuff for map makers, are there any other editor additions? Love seeing more stuff like this to make more realistic maps!
  16. And a third for the weekend... AD Soggy Bottom v1.0 http://bit.ly/1RyRXpi You are the commander of a combined Soviet Infantry/Tank taskforce, rushing through the remnants of the German defensive line and pushing as deep into enemy held terrain as possible. Your force has come upon a major road bridge, spanning a river and swamp. Scouts have identified German anti-tank positions on the ridge overlooking the bridge. Deeming a frontal attack across the bridge as suicide and a waste of your men, you maneuver into the lowground and swamps underneath the bridge spans and push to the far side. Allied vs AI.
  17. More... Farmyard Skirmish v1.0 http://bit.ly/1OJgNlD You are a German Infantry commander in Eastern Poland, and the front is collapsing around you. This morning, the hasty defensive line that had been established was ruptured once again, and Soviet forces have been pouring through all day. Gathering what units you could, you have managed to assemble a ragtag group of infantrymen, gunners, cooks, drivers and other personnel. Looking to delay the Soviets in what ever way you could, you counter attack along the shoulder of the penetration. Axis vs AI only. As always, I welcome any and all feedback...
  18. Ithikial recently completed a great 4 part YouTube series on my scenario "AD Amongst the Ruins", playing H2H against Bullman. You can find it here: https://www.youtube.com/watch?v=7cYSxeAhtjE My scenario was not originally designed to be a H2H scenario, but the video proves that it is possible! It's not very well balanced for H2H play though, so I added some units, wrote a briefing and created my very first H2H scenario! Hopefully I haven't overbalanced it! You can also still play this as an easier Axis vs AI scenario. Here it is: Amongst the Ruins H2H v1.0 http://bit.ly/1SGkO9m Axis Brief: You are in command of a German Pioneer Company somewhere within a large city inside Belarus. We have been fighting with the Soviets for control of this vital city for several days now. Your company has been tasked with taking back a bombed out industrial area. Allied Brief: You are in command of the remains of a Soviet infantry unit somewhere within a large city inside Belarus. We have been fighting with the Germans for control of this vital city for several days now. The enemy has just committed a new force into the fighting, and they are desperate to take the ground we hold.
  19. Thanks for the feedback Repsol, it's appreciated... I do normally try to stagger incoming units using reinforcements, but for this one I figured most players would want all their forces on the map so they can do proper planning. If it proves un-manageable for the space provided, please let me know and I'll try some changes!
  20. As always, thanks for the comments guys. I have another scenario ready, this is probably my largest yet, roughly 2 1/2 companies vs 1 1/2 companies, and I don't know if I have the force balance right... please let me know. Feedback always welcome, I need more in order to make my scenarios better! North of Studienka v1.0 http://bit.ly/1NXB0zo You are the commander of a combined Guards Infantry/Tank taskforce, pushing as quickly as possible through Belarus to Lithuania. To our west, the river Berezina serves as an obstacle for our current objective, the town of Zembin. To our south, the main elements of our Army are seeking to make a crossing of the Berezina at the village of Studienka, against dogged resistance. Your force has been sent north, to seek a crossing that is less defended. Near the village of Veselovo, your forces bump into a German recon company guarding a bridge over the Berezina. With the odds in your favor, you quickly attack to seize the crossing. Allied vs AI only.
  21. Thanks for the downloads guys, let me know if anything needs to be tweaked!
  22. Haha, you are too kind. I agree, but those are few and far between and often come with the base game. The time required for those scenarios could be weeks and weeks of work, and if you aren't getting paid to do it, often isn't worth it. And for the hobby scenario designer, the reward for a handcrafted, perfect-in-every-way scenario just isn't enough, and probably never will be if it doesn't involve monetary compensation... and I think that's just fine. I rather crank out a slew of enjoyable scenarios that keep people coming back for more, then just one Mona Lisa that people only spend a day playing. The quick to design, quick to play scenarios are what keep the community going, and what it needs IMO.
  23. Hello all, With the success of my CMRT and CMFI scenarios, I've decided to branch out into CMBS and create some content for this game as well. I only have one scenario right now, but have 2-3 more not far from completion. As always, these are not playtested to death and I don't guarantee perfection - I believe in the 75% solution now as opposed to the 99% solution weeks from now! Please give me feedback - I am always tweaking in order to produce a better experience for everyone! All my maps are "hand made" originals. They look best with my terrain mod in my opinion! Bradley Speedbump v1.0 http://bit.ly/1MMoW3Q The invasion of Ukraine has kicked off, and our tanks are rolling across the countryside. The American and Ukrainian forces were not enough to stop the Russian advance, and have been scattered into many individual groups, all seeking to delay us in whatever way they can. As the commander of your Russian Brigade Tactical Group's lead reconnaissance element, you are responsible for locating these NATO forces and either bypassing or destroying them. As your brigade pushes to Kiev, your patrol's lead vehicle is stopped by sympathetic locals, just east of a large orchard. They hurriedly explain that an American platoon with a tracked vehicle in support have established a position overlooking your brigade's main avenue of advance. The only way the main body can continue down this road unhindered is for you to dig the Americans out of their delaying position, located just west of the orchard. REDFOR vs AI only.
  24. I have a feeling the modules will start coming out faster as the asset list "fills up" from the other modules. Bulge will take the German vehicle list to the end of the war, essentially... this cuts the assets required for a CMRT module in half. Similarly, late 1943 German vehicles are covered in CMFI and GL, and late war American/German vehicles for an end of war Italian module will also be covered in Bulge. The benefits of this module system will soon pay off I think.
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