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Glubokii Boy

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  1. Like
    Glubokii Boy got a reaction from Artkin in C2 question   
    Sorry...here are the pictures directly...😎
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    bang, bang



     
  2. Upvote
    Glubokii Boy got a reaction from MOS:96B2P in C2 question   
    Sorry...here are the pictures directly...😎
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    bang, bang



     
  3. Upvote
    Glubokii Boy got a reaction from MOS:96B2P in C2 question   
    If you keep the Werfer HQ where it starts...next to the mortars and also move the III/germania HQ next to the Werfer HQ then you will be able move ALL other HQ where you like...and ALL other HQs as well as the two FOs will be able to call for fire from those two on-map mortars.
    Atleast this seems to be working perfectly fine in my small test...😎
     
  4. Upvote
    Glubokii Boy reacted to George MC in 2022 Mid Year Update   
    Aye hopefully it will be 'all good fun'  thanks Steve.
    Aye, this battle pack is set during the fighting between the German and Soviet armies in eastern Poland during the summer of 1944. This fighting was some of the heaviest on the Eastern Front during the entire war. This battle pack presents a series of actions recreating key moments in this fighting through the perspective of the forces involved during July and August.
    It’s been a real labour of love. The genesis of this battle pack was the  series of images in the photo book Kampfgruppe Mühlenkamp published by RZM and authored by Douglas Nash and Remy Spezzano. On the back of this I started work on what became the Five Days One Summer campaign which is the key campaign of this battle pack.
    This battle pack would never have got anywhere without the help and support of a whole bunch of others. I would like to give a huge shout out to all those including the BFC beta testers for all the playtesting, feedback, advice and support. I am also indebted to Mr Douglas Nash for his freely given help and support in clarifying some of the details involved in several actions involving ‘Wiking’, notably the fighting around Tluszcz in mid-August 1944. If you’ve not checked out his recent trilogy “From the Realm of a Dying Sun” its well worth doing so for the background to this battle pack. Also worth having a look at is the “Operation Bagration 23 June-29 August 1944” by the Soviet General Staff which gives a ‘big picture’ view of the Soviet operations in this period.
    I hope you all, as the players enjoy these scenarios and campaigns as much as I did researching and creating them. As always, I’d appreciate any comment and feedback and I look forward to seeing how this collection of scenarios and campaigns plays out for yourselves.
    Cheery!
  5. Like
    Glubokii Boy got a reaction from Flibby in Cover in the attack   
    This is true imo...
    Having more shooters and superior firepower compared to the defender is more important then the actual terrain they are in.
     
  6. Like
    Glubokii Boy got a reaction from SlowMotion in 2022, the Year In Preview!   
    No we can not.
    Today you can load a map into the editor and tweak/resize that map as you please.  What you can not do is to load two different maps (or sections of maps) at the same time and combine them into a larger one. 
    Currently you can only work on ONE map at the time.
    When i say i would like to be able to import premade templates into the map i'm not talking about loading entire maps but rather smaller sections of a map with specific terrainfeatures on them...maybe 10X10 actionsquares in size or 15X5 actionsquares and paste these sections onto the map i'm currently working on.
    For example...
    I want to design a map with a number of farms, a chuch and a small village.
    Today you have to design each farm your self individually...placing maybe 6-8 buildings, fences, some trees and various flavoured objects. With a template system you would simply look in your template library and choose from 10-15 different farm templates (or however many you might have stored in the library). With one click you place that entire farm on YOUR map...rotate it as desired and finally make any tweaks you might feel is needed....add a building or two...remove a building if desired.
    Do the same with the next farm.
    Instead of designing a nice looking church with walls and a graveyard your self simply look in you library and chose from a number of church templates and click that into place on YOUR map.
    Instead of designing an entire village all by your self...look in your library and chosse from a number of different village templates and combine them together on your map as you like....add a few extra buildings and other features as needed at various locations.
    Your map will be finished 10 times faster then today...😎
    When designing 100 % historically accurate maps this template feature might not be all that useful but when designing fictional or semi historical maps i think a feature like this would be most useful.
     
     
     
     
     
  7. Like
    Glubokii Boy got a reaction from SlowMotion in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  8. Like
    Glubokii Boy got a reaction from quakerparrot67 in Battlefront has now officially ran out of fictional wars to portray   
    No...BFC making fictional games seems like a bad idea...
    Let's go with...
    CM Barbarossa for their next project 😎
  9. Like
    Glubokii Boy got a reaction from quakerparrot67 in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  10. Upvote
    Glubokii Boy got a reaction from A Canadian Cat in 2022, the Year In Preview!   
    What CM3 really needs is a completally new AI programing design...Not a slightely updated CM2 version.
    If people still like to play CM2 scenarios when CM3 is released...play them in your CM2 games.
     
     
  11. Like
    Glubokii Boy got a reaction from Suchy in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  12. Upvote
    Glubokii Boy got a reaction from Aragorn2002 in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  13. Upvote
    Glubokii Boy got a reaction from sttp in 2022, the Year In Preview!   
    No we can not.
    Today you can load a map into the editor and tweak/resize that map as you please.  What you can not do is to load two different maps (or sections of maps) at the same time and combine them into a larger one. 
    Currently you can only work on ONE map at the time.
    When i say i would like to be able to import premade templates into the map i'm not talking about loading entire maps but rather smaller sections of a map with specific terrainfeatures on them...maybe 10X10 actionsquares in size or 15X5 actionsquares and paste these sections onto the map i'm currently working on.
    For example...
    I want to design a map with a number of farms, a chuch and a small village.
    Today you have to design each farm your self individually...placing maybe 6-8 buildings, fences, some trees and various flavoured objects. With a template system you would simply look in your template library and choose from 10-15 different farm templates (or however many you might have stored in the library). With one click you place that entire farm on YOUR map...rotate it as desired and finally make any tweaks you might feel is needed....add a building or two...remove a building if desired.
    Do the same with the next farm.
    Instead of designing a nice looking church with walls and a graveyard your self simply look in you library and chose from a number of church templates and click that into place on YOUR map.
    Instead of designing an entire village all by your self...look in your library and chosse from a number of different village templates and combine them together on your map as you like....add a few extra buildings and other features as needed at various locations.
    Your map will be finished 10 times faster then today...😎
    When designing 100 % historically accurate maps this template feature might not be all that useful but when designing fictional or semi historical maps i think a feature like this would be most useful.
     
     
     
     
     
  14. Like
    Glubokii Boy got a reaction from sttp in 2022, the Year In Preview!   
    What CM3 really needs is a completally new AI programing design...Not a slightely updated CM2 version.
    If people still like to play CM2 scenarios when CM3 is released...play them in your CM2 games.
     
     
  15. Like
    Glubokii Boy got a reaction from Vacillator in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  16. Like
    Glubokii Boy got a reaction from Commanderski in 2022, the Year In Preview!   
    One feature i really would like in a future mapeditor...one wich i belive could be added even to CM2 would be the ability to import (and export)  map-templates when working on a map...
    Designing a village map today for example with a number of detailed farms located around it takes more or less days for an average map designer.
    Imagine if we could have a 'library' of templates that could easily be loaded into the editor while working on the map....A few templates with a village crossroad to chose from...a few templates with simple roads going through it....a few templates with different church buildings perhaps complete with graveyards etc....a bunch of different farm templates that could be added to the outskirts of the village.....different types of detailed forrest templates...etc, etc...
    These templates should be placable, rotateable etc...
    Add them to the map and tweak them the way you like...add and remove some of the details...
    Designing a detailed village map with surrounding farms and forrests would be possible pretty much within an hour...
    We here...the CM community could design and share these templetes for others to use...Very quickly we would have an impressive library of these templates i belive....making mapdesign very, very much faster...
     
     
     
  17. Like
    Glubokii Boy got a reaction from Samuzy in 2022, the Year In Preview!   
    My advice would be...Just don't care about it...AT ALL ! 
    If BFC manages to release anything at all someday in the future let that come as a nice supprice 🙃
     
  18. Upvote
    Glubokii Boy got a reaction from Flibby in Interactive AAR   
    How much smoke do you have ? Whats the wind like ? Would it not be possible to smoke KT2 out of the picture entirely during the initial assult on the village. Attacking from AA2 or AA3. Ones you have a foothold in the village you ought to be able to gain fire suppeority against KT2 from there and suppress any enemy units on that hill. There cant be that many of them if the entire enemy force is belived to be at platoon strenth.
    Ones the reinforcements arrive thoose guys could either try to clear KT2 if needed while that possition is being suppressed from the village or simply follow in the steps of the intial assult to help clearing the rest of the village..
    I currently do not have CMFI installed so its a bit tricky to see the battlefield from a few pictures...But what i'm woundering...Do you really need to clear KT2 before assulting the village...Could it be smoked out of play ? 😎
     
     
     
     
  19. Like
    Glubokii Boy got a reaction from Commanderski in 2022, the Year In Preview!   
    My advice would be...Just don't care about it...AT ALL ! 
    If BFC manages to release anything at all someday in the future let that come as a nice supprice 🙃
     
  20. Like
    Glubokii Boy got a reaction from Artkin in WHY has nobody considered attempting Stalingrad?   
    This might be helpful if you are working on a Stalingrad project...😎
     
     
  21. Upvote
    Glubokii Boy reacted to Grey_Fox in How to use artillery in CM - an empirical study   
    @Free Whisky has just released this excellent video on the use of artillery, showing the results of his experimentation: 
    Some great stuff, such as how many guns of given calibers are needed to achieve a rate of fire which will suppress a given distance, the distances from impact at which units will be "pinned", the effects of regular smoke versus WP (regular smoke is better at obscuration), and the effects of weather conditions on smoke (turns out only wind affects smoke in CM, rain does not), and the efficacy of general versus personnel fire missions on infantry in the open, woods, buildings, and fortifications.
  22. Like
  23. Like
    Glubokii Boy got a reaction from Artkin in Battlefront has now officially ran out of fictional wars to portray   
    No...BFC making fictional games seems like a bad idea...
    Let's go with...
    CM Barbarossa for their next project 😎
  24. Thanks
    Glubokii Boy got a reaction from George MC in Heart of the Dying Sun - WIP   
    Many thanks for your detailed answer 😎.
    I tend to agree 😊...Many times the same goes for the map creation imo. Larger (huge) maps usually takes longer to make but with smaller maps every little detail is more important. With large, huge maps if you paint a fairly realistic looking map the game play will often work quite well 'by it self'...With smaller maps the designer needs to pay more attention to very little detail. One of the true masters of designing small maps is Seinfeld Rules imo...He usually manges to make these small maps very intresting. 😎
    When it comes to your maps...what makes them truely OUTSTANDING is that you usually manges to add this level of detail to pretty much every aprt of even your huge maps....I'm very ,very much impressed by them....
    The mapeditor truely taken to its limits 😊👍...Having very high quality maps help a great deal with the imersion i get when playing a scenario...It truely makes a diffrence imo...
     
  25. Upvote
    Glubokii Boy reacted to IICptMillerII in Planning in Combat Mission: Mission Analysis   
    Another writeup for those of you who can pry yourselves from the Ukraine thread. This time, the topic is mission planning, specifically how to do it in relation to Combat Mission scenarios. 
    The basic idea is:
    Planning Framework for Combat Mission
    The workflow for planning how to play a scenario in Combat Mission can be broken into four parts and are done in order. They are:
         1.      Receive OPORD/WARNO/FRAGO
         2.      METT-TC
         3.      OKOCA
         4.      Enemy Course of Action (ECOA)
    Read along for the full breakdown and explanation! https://millerswargamingvault.blogspot.com/2022/06/introduction-planning-is-critical-to.html 
    Feel free to discuss. Just remember that this is a very complicated subject if you decide to get really into the details. There are entire doctrinal publications covering each one of these topics. This is a more general overview meant to be easily digestible in a single sitting, as as such some nuance is lost.
    Fair warning for my fellow rock bangers, there are no pictures in this entry besides the cover image.
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