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Malaspina

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  1. Like
    Malaspina got a reaction from Sequoia in The Buffalo Soldiers' Ordeal [all modules needed]   
    Hello fellow CMFIers,
    I’ve just finished compiling my second campaign (battle series) called “The Buffalo Soldiers’ Ordeal” (all modules needed). It is a battle series that includes a prologue and 8 scenarios aiming to reproduce some of the events that took place on the western edge of the Gothic Line from 8 to 10 February 1945, during Operation Fourth Term.
    The nine battles (to be used in conjunction with @kohlenklau's Buffalo mod) are:
    0.    Prologue (Sommocolonia)
    1.    Raiders on Highway One
    2.    Strettoia
    3.    Ordeal on the Plains
    4.    Kesselring’s Ghosts
    5.    Assault on Monte Folgorito
    6.    Pushing to the Top
    7.    Georgia on My Mind
    8.    Castel Aghinolfi
    Here are some pics to whet your appetite.

     

     

     
    It is currently in a “pre-alpha” state and I’ll be soon testing it myself for the first time. It would be great if a couple of other players could test it as well. I’d just need to know some very general things, such as:
    -    Is the battle too  short / too long? Map too big / too small?
    -    Too many / too few troops?
    -    Too easy / too difficult?
    -    Any obvious mistakes?
    -    General impressions / improvements suggested?
    -    Etc.
    It is a historical campaign but I'd still like it to be as enjoyable as possible. Drop me a line if interested.
    Thanks in advance!
     
  2. Upvote
    Malaspina got a reaction from Artkin in The Buffalo Soldiers' Ordeal [all modules needed]   
    Hello fellow CMFIers,
    I’ve just finished compiling my second campaign (battle series) called “The Buffalo Soldiers’ Ordeal” (all modules needed). It is a battle series that includes a prologue and 8 scenarios aiming to reproduce some of the events that took place on the western edge of the Gothic Line from 8 to 10 February 1945, during Operation Fourth Term.
    The nine battles (to be used in conjunction with @kohlenklau's Buffalo mod) are:
    0.    Prologue (Sommocolonia)
    1.    Raiders on Highway One
    2.    Strettoia
    3.    Ordeal on the Plains
    4.    Kesselring’s Ghosts
    5.    Assault on Monte Folgorito
    6.    Pushing to the Top
    7.    Georgia on My Mind
    8.    Castel Aghinolfi
    Here are some pics to whet your appetite.

     

     

     
    It is currently in a “pre-alpha” state and I’ll be soon testing it myself for the first time. It would be great if a couple of other players could test it as well. I’d just need to know some very general things, such as:
    -    Is the battle too  short / too long? Map too big / too small?
    -    Too many / too few troops?
    -    Too easy / too difficult?
    -    Any obvious mistakes?
    -    General impressions / improvements suggested?
    -    Etc.
    It is a historical campaign but I'd still like it to be as enjoyable as possible. Drop me a line if interested.
    Thanks in advance!
     
  3. Like
    Malaspina got a reaction from Lethaface in The Buffalo Soldiers' Ordeal [all modules needed]   
    Hello fellow CMFIers,
    I’ve just finished compiling my second campaign (battle series) called “The Buffalo Soldiers’ Ordeal” (all modules needed). It is a battle series that includes a prologue and 8 scenarios aiming to reproduce some of the events that took place on the western edge of the Gothic Line from 8 to 10 February 1945, during Operation Fourth Term.
    The nine battles (to be used in conjunction with @kohlenklau's Buffalo mod) are:
    0.    Prologue (Sommocolonia)
    1.    Raiders on Highway One
    2.    Strettoia
    3.    Ordeal on the Plains
    4.    Kesselring’s Ghosts
    5.    Assault on Monte Folgorito
    6.    Pushing to the Top
    7.    Georgia on My Mind
    8.    Castel Aghinolfi
    Here are some pics to whet your appetite.

     

     

     
    It is currently in a “pre-alpha” state and I’ll be soon testing it myself for the first time. It would be great if a couple of other players could test it as well. I’d just need to know some very general things, such as:
    -    Is the battle too  short / too long? Map too big / too small?
    -    Too many / too few troops?
    -    Too easy / too difficult?
    -    Any obvious mistakes?
    -    General impressions / improvements suggested?
    -    Etc.
    It is a historical campaign but I'd still like it to be as enjoyable as possible. Drop me a line if interested.
    Thanks in advance!
     
  4. Upvote
    Malaspina reacted to kohlenklau in HOW TO MAKE A BIG MOD (TEST DUMMY LOG)   
    Before I get nasty and lewd in how I view CM IN MY OWN OPINIONS FROM MY MIND, let me just thank Steve and Charles for creating the game and having it be "modable" with RezExplode and RezPack and the z folder and [modtags]. Imagine how crappy we would all feel if we didn't have those things. If I win Powerball lottery, they would also work to give us a lot more editor controls to change things. Oh well.
    CMBB is, in my usual dirty-minded description, where the wedding bride gave all her holes away on honeymoon night. Steve and Charles then attended a business seminar and learned to never ever do that again. They learned well! Their new business policy was to always leave the customer with a bit more appetite at the end of the meal. Leave them wanting more. CMCW shipped under that policy. No snow yet. Just USA and USSR. Next module is just BAOR and still no snow. Maybe next module you get Bundeswehr? Maybe snow too? Dutch Marine Korps? Penciled in for 2033? 
    So, we can only try as forumites to mod things to look like we want. Luckily that deep down inside the CM titles are all really the same. It reminds me of a restaurant. Give them a few hours and the whole place can go from Mexican food/furniture/menus/decor/waiters/waitresses/music to Chinese. Did you ever double-click the wrong icon? You sometimes don't even notice until you're in the game. Oh crap, this is RT and not FB. the icon, the opening screen, music, UI, it all is modable. Names of soldiers, the voices, the ranks, the portraits, the floating icons can all be changed. It just takes time. ugggh. A freeware Bulk Renamer Utility really helps!
    Some things cannot be changed under the hood. When you mod these things you try and go as close to an apple and an apple as you can. There are tricks you can pull off to try and fudge things. It is all we can do. I have enjoyed the results. The purists out there are not going to be happy and that is ok. Don't download it. Don't play it. No problem. 
    IF YOU CAN GATHER A FEW BUDDIES THEN THESE MODS ALWAYS SEEM TO GO QUICKER. BUT YOU MIGHT BUMP HEADS OR PISS SOMEBODY OFF. SOMEBODY HAS TO BE THE OBERMODDENFUHRER.
     
  5. Like
    Malaspina got a reaction from 37mm in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  6. Upvote
    Malaspina reacted to kohlenklau in Annual look at the year to come - 2023   
    The elephant in the room:
    I mean no disrespect in going down this path of conjecture. I always got to have some humor in it as well.
    I think the bottleneck is Charles. All the talk of limited development time and opportunity must be a code (pardon the pun) for Charles having a real full-time career/job elsewhere from BFC in the coding industry. ANYTHING that involves Charles for BFC must stack up like flights coming into Chicago airport. When does the poor guy have to all of sudden crank it all out? One weekend a month? A few hours on Sunday morning while Mrs. Charles makes the pancakes? Maybe the code is so "Charles" that nobody else can go in there or they will eff it up. He must be in his early to mid 60's by now. Somebody said they saw him in the Ukraine thread. Wow. How many man-hours can the guy plop down on Kohlenklau's desires. The survey says...Goose egg!
    The introduction of any new content is also harnessed or enslaved to Charles' availability because of the patch being a code and DRM concerns I guess. Back a few pages I TRIED to propose a place holder CM Early War with no real content by BFC...but as somebody reminded me, that is STILL Charles' involved.
    The big money military/government contracts are the priority. Charles and Steve maybe fly to shake hands and press the flesh with DC beltway, London or someday Kiev contracting and procurement officials. Give a dog and pony show and blow away the competition. High Fives all the way back home on business class. It would make a great Hollywood movie. Russell Crowe as Steve? Woody Harrelson as Charles? I am not a casting professional.
    Somewhere in there maybe some trickle down economics occurs and the "little people" get some of the results in new "features" that UK MOD or whoever wanted. <<Flares over the battlefield anybody? Or is that all a thing of the past?>>
    One weekend a month or so and Charles is available annually for about 20 man-days of total effort. Basically 4 regular weeks of production effort. He has a list of things to do and attacks them the best he can. Then interspersed in those spread out over a year 20 man-days is the testing by BETA guys to see if it is ok. Or they waive that and send it out as a release and hit a snag here and there.
    Charles' REAL job has some paid time off and Mrs. Charles had big plans for them all to go to the Bahamas and here is Charles with this proposal..<raise your hand if you ever had to do this one!> Go on ahead honey, I will just do these few things for Steve and fly down to join you...Hotel Suite has that couch for you to sleep on Charles. Mrs Charles can hear the keys late night clacking on your work laptop...
    Steve is the CEO of BFC and must make all these ugly decisions on what Charles does for those 20 man-days. Steve also has to be the frontman and take the heat Harry Truman style. Every year Steve sends Charles a 1099 for his taxes! File now and get your refund before April.
     
     
  7. Upvote
    Malaspina got a reaction from sttp in I'm confused who would buy a game from Steam compared to buying from here?   
    I wouldn't discount the fact that Steam automatically updates your games whenever there's an official patch or you purchase a new module. Over the years patching and upgrading a game like CMBN, for example, has been quite an effort. Five modules, countless patches and upgrades... oh dear. That sure tested my aging brain
    As a matter of fact I'm waiting for it to be available on Steam before I install it on my new laptop.
  8. Like
    Malaspina got a reaction from Sunbather in I'm confused who would buy a game from Steam compared to buying from here?   
    I wouldn't discount the fact that Steam automatically updates your games whenever there's an official patch or you purchase a new module. Over the years patching and upgrading a game like CMBN, for example, has been quite an effort. Five modules, countless patches and upgrades... oh dear. That sure tested my aging brain
    As a matter of fact I'm waiting for it to be available on Steam before I install it on my new laptop.
  9. Like
    Malaspina got a reaction from DougPhresh in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi guys, @Blazing 88's, @kohlenklau, @kevinkin, @Vergeltungswaffe, and anyone else interested,
    here are the Wehrmacht and Waffen SS campaigns for CMRT. The Soviet Army and Soviet Guards campaigns follow in a separate message.
    They need testing. I haven't made any campaigns out of them yet, but rather than creating, testing, playing several campaigns by myself and then releasing them later on (couple of months later), I thought some of you might be interested in giving these QCG files a spin now, or perhaps during your Christmas Holidays providing you with a good, 'work-related' excuse to shun boring family reunions 😆.
    Of course, you can choose whatever core force you like, but in a "Wehrmacht campaign" (GER) for example, the troops accompanying you in battle will be mostly, but not exclusively, from that branch. Same goes for the SS, SA and SG.
    CMRT has required two major adaptations:
    First, Soviet tank platoons only contain two or three tanks each. This entailed doubling the number of platoons available to the Soviet player (whether human or computer player) in "Parameters", e.g., 1 German heavy tank platoon = 2 Soviet heavy tank platoons. I need to verify whether this causes unbalanced battles, but as a player you are not required to do anything in particular.
    Secondly, and majorly, to my dismay I found out that there are no QB maps for Axis offensive battles. They're all Allied attacks/assaults/probes or MEs. Did you know that?
    In the interest of variety and randomness, in order to avoid having Axis campaigns with only defensive battles and Allied campaigns with only offensive battles, I devised a workaround using the ME QB battles, which contain an Axis attacking plan evidently.
    So, if "Axis ATT" is displayed in QCG, tab "Battle generator", cell C8, the map shown will always be a ME. To convert it to an Axis offensive battle, this is what I was thinking of doing:
    When playing as the Allied: open the chosen ME map, go to the scenario editor "Map / setup zones" and paint two-thirds of the map with 'Allied setup zone 1'. This will allow you to deploy anywhere on the map on top of the Terrain targets during the setup phase before the battle. In "Units" Assign AI groups to Axis units as usual. The Axis Computer player will execute its attacking plan according to the plans devised by the scenario designer.
    When playing as the Axis: same as before, go to the scenario editor "Map / setup zones" and paint two-thirds of the map with 'Allied setup zone 1'. We now need to get the Allied Computer player to stand still on its terrain targets. To do this, go to 'AI / AI plans' and disable all Allied AI plans ("Not in Use") except for Plan 1. Under Plan 1, paint the setup area for group 1 so as to cover the entire Allied map setup zone 1 in yellow. Then, delete all orders for AI group 1 in Plan 1. Do not assign AI groups to any units in "Units". The PC player will assume that all units are in group 1 (A1) in Plan 1, which now contains no orders, so it will deploy freely in the map setup zone and stay put. It's a bit of a chore and it creates "static" defenses, but it's the only way I could think of to quickly get the AI to deploy in a large setup zone and avoid any unnecessary movements.
    Have fun!
     
    CMRT - QCG_GER campaign.xlsx CMRT - QCG_SS campaign.xlsx
  10. Upvote
    Malaspina got a reaction from DougPhresh in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Thanks guys!
    Yes, my plan is to extend QCG to all WW2 titles. I've nearly finished converting it to CMRT, which is easier as it only has two nationalities and will release soon enough. Later, I will be moving on to CMBN and leave CMFI for the last, a nightmare for sure...
    Modern titles: not sure QCG can be used so well for CMBS and CW due to the lethality of tanks. But I'm going to test it for sure. The asymetrical nature of warfare in CMSF rules it out entirely.
     
    Yes, 8 core force units. More than enough for me to do all the accounting after each battle.
    Automating the number of core units goes way beyond my Excel user skills.
  11. Like
    Malaspina got a reaction from NPye in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Oops, I made a few edits and uploaded the new files thinking the old link wouls still work.
    Here's the new link. Let me know if it doesn't work.
    https://drive.google.com/file/d/1fmQ4P49-sFkS8aAbD0nods4I1gkpLZtd/view?usp=share_link
  12. Upvote
    Malaspina got a reaction from DerKommissar in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  13. Thanks
    Malaspina got a reaction from Aragorn2002 in German paratroopers vs Italians?   
    @Aragorn2002,
    No worries! Wasn't really expecting a reply. Stay strong. Hope everything goes well. Best of wishes!
  14. Thanks
    Malaspina got a reaction from Aragorn2002 in German paratroopers vs Italians?   
    Hi Aragorn,
    Here you go. Found it on FGM Scenario Depot III and another site called Leslie software (don't know if this one is still active though)
    https://www.thefewgoodmen.com/tsd3/wpfb-file/rescuing-mussolini-rar/
    I might be "releasing" something else where I'm using @kohlenklau's and @boygarvin's mods as soon as I've finished testing ... soon enough
    Cheers!
  15. Like
    Malaspina got a reaction from Vergeltungswaffe in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi guys, @Blazing 88's, @kohlenklau, @kevinkin, @Vergeltungswaffe, and anyone else interested,
    here are the Wehrmacht and Waffen SS campaigns for CMRT. The Soviet Army and Soviet Guards campaigns follow in a separate message.
    They need testing. I haven't made any campaigns out of them yet, but rather than creating, testing, playing several campaigns by myself and then releasing them later on (couple of months later), I thought some of you might be interested in giving these QCG files a spin now, or perhaps during your Christmas Holidays providing you with a good, 'work-related' excuse to shun boring family reunions 😆.
    Of course, you can choose whatever core force you like, but in a "Wehrmacht campaign" (GER) for example, the troops accompanying you in battle will be mostly, but not exclusively, from that branch. Same goes for the SS, SA and SG.
    CMRT has required two major adaptations:
    First, Soviet tank platoons only contain two or three tanks each. This entailed doubling the number of platoons available to the Soviet player (whether human or computer player) in "Parameters", e.g., 1 German heavy tank platoon = 2 Soviet heavy tank platoons. I need to verify whether this causes unbalanced battles, but as a player you are not required to do anything in particular.
    Secondly, and majorly, to my dismay I found out that there are no QB maps for Axis offensive battles. They're all Allied attacks/assaults/probes or MEs. Did you know that?
    In the interest of variety and randomness, in order to avoid having Axis campaigns with only defensive battles and Allied campaigns with only offensive battles, I devised a workaround using the ME QB battles, which contain an Axis attacking plan evidently.
    So, if "Axis ATT" is displayed in QCG, tab "Battle generator", cell C8, the map shown will always be a ME. To convert it to an Axis offensive battle, this is what I was thinking of doing:
    When playing as the Allied: open the chosen ME map, go to the scenario editor "Map / setup zones" and paint two-thirds of the map with 'Allied setup zone 1'. This will allow you to deploy anywhere on the map on top of the Terrain targets during the setup phase before the battle. In "Units" Assign AI groups to Axis units as usual. The Axis Computer player will execute its attacking plan according to the plans devised by the scenario designer.
    When playing as the Axis: same as before, go to the scenario editor "Map / setup zones" and paint two-thirds of the map with 'Allied setup zone 1'. We now need to get the Allied Computer player to stand still on its terrain targets. To do this, go to 'AI / AI plans' and disable all Allied AI plans ("Not in Use") except for Plan 1. Under Plan 1, paint the setup area for group 1 so as to cover the entire Allied map setup zone 1 in yellow. Then, delete all orders for AI group 1 in Plan 1. Do not assign AI groups to any units in "Units". The PC player will assume that all units are in group 1 (A1) in Plan 1, which now contains no orders, so it will deploy freely in the map setup zone and stay put. It's a bit of a chore and it creates "static" defenses, but it's the only way I could think of to quickly get the AI to deploy in a large setup zone and avoid any unnecessary movements.
    Have fun!
     
    CMRT - QCG_GER campaign.xlsx CMRT - QCG_SS campaign.xlsx
  16. Thanks
    Malaspina got a reaction from Blazing 88's in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi guys, @Blazing 88's, @kohlenklau, @kevinkin, @Vergeltungswaffe, and anyone else interested,
    here are the Wehrmacht and Waffen SS campaigns for CMRT. The Soviet Army and Soviet Guards campaigns follow in a separate message.
    They need testing. I haven't made any campaigns out of them yet, but rather than creating, testing, playing several campaigns by myself and then releasing them later on (couple of months later), I thought some of you might be interested in giving these QCG files a spin now, or perhaps during your Christmas Holidays providing you with a good, 'work-related' excuse to shun boring family reunions 😆.
    Of course, you can choose whatever core force you like, but in a "Wehrmacht campaign" (GER) for example, the troops accompanying you in battle will be mostly, but not exclusively, from that branch. Same goes for the SS, SA and SG.
    CMRT has required two major adaptations:
    First, Soviet tank platoons only contain two or three tanks each. This entailed doubling the number of platoons available to the Soviet player (whether human or computer player) in "Parameters", e.g., 1 German heavy tank platoon = 2 Soviet heavy tank platoons. I need to verify whether this causes unbalanced battles, but as a player you are not required to do anything in particular.
    Secondly, and majorly, to my dismay I found out that there are no QB maps for Axis offensive battles. They're all Allied attacks/assaults/probes or MEs. Did you know that?
    In the interest of variety and randomness, in order to avoid having Axis campaigns with only defensive battles and Allied campaigns with only offensive battles, I devised a workaround using the ME QB battles, which contain an Axis attacking plan evidently.
    So, if "Axis ATT" is displayed in QCG, tab "Battle generator", cell C8, the map shown will always be a ME. To convert it to an Axis offensive battle, this is what I was thinking of doing:
    When playing as the Allied: open the chosen ME map, go to the scenario editor "Map / setup zones" and paint two-thirds of the map with 'Allied setup zone 1'. This will allow you to deploy anywhere on the map on top of the Terrain targets during the setup phase before the battle. In "Units" Assign AI groups to Axis units as usual. The Axis Computer player will execute its attacking plan according to the plans devised by the scenario designer.
    When playing as the Axis: same as before, go to the scenario editor "Map / setup zones" and paint two-thirds of the map with 'Allied setup zone 1'. We now need to get the Allied Computer player to stand still on its terrain targets. To do this, go to 'AI / AI plans' and disable all Allied AI plans ("Not in Use") except for Plan 1. Under Plan 1, paint the setup area for group 1 so as to cover the entire Allied map setup zone 1 in yellow. Then, delete all orders for AI group 1 in Plan 1. Do not assign AI groups to any units in "Units". The PC player will assume that all units are in group 1 (A1) in Plan 1, which now contains no orders, so it will deploy freely in the map setup zone and stay put. It's a bit of a chore and it creates "static" defenses, but it's the only way I could think of to quickly get the AI to deploy in a large setup zone and avoid any unnecessary movements.
    Have fun!
     
    CMRT - QCG_GER campaign.xlsx CMRT - QCG_SS campaign.xlsx
  17. Like
    Malaspina got a reaction from Anonymous_Jonze in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  18. Like
    Malaspina got a reaction from Suchy in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  19. Upvote
    Malaspina got a reaction from MOS:96B2P in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  20. Thanks
    Malaspina got a reaction from kohlenklau in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  21. Like
    Malaspina got a reaction from Vergeltungswaffe in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Thanks guys!
    Yes, my plan is to extend QCG to all WW2 titles. I've nearly finished converting it to CMRT, which is easier as it only has two nationalities and will release soon enough. Later, I will be moving on to CMBN and leave CMFI for the last, a nightmare for sure...
    Modern titles: not sure QCG can be used so well for CMBS and CW due to the lethality of tanks. But I'm going to test it for sure. The asymetrical nature of warfare in CMSF rules it out entirely.
     
    Yes, 8 core force units. More than enough for me to do all the accounting after each battle.
    Automating the number of core units goes way beyond my Excel user skills.
  22. Thanks
    Malaspina got a reaction from Blazing 88's in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Thanks guys!
    Yes, my plan is to extend QCG to all WW2 titles. I've nearly finished converting it to CMRT, which is easier as it only has two nationalities and will release soon enough. Later, I will be moving on to CMBN and leave CMFI for the last, a nightmare for sure...
    Modern titles: not sure QCG can be used so well for CMBS and CW due to the lethality of tanks. But I'm going to test it for sure. The asymetrical nature of warfare in CMSF rules it out entirely.
     
    Yes, 8 core force units. More than enough for me to do all the accounting after each battle.
    Automating the number of core units goes way beyond my Excel user skills.
  23. Upvote
    Malaspina got a reaction from sttp in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  24. Upvote
    Malaspina got a reaction from Simcoe in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  25. Like
    Malaspina got a reaction from Commanderski in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
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