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Battlefront Repository

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  1. z-Bee 1.3 CMSF Mod Manager helps to keep track of user made content for CMSF and greatly increases the efficiency of someone who like to use mods. I wanted to make this for myself, but it worked so well I ran with it. So here you go! Features:*Manage mods of all types: .brz files, .wav files, .bmp files, and folders.*Manage saved game, scenarios and campaigns.*Customizable "mod groups" that let you select a group of mods that are appropriate for any given scenario or campaign.*Rate mods, scenarios, and campaigns for your own records.*Write notes about each mod, scenario, and campaign.*Add images to any mod, scenario, and campaign record.*Load your "essential mods" in seconds.*Quick links to all of the folders you need to access, including modding folders, campaigns and scenarios, PBEM folders, and saved games.*Automatically create a z folder if you have a clean install.*Quickly open important folders for modding.FEATURES of 1.3*Saved Games manager.*Reorganized interface for easier mod managing.*More quick folder links.*Larger pics.*More categories to choose from.*Many bug fixes and small improvements.*Export your Essential Mods list to a textfile on your desktop.

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  2. Based on decisions made previously, 2nd MEB are engaged along Route TIGER, the axis SAFITA-SHIN.26th MEU has been spearheading the drive on the city of SAFITA. Friendly Druze fighters have been guiding US units through local mountain passes and trails to bypass Syrian forces.Based on information received from friendly Druze forces operating in the area, the VILLAGE is currently occupied by light irregular forces. However, regular Syrian army units are stationed nearby to the north and south of the VILLAGE, and are in position to react quickly to any attack.This scenario is originally from the stock USMC Campaign. It has been lightly modified for H2H play.Original Scen design by Sgt Joch.

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  3. Following the successful completion of the last mission, US forces have been attriting forces still located in the city of SAFITA. Battalion has been trying to find a route to bypass SAFITA and cutoff supply and the escape route for Syrian forces still in the city. Friendly Druze forces operating in the area claim knowledge of a "back door" route, but MEU HQ is reluctant to commit forces until the route has been reconnoitered.This scenario is originally from the stock USMC Campaign. It has been lightly modified for H2H play.Original Scen design by Sgt Joch.

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  4. Following the successful completion of the bypass, 26th MEU was able to attack and capture SAFITA from the rear, cutting off and destroying sizable Syrian forces in the process.26th MEU is now moving on to our next objective, the city of SHIN. Employing the same strategy of using secondary roads to bypass Syrian forces, the village of AIN GHARA was captured late yesterday after a quick firefightThis scenario is originally from the stock USMC Campaign. It has been lightly modified for H2H play.Original Scen design by Sgt Joch.

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  5. While the 26th MEU(SOC) and 2nd MEB prepare for the impending amphibious assault into Western Syria, specific beaches and landing zones must be reconnoitered to allow the Marine forces to land and immediately begin to push inland towards operational objectives. This is a slightly modified version of the scen from the stock USMC campaign to allow for H2H play. It will also work against the AI.Original scenario design by Imperial Grunt.

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  6. This is the Stand Alone and last Battle # 5 of the coming El Derjine Campaign, being fought after having won the # 4Situation: Enemy Forces The enemy has retreated from Midoum and no contact has been made for the last 24 hours. No satellite imageries will be available before, this evening at the earliest, since a program overhaul has been launched, to repair a detected anomaly. S2 is unable to give us a confirmed picture of what we might have to fight in the next hours. He thinks that we still have remnants, in front of us, of the Midoum’s troops, lacking leadership, equipments and having probably not been resupplied. The fact that, we took Al Hillah without a fight seems to confirm its situation analyse. ^Situation: Friendly ForcesAt 12:25, part of the 2nd BCT, made of C Company / 1st Batt. Rifle, 3 M1A1 FEP tanks of 2nd platoon / D Company / 2nd Battalion tanks, 2 CAT elements from 1st battalion rifle are being replenished at the moment at their AP of Al Hillah by 4 trucks of 2nd platoon. No reinforcement will reach us before 4 hours, besides, the artillery has not been able to keep up pace with us and has not been resupplied.^Situation: Terrain and WeatherThe weather is overcast and warm, the ground is damp with a W light wind. No change in the next 36 hours. ^Mission: Overall DescriptionOur mission is first, to deny the observation and defence facilities by the enemy, from the 3 strongpoints manned on the Baklava ridge. Second to secure the left exit of Al Hillah...

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  7. Take command of a joint US-Syrian force for COIN ops against insurgents holed up in the mountains of western Syria. This is a nine-mission, all-infantry campaign, ranging in size from 15 men to a reinforced company. It is highly recommended that you play using Normal Dude's Marines to SOF mod. NOTE: It is highly advisable, based on tester feedback, to play the very first mission in Real Time. Thanks to the latest patch (required to play this campaign anyway!), WEGO players can switch back to WEGO as soon as the first mission is over.

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  8. Global scenario encompassing all of World War II starting in 12/7/1941. All nations are at war and the Japanese are within striking distance of Pearl Harbor. Germany is deep in Russian territory and at the gates of Moscow.Allied and Axis AI are working but Axis AI is untested. They are based on the AI for the 1939 game.Any questions or suggestions please email me at winky3x17@hotmail.com

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  9. This scenario encompasses the whole of World War II from Europe to Pacific with several alternate decision scenarios available throughout the game. Production is as close to historical as I could make it while making the game playable. It also includes custom, and copied from SC Pacific Theatre, images for counters and backgrounds. The Allied AI works but I am still testing late war stages. Axis AI is completed but untested. (Updated 8/4/2009)After the standard AI is working well I will then add in more decision abilities. Will the German AI do a 1941 Barb? or go to take out Gibralter through Spain? Will Japan try and conquer China? Will Germany and Japan join forces to destroy the USSR?All updates for latest version are in the update file.feedback and suggestions to winky3x17@hotmail.com

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  10. This scenario encompasses the whole of World War II from Europe to Pacific with several alternate decision scenarios available throughout the game. Production is as close to historical as I could make it while making the game playable. It also includes custom, and copied from SC Pacific Theatre, images for counters and backgrounds. The Allied AI works but I am still testing late war stages. Axis AI is completed but untested. (Updated 8/4/2009)After the standard AI is working well I will then add in more decision abilities. Will the German AI do a 1941 Barb? or go to take out Gibralter through Spain? Will Japan try and conquer China? Will Germany and Japan join forces to destroy the USSR?All updates for latest version are in the update file.feedback and suggestions to winky3x17@hotmail.com

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  11. Setting: Red vs. Red, play as "BLUE" only. Size: big or huge tested in WEGO, Elite. thanks to Birdstrike for his valuable input in the earlier versions, and hcrof for proof reading.1st Guards Mech Infantry Baon is tasked with killing a warloard and his two brothers, confined in thier homevalley. In between a major urban area, Shar-Azad, houseing large nubers of combatants, waiting to destroy as much as possible of 1st Baon. Plays out in a vally, a mix of urban and open ground fighting with a considerable logistics component. Its not a 3 houers non stop action scenario, you gona wait a bit for arty at times, reorganize the mess, and so on :)a picture of the map you find here, shot in version 1.05-> http://img148.imageshack.us/img148/6306/rsyt8.jpgGameplay notes;just make sure to read the no spoiler section in the briefing at the bottom. The biggest drawback of the scenario wich made it not so good playable was the 2Hr timelimit. now i set it to 3Hr and it works out great. if you possibly open it in the editor and add more time, i tell you at 3Hr+ red gets reinforcements spawning somewhere, i used them to keep red from surrendering prematurely. so i set a 3Hr fixed duration.

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  12. T-72 in plain green matching the stock T-54/55 and T-62. Done with Marco Bergman's wonderful base textures, I simply added the color and weathering. Therefore, all credit belongs to him alone. Included are the following variants: - T-72M (early) - T-72M/M1 - T-72M1V - T-72M1V (2001) - T-72M1V TURMS-T Special: Also included are appropriately weathered tracks. Notes: I applied Russian-style numbering to the turrets, so you'll get two different numbers depending on variant. This version also sports accurate rubber skirts - which incidentally seem to be left unpainted on mono-color vehicles, but not on those with multi-tone patterns. Installation: Simply put the .BRZ file into your (game directory)\DATA\Z folder.

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  13. T-72 in sand camouflage which has been applied over the original green base color and rubbed off in places after seeing heavy use. Done with Marco Bergman's wonderful base textures, I simply added the color and weathering. Therefore, all credit belongs to him alone. Included are the following variants: - T-72M (early) - T-72M/M1 - T-72M1V - T-72M1V (2001) - T-72M1V TURMS-T Special: Also included are appropriately weathered tracks. Notes: I included two kinds of insignia on the stowage boxes: A Syrian flag (taken from the CMSF manual) and two different insignia of armored formations (depending on variant). Now I know these aren't exactly Syrian (rather Iraqi), but I couldn't find ANY reference for Syrian tanks so I opted to take something that at least looks the part. I also gave this version accurate rubber skirts - which incidentally seem to be left unpainted on mono-color vehicles, but not on those with multi-tone patterns. Installation: Simply put the .BRZ file into your (game directory)\DATA\Z folder.

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  14. This is a great map for ambush. Small road nr. 34 is next to a hill and forest. Elevation is large and there are several good OPs. Location is based on real life next to a town called Al Sheik Bader between TARTUS (28 km) and MASYAF (35 km).I designed this map to use it for a British convoy ambush scenario but never had the time to finish the mission. Map is ready and feel free to use/modified for you use.

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