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kohlenklau

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Everything posted by kohlenklau

  1. maybe run your test campaign through quickly BUT record points from the various AAR screens at the end of each battle (note you must click on several categories to see details on objectives rather than just the initial preseneted AAR screen shown) for each of the 3 battles ends and then manually calculate the c=(a+10)/(b+10) for the grand total and compare to what category is stated for the campaign. From the JonS tutorial pdf... Combat Mission has a number of different ways to award points, and how they’re used and combined will have a strong influence on how the battle is fought out. To start with it’s useful to understand how victory is determined. The algorithm that Combat Mission uses to determine victory is as follows:A = points for the side who had more pointsB = points for the side who had fewer points(note: these are the definitions as given to me by A Guy Who’d Know, but I think that technically it’s actually “percentage of points pool for the side who had more/fewer points,” or something along those lines, rather than just a raw total.)thenV = (A + 10) / (B + 10)andV < 1.25 : DrawV < 1.75 : Minor VictoryV < 2.5 AND 30% of total pool for Side A : Tactical VictoryV < 4.0 AND 55% of total pool for Side A : Major VictoryV >= 4.0 AND 80% of total pool for Side A : Total VictoryFor the higher victory levels the player must to attain both conditions to achieve that level. If Side A gets a V value of 2.6 (nominally a tactical victory) but only gets 20% of its potential points pool, they’ll only score a minor victory.This formula is one really good reason why I generally have multiple small value objectives, rather than a few big-ticket items. Having many small value objectives means that there are more viable combinations of points for each side. To give a specific example, imagine a game in which each side was going for two objectives, each worth 500 points. Thus, each side can score either 0 points, or 500 points, or 1000 points. And when the two sides are compared to each other, there are only a few possible outcomes.
  2. I really enjoyed the below article by Rick Atkinson about the Hurtgen Forest campaign... http://www.historynet.com/the-hurtgen-forest-1944-the-worst-place-of-any.htm
  3. hmm...good idea. I hadn't thought to do that. I will try! thanks sir.
  4. @JohnW I played with the date range of CMFI GL but didn't see any Cromwells in there to mod to be an earlier Africa Mod 8th Army cruiser. Maybe the next module will have them and we can try again.
  5. @Worghern I looked but did not find it. Did you make a "crater [muddy]" to match your mud tiles? If not, could you please perhaps make one? Thanks.
  6. The screenshot above shows greatcoats for snow or colder timeframe of the Bulge after 16 Dec. Here is the greatcoat for a bit earlier. For my tiny scenario I will take advantage of multiple uniforms available to mod an NCO. It is an HQ support team in the weapons platoon of a rifle company set at 50%. I will also repackage the burnt stumps and trees with no leaves from Juju and umlaut. Original work done by those fellas.
  7. I am brainstorming some mods to add into a small Hurtgen Forest scenario I am developing called "When Trumpets Fade". Here are some I have so far:
  8. @JohnW Thanks for the idea, I don't know but I will try to take a gander at that this weekend.
  9. ...the executive type with a tight time schedule...?
  10. No Mark, the specific campaign covers 16 December and a bit onwards but it does come with a separate bonus scenario "When trumpets fade" that will cover some Hurtgen Hell.
  11. Some mods in progress for a new campaign "Forgotten Sacrifice"...
  12. The Sgt Major on the BAR! 28th Bloody Bucket, somewhere east of Weiler....
  13. Just do 2 separate installs. 1 with Aris mods and 1 with umlaut mods.
  14. @MikeyD did long ago upload the plain yellow Grille for modders and I PM'd him a year ago to upload more but no reply. Maybe this appeal will get us the plain yellows! Onegaishimasu!
  15. I want to see how you do when you have no whitewash version to start with. Please show the before and after evolution again! If not here, in your next vehicle modding thread please. umlaut (Dennis) has done well when he recolored or replaced color slowly bit by bit to turn a dark yellow tank WITH green or brown patterns into only the dark yellow and THEN add his own new green or brown pattern. Me? I have wrestled with all the Flak36 88mm's in all games to make a new one for my Africa mod in ONLY a desert yellow but I still see the residual swirls of the non-yellow color. Fail!
  16. A missing patch is the cause of this type error.
  17. @Bimmer Maybe Skorzeny's Greif Commandos have misrouted your CMFB scenario off to another CM game?
  18. Balanced against my daily AutoCAD Civil 3D workload (I start designing my own first subdivision project today!). I am excitedly working on a Kohlenklau Mini Campaign called "Forgotten Sacrifice" inspired by small unit actions east of Bastogne in the early days of the Bulge as told in McMannus's "Alamo in the Ardennes". Your character is a non-com in the Bloody Bucket 28th Infantry Division. It has a narrative style to it which I am getting some inputs from oral histories and such. Features: Die Rolls, player decisions, coin tosses, new mods and an initial prologue battle played off a saved game file (the results of which the player carries into the start of the campaign to manually branch it off)... I have the script written and most maps done. Just working on axis AI and the mods.
  19. Alright, I understand. But let me know if you ever have time and we could just do a 15 minute, tiny 208mx208m map with just a few troops on each side. Weeks or months to do a turn reminded me of that chess game in Bladerunner.
  20. @Erwin You are very welcome! If you ever want to play an Africa PBEM, let me know! I have 2 going on but always room for another. My "Matildas" of 4RTR are slowly attacking toward Hauptman @nathangun 's 88's at Halfaya Pass and in the 2nd a small 8th Army supply depot is being ravaged by a DAK recon force under Hauptman @Bud Backer.
  21. Also maybe you already know or discovered the below about programming fire support for the AI.... AI Mortar success! I had 2 different FO's on map from start and placed them in good spots with LOS. Then made the actual mortars show at R1=5, R2=10, R3=15. I deployed them to make sure that the FO had them in contact. And a platoon HQ as well. Responsible adult types with radios. The mortars do spend a turn deploying upon arrival. But then pretty soon the board lights up with pretty green lines. If someone carelessly is spotted. This one FO had 2 different missions going. They appear to take the normal long times to get the mission set-up. 5 minutes, 7 minutes, 9 minutes. They do fire spotting rounds and adjust. A round too far left, a bit later a round too far right, a bit later one more or less on target, then a bit later, 4 rounds. bam bam bam bam. It wasn't on the area of the AI plans Support Targets Axis. The platoon HQ also set-up a mission. Unfortunately, it can't happen at night or when viz is very low due to fog or smoke. So, this could be part of an AI defense plan for a scenario or also for AI on the attack. You don't need to get the initial preplanned barrage style from turn 1. It could come later on... Actually, I now recall I did use an off-map mortar team that came in at R2. So, you could sprinkle low supply off-map mortar teams in with your R groups. They don't take up an AI slot either. A prolonged defensive mortaring to make every round count.
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