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Ithikial_AU

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Everything posted by Ithikial_AU

  1. Small Update - The Shooting Starts KG DoubleD exposes itself down the main street opening up on the building at the end of the street. The aim is to knock it down to see any movement going on behind it. 4x 75mm guns should do the trick in a minute or two. Any additional casualties caused are a bonus. And it looks like one of the HE rounds impacts the side of a tank of some description. No smoke yet but a nice blind shot none the less! Meanwhile the Soviets discover that I reached the Beer first! No confirmed casualties as KG Hapless keep shooting over their heads. Granted the PzIV is trying to shoot over the PzIII. Meanwhile no further contacts on my far left (northern edge of the map) so I'm probing further towards Obj Jaegermesiter with some sacrificial lambs scouts.
  2. The Answers 1) G209I 2) G281E (Lee Enfield) 3) MP3008 4) 640B 5) MG-15 6) G256R 7) G612R Don't ask me what all those numbers mean. I'm not a gun grog. But I'm guessing the "I" is Italian and the "R" is Russian.
  3. 5 Mins in Update The Map (North is north this time around ) KG DoubleD has managed to get into position first and effectively cut the map in half for Soviet armour. There is a small back alley way around to avoid their line of fire but it will be traffic chaos for anything more than a platoon and slow BFCElvis down. KGMjkerner and KG Hapless have have reached the Beer first! This I'm a little surprised at honestly as I thought the Soviets would be tank riding to the objective like I was. Plenty of arcs of fire for my AT weapons and KG DoubleD covers the only other known firing solutions to their left. Given the situation, I'm throwing two thirds of KG Josey Wales into the fray. They will advance along the northern map edge and support KG Benpark in the future. This force will be the one to pressure KG Jagermeister from the north. I'll wait a little bit though as the big unknown for the moment is what has BFCElvis got coming at me from this approach. Waiting game for a little while as I try to gather more intel.
  4. Each of the Berlin master maps took me 25 mins to load. This battle only the usual minute or so. This gives you a sense of the amount of detail on the Berlin maps. The master maps aren't intended to be used as one giant map with equivilent forces covering it. They are designed to be sliced and diced into small pieces for scenarios and quick battles. This force selection has most definitely gone for style over substance (and historical accuracy). QB etc still has the usual rarity point system in place to stop crazy purchases in standard matches. As for Russians with handheld AT weaponry, well I'm guessing you may want to keep a close eye on the Soviet DAR.
  5. Those two vehicles in the screenshot were: SWP 251/22 Ausf D - 75mm L/46 Pak 40 and PSW 234/4 - 75mm L/46 Pak 40
  6. I'm already on the best settings. But I do have an idea for the future that I can do in the beta for better screens. Will keep it in mind for future overall situation shots.
  7. Meet to Volkssturm While we wait for the action to kick off let's play a game. Who can guess all the small arms in this UI screenshot? I've cobbled together a few UI elements here so no, this doesn't all belong to the one squad. Middle column are just more K98's.
  8. Master Maps weren't 'a thing' when the CMBN - Commonwealth Module was built. To my knowledge no one has taken it on in the community since. So all yours. There are master maps floating around there for nearby areas such as Carpiquet (me), and the Canadian Corridor including Authie/Buron etc. Given fighting inside Caen itself only last a few days if that, I think the focus has always been on the areas around the city where most of the fighting took place.
  9. (Budbaker has his comics… but I’m not an artist so expect memes) Welcome to the Fire and Rubble German DAR as I take on BFCElvis and his pesky Soviets in a very late war May 1945 urban engagement in Berlin… and it’s somehow snowing. The war has effectively ended but my guys didn’t get the memo, so our adhoc combined arms force is going to push forward into no man’s land one last time. The mission is a simple meeting engagement. Secure Objective Jägermeister and Objective Berliner Weisse, while holding our own starting Objective, codenamed Vodka. The Soviets deploy around Jägermeister. The map is a very small slice of Benpark’s absolute monster 2x master maps covering the centre of Berlin. Honestly each master map with no units took my PC around 25 mins just to load in 3D preview mode. The part of Berlin we’ll be fighting over is towards the north east corner of the eastern map. If I’ve got my bearings right, I think we’re close to Alexander Platz and a hostel I stayed at back in 2017… I digress. The map from above. Well... the right way up because I'm from Australia... (I took the picture looking south <facepalm>) The forces… To show off the variety of new kit I’ve done away with forming a coherent force for a little bit of everything. Command and control is going to suck. These small forces are organised into small kampfgruppes of between a platoon to a company in strength. KG @benpark – In honour of the mapmaker himself, he commands the central force which is a company of Waffen SS Pioneers with enough demolition charges to level a few of his meticulously placed buildings. Part of his force will however need to remain behind to cover Obj Vodka if it all falls apart. The bulk of the force will advance. (Benpark's force highlighted in the picture below). KG @mjkerner – Commands the Fallschirmjager who will be the main infantry force trying to take and hold Obj Berliner Weisse. (Picture of the KG that will take the beer objective). KG @Hapless – Will be working in tandem with KG Mjkerner to secure the beer. This adhoc Panzer Platoon (more on that later) includes a Panther, PzIV’s and a PzIII. Yep a PzIII. For all the grief I gave poor Steve I had to include at least one in the DAR. KG @DoubleD – The other adhoc Panzer Platoon is kitted out with 2x JzPz IV/70’s (including one of the ugly versions), a Panther and a Panzer IV. They will be initially responsible to heading up my left flank to get into a good position to effectively cut the map in half. Oh and something new... KG @Bootie – The local Volkssturm unit. Initially will be responsible to provide security to KG DoubleD who will be exposed in an urban environment. KG @Josey Wales – The adhoc Armoured Car unit. Will be holding back for the moment but will be used as a mobile reserve depending on the situation. Oh and some weird ones... And I’ve just noticed a bug. Every single unit is set to typical/default ‘Green’ experience. The joys of betas. The Enemy We’ve picked forces in the editor and not the quick battle generator so some variety can be included in the DAR – particularly on this side. Benpark has ensured it’s roughly balanced. I’m expecting a solid Battalion (+) of Soviet infantry coming at me and probably a company or more of tanks. Probably Lend Lease heavy…. We’ve sort of agreed to avoid major spending on off board assets and focus more on the visible units. Da Plan KG Mjkerner and Hapless have the initial glory as they race to secure Obj Berliner Weisse, (Green and blue). If Hapless can get his tanks into position first it will be a big help as we wait for the foot slogging infantry to catch up. KG DoubleD probably has the most crucial task of trying to cut the map in two, (Red). That major street running through the centre of the map will be key. It’s closer to BFCElvis’ deployment zone so I’m expecting Soviet tanks to roll past it or already be on that road by the time I arrive. But if I can split up to Soviet armoured force or I’m real lucky and BFCElvis plays cautious and leads with his infantry DoubleD’s JzPzIV’s will have a field day. KG Bootie (white) and his Volkssturm will cover KG DoubleD, while KG Benpark (orange) will advance with the intent of pressuring Jagermeister. KG Josey Wales will remain behind in the deployment zone ready to move to where he and his armoured cars are required. Either helping Benpark around Obj Jagermeister, or to backup Hapless and Mjkerner around Obj Berliner Weisse. The map…. That’s about it for now. Feel free to post any queries below but obviously no promises that I’m allowed to answer anything. Also, the usual caveat that all screenshots you see here are taken from a beta so everything you see is subject to change. I’ll try to avoid the placeholder art where I can but who knows, maybe we’ll have purple Panzer IV’s in the final build.
  10. https://www.thefewgoodmen.com/cm-mod-warehouse/uncategorized/ithikials-combat-mission-victory-calculator-version-2/ It lets you plug in proposed VP allocations and game out possible results to see what the victory/defeat margin would be.
  11. You are trying to target direct with the 50mm mortar. In this case the mortar team needs to see what it is shooting at (or the ground area you want to pummel) themselves. If you want to shoot an area the on map mortar can't see you'll need to order an indirect attack via the support menu in the same way as if they were off map. There are also minimum ranges for these units as displayed in the UI. A mortar team won't fire straight up for self preservation reasons.
  12. What you get when you set your equipment quality to Poor. (Because this is the internet -> That was a joke).
  13. Vein's CMBN mod is the one I think you are after... https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-infantry/cmbn-veins-cw-uniforms/
  14. Welcome to Italy. Multiple regions and four different seasons in the one title means there are a lot of textures compared to CMBN or CMRT with their 4 month time window.
  15. JuJu and I worked on an addon to his mod the other month. Incldues the G41. However I have noticed a shadow error on some of the German weapons I'll have to fix eventually. (Won't be anytime soon). https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-fortress-italy/cmfi-other/juju-tweaked-ui-cmfi-vs-r2v-addon/
  16. Intrigued. Could also be handy for those wanting to play linked games/campaigns using the QB system to purchase forces.
  17. I'm not 100% so please take it with a grain of salt. My understanding was that the pixeltrüppen will try to take out specific high value targets in squads if they are able to. For example, if you were ambushing a German rifle squad in the open would you chose to target the guy carrying the MG42 or the guy next to him carrying a K98? It's also usually the LMG's that shoot more and therefore reveal themselves quicker than guys carrying rifles which leads to them being shot at first by the enemy. Then as has already been said, squad/fireteam leads with their Thompsons and MP40's tend to be leading from the front meaning they the first in the door. What could be a good test is set up a situation of a duel between an LMG team vs a scout team with rifles only. Set it up to ensure the rifle carrying team gets the drop on the LMG team. Run it a few times and see which of the two LMG team members drops first.
  18. I think it's switching control of aircraft to the player similar to CMBN and the other western front titles.
  19. <-- This guy. Yeah I'm not Shakespere. Briefings can be tweaked easy enough down the line ahead of a patch. Work on F&R needs to come first. More importantly, did you scratch out a win in the scenario? How did you find it?
  20. Yeah we sound nothing alike. I mean there's no swearing going on when the others all speak so it ain't Australian.
  21. JuJu gave me his blessing, some psd files and assistance in creating an addon pack for his UI mod. Details and link found here:
  22. At work, so haven't had a chance to take a look yet. Do you need to have all the other CMFI Aris Sherman mods that he made pre-installed? Or is this an all in one package covering all Sherman variants from the base game/Gustav Line/Rome to Victory? Thanks for your efforts.
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