Jump to content

tyrspawn

Members
  • Posts

    380
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by tyrspawn

  1. Long story short, I play only multiplayer CM against friends, but we want more out of the game than just tactical battles. So with the original CM we tried using tools like "Aide de Camp" to help us manage the operational layer. Is there any game that has the option of not calculating combat when 2 enemy unit formations meet? We would then play the game in CM, and update the operational game with the leftover combat strengths.

    Thanks,

    Tom

    The best game you will EVER play operationally is Airborne Assault: Highway to the Reich: The newest Command Ops: Battles from the Bulge is also excellent.IT cannot be topped, the AI is absolutely amazing, it feels like you are playing against a human.

    http://www.matrixgames.com/forums/tm.asp?m=2688076

  2. Looks great, thanks Chris! I think that this AAR gave a much better feel for the game, not just QB, but overall how battles play out. Especially enjoyed seeing some of the many options for QB's. Wish I could read the text, but cant make out the point values, formations and such.

    Anyways, two quick QB related questions and one sound question:

    1. I saw that once you got to map selection, the only maps available were 'Assault' maps. I assume then if you were playing a 'Meeting Engagement' then only those maps would be available? Same for 'Attack' and 'Probe'? The map selection was very, very clear with the descriptive names. And by the way, how many QB maps are there! There were a *TON* of just assault ones!

    2. When selection the force composition options, I saw that there were 'Infantry Only', 'Mech Infantry', 'Mix' and 'Armor Only'. The setting that I always used to use was 'Combined Arms' from the CMx1 games - ie. where you had some points for armor, but it only allowed for smaller armor force (via a porportional point limit) compared to your infantry force. Given the above options, and from the previous QB AAR, it sounds like there is no limitation as far as point values with the 'Mix' option. In other words, you could buy all tanks, all infantry or a mixture of both within the 'Mix' option. Is this correct? Where do light recon vehicles fit into the mix? Could I take say a Puma or Greyhound in a 'Infantry Only' battle?

    3. Did the Garand 'ping' make the cut? :D Saw plenty of Garands firing in the video, but never heard a 'ping'. Obviously this is still the late Beta your using, so this may be changing. If the Garand 'ping' didnt make the cut, is there a way to mod it in?

    Again, thanks for uploading the video! Looks great. Still taking more requests?

    Thanks

    Chad

    I can't answer all of your questions, but there are hundreds of quick battles (and you're right about it being restricted to game type, not recycled), each map has unique terrain. There is virtually unlimited replayability.

    I took some screenshots of the quick battle screens so you can see it in greater detail:

    note: this quick battle is restricted to "infantry only"

    http://www.krauselabs.net/dump/quickbattle1.jpg

    http://www.krauselabs.net/dump/quickbattle2.jpg

    http://www.krauselabs.net/dump/quickbattle3.jpg

    http://www.krauselabs.net/dump/quickbattle4.jpg

  3. Chris these videos are just great! Thanks for uploading them. Can I ask one favor please if you are putting up any more. Can you please curtail your mouse action just a bit, and allow us to see some of the action unfolding.

    Yeah sorry about that, I get carried away with trying to win the scenario rather than just trying to show off the game. Then again, I like to show people unedited gameplay so they know what the game is really like. I will definitely spend a lot more time zoomed in on the ground in the next video.

  4. Hi my name is Chris "tyrspawn" Krause - i'm a Combat Mission: Battle for Normandy beta tester. I've been given the great opportunity to make a video AAR for the community.

    It is available for viewing here:

    The video is an AAR/walkthrough of two scenarios and my thoughts on Combat Mission: Battle for Normandy. Two scenarios are recorded:

    Barkmann's Corner - a sole panther tank lead by the eponymous tank commander joins with a battered remnant of a much larger German infantry force to hold a vital crossroads attacked by multiple tank platoons. It's basically the German version of Saving Private Ryan.

    Closing the Pocket - a panzer grenadier company, supported by a section of panther tanks and a marder platoon, assaults a commune near Falaise in an attempt to delay and counterattack allied forces which are attempting to encircle friendly forces in the greater area of operations.

    I'd be willing to record some other things, if you'd like to see anything in particular please request it.

  5. Polder was a major determinant of the battle plans in Market Garden -it basically forced both sides to use roads, hence why "hell's highway" existed at all. Off-road maneuvering was difficult or impossible in most areas. Arnhem for instance was literally surrounded by polder to the south, and this was a major reason why XXX corps was unable to break through and relieve the British airborne. The germans effectively stuffed their attack on the road leading into it.

  6. Am I correct that in CMSF smoke rounds too close to friendlies can also casuse casualties?

    The first rounds are standard spotting rounds, and thus can cause standard casualties. The smoke fire for effect mission itself can also cause casualties, although the shells have to directly hit friendly forces, it has a negligible damage area.

  7. I'm going to step in and defend Paper Tiger on his choice here. During my service, in a time-limited simulated scenario, where a crossing needed to be made and it is known that it is under observation and a choke point, possibly mined we used the exact same approach.

    We (mechanized infantry) took positions on the other bank while mortars shot smoke and a bridgelaying Leopard 2A4 did it's thing. The only difference was we sent a bulldozer Leo across first, followed by tanks, infantry and CV90s with plentiful overwatch. We had F-18s and MD-500s flying overhead, simulating air support.

    There was no time or chance to start clearing a minefield that is observed.

    CMx2 does not feature engineering tanks, but it is not a huge omission.

    But in basic terms of terrain and scenario it was the same. Smoke it and rush across, but do not clump together. This was Finnish Defence Forces doctrine ala 2008.

    The situation you just described varies fundamentally from the situation in the game. Concealing a bridging vehicle with a forward smoke screen is a standard tactic, it's a WHOLE OTHER MATTER to smoke a likely LOS of a triggerman and then rush across a company + of forces across a bridge you know is mined hoping that the IED doesn't go off. It's absurd. And the sort of quick breach you were practicing sounds like maneuver warfare against a conventional enemy like the Russians, not Arab irregulars.

    Anyway the point of my post was not to bitch about the mission, just to bitch about the inability of clearing the IED. I think the mission would have been much better if there was a kill zone at the bridge but no IED. Such as an SPG-9 and HMG.

  8. I'd really like to hear why the scenario designer thought this was a good idea.

    Simple answer: I have no military experience. Smoking an obvious choke point like that bridge to conceal your crossing seems like very good sense to me. But if you want to tell me otherwise... :)

    Well - the way I see it is, that would never happen in real life because the LAVs are amphibious. Even if they didn't have LAVs, they would use a bridging company or otherwise use engineers to clear the bridge. It just broke the immersion for me basically. Rushing through an obvious kill zone, which you KNOW is mined, never happens - especially when you have vehicles which could easily cross the river.

    I know LAVs are not amphibious in the game, but you could have spawned the LAVs on the edge of the map, across the river, or just made a crossable portion in the marsh. In reality if you were a triggerman and saw a smoke screen then heard vehicles rumbling across the bridge, wouldn't you blow it? It's basically a game exploit to smoke the bridge and then roll across. Totally absurd and would never be done in combat.

    I don't mean to sound harsh, I am thankful for your hard work and I like the game - it's just something that annoyed me.

×
×
  • Create New...