Jump to content

Glubokii Boy

Members
  • Posts

    1,984
  • Joined

  • Last visited

  • Days Won

    7

Reputation Activity

  1. Upvote
    Glubokii Boy got a reaction from Bud Backer in RT Unofficial Screenshot Thread   
    One more...
     

  2. Upvote
    Glubokii Boy got a reaction from Bud Backer in RT Unofficial Screenshot Thread   
    From a little something i'm working on...
  3. Upvote
    Glubokii Boy got a reaction from Hister in RT Unofficial Screenshot Thread   
    One more...
     

  4. Upvote
    Glubokii Boy got a reaction from Hister in RT Unofficial Screenshot Thread   
    From a little something i'm working on...
  5. Upvote
    Glubokii Boy got a reaction from TAKODA in Debaltseve Devils - CMBS scenario   
    Hello..   This is an updated version of the original scenario. According to the feedback i got on V.1 of this scenario at the BATTLEFRONT FORUM it might have been a bit to difficult in its original state.   Dropbox:   https://www.dropbox.com/s/cnpzof7owjjwhg8/Debaltseve%20Devils%20V1.2.rar?dl=0   The file is also uploaded to the Repository but it will not be avaliable there until BFC have rewiewed it..     The following changes where made in this V 1.2 version:   - The 2 squads in the recon platoon are now VETERAN troops as opposed to before being REGULAR. - The MORAL of the two T72 tanks have been upped one level to NORMAL. Used to be LOW. - The scenario now have the CORRECT gametime in its description. - 1st company have now some limited artillery/mortar support - The briefingtext have had an overhaul and should now be correct english. - I have TAGGED a mod to this scenario that will have the SEPERATISTS look more the part...     I would like to thank the following FORUM MEMBERS for their help:   Scenario feedback:   - ridethe415, TAKODA, Capt. Toleran, Childress and Chudacabra.   For helping me improving- and correcting the briefingtext:   - SLR   For his excellent SEPERATIST MOD:   Blimey     I hope these changes will make it somewhat easier to achive a victory...   I tried to put the DROPBOX link in the first post of this thread but i could not find any way to EDIT that first post...  
  6. Upvote
    Glubokii Boy got a reaction from George MC in First Clash - Impressions *** SPOILERS ***   
    Maybe this is something for the scenario designers to consider in the future...
     
    I have had simular experience with other missions...maybe not to such a degree bit still...
     
    - Waiting for precision arty to hit...HIT !, waiting for precision arty to hit...HIT !
     
     
    As scenario designers we might have to think about how many STATIC targets we have in a scenario and what weapons the player has at his disposal.
     
    When the player has precision arty avaliable maybe fewer veichles should be completally STATIC (AI-Groups allowing)...They only need to move a short distance every now and again to ruin some of the precision strikes.
     
    One would think that in RL if one side suspects that the enemy might have this kind of ammunition avaliable....They would not stay STATIC for very long....
  7. Upvote
    Glubokii Boy got a reaction from Capt. Toleran in Debaltseve Devils - CMBS scenario   
    This has been my experience also...
     
    The RPGs often has suprisingly little effect on the enemy...
  8. Upvote
    Glubokii Boy got a reaction from Capt. Toleran in Debaltseve Devils - CMBS scenario   
    Hello, Capt. Toleran
     
     
    Thanks for you comments...Sorry things did not go to well for you.
     
    Maybe the difficulty level is to high...I would be intrested to hear what other people think..?
     
     
    I tested this scenario a couple of times...2 full playthoughs with resulting enemy surrenders and i think 4 times to try different ways to get across the river. I tried my best to NOT use my knowledge of the enemy in these playthroughs....
     
    I managed to win (whitout the reserv platoon) but i indeed took quiet heavy casulties...My last full attempt resulted in 20 dead and 40 something wounded...Both tanks remained...
     
     
    -----SPOILER ------
     
    I agree that trying to route the enemy out of their possitions (especially those in buildings) with massive firepower is VERY difficult...Despite the fact that thoose troops are not beefed up with super great stats (moral, experience, leadership).
     
    I think that one key to victory will be to not try to route the enemy out of their possitions with long/medium range fire (i tried that also and failed)...Especially on the south side of the river you should be able to suppress (not route) the enemy possitions from a distance and move other troops forward to close assult the enemy...
     
    this has proven effective in my playtesting atleast...Even TARGET LIGHT (to save RPGs and such) from multiple possitions have been enough to sufficiently suppress the enemies to allow an assult.
     
     
    With regards to the 'ton of blue' on the other side of the river...Yes... It might look a bit impossible when rewiewing the map in the AAR screen but many of thoose troops are triggered to make counterattacks and repossition during the battle to allow you to catch them in the open (atleast that is my intention...)
     
    They should be a bit easier to deal with then stationary defenders remaining in some buildings...
     
     
    ----- end of SPOILER -------
     
     
    I hope this scenario did not ruin your day 
     
    Feedback like this is good for future work....thanks !!
     
    /RepsolCBR
  9. Upvote
    Glubokii Boy got a reaction from TAKODA in Debaltseve Devils - CMBS scenario   
    Thanks, TAKODA
     
    Yes, snipers are suprisingly difficult to route out (in a good way) and usually requires close assulting the building to finish them of...Unless you use some heavy hitters to deal with them .
     
    Looking forward to hear how this end for you...
  10. Upvote
    Glubokii Boy got a reaction from TAKODA in Debaltseve Devils - CMBS scenario   
    Hello, Capt. Toleran
     
     
    Thanks for you comments...Sorry things did not go to well for you.
     
    Maybe the difficulty level is to high...I would be intrested to hear what other people think..?
     
     
    I tested this scenario a couple of times...2 full playthoughs with resulting enemy surrenders and i think 4 times to try different ways to get across the river. I tried my best to NOT use my knowledge of the enemy in these playthroughs....
     
    I managed to win (whitout the reserv platoon) but i indeed took quiet heavy casulties...My last full attempt resulted in 20 dead and 40 something wounded...Both tanks remained...
     
     
    -----SPOILER ------
     
    I agree that trying to route the enemy out of their possitions (especially those in buildings) with massive firepower is VERY difficult...Despite the fact that thoose troops are not beefed up with super great stats (moral, experience, leadership).
     
    I think that one key to victory will be to not try to route the enemy out of their possitions with long/medium range fire (i tried that also and failed)...Especially on the south side of the river you should be able to suppress (not route) the enemy possitions from a distance and move other troops forward to close assult the enemy...
     
    this has proven effective in my playtesting atleast...Even TARGET LIGHT (to save RPGs and such) from multiple possitions have been enough to sufficiently suppress the enemies to allow an assult.
     
     
    With regards to the 'ton of blue' on the other side of the river...Yes... It might look a bit impossible when rewiewing the map in the AAR screen but many of thoose troops are triggered to make counterattacks and repossition during the battle to allow you to catch them in the open (atleast that is my intention...)
     
    They should be a bit easier to deal with then stationary defenders remaining in some buildings...
     
     
    ----- end of SPOILER -------
     
     
    I hope this scenario did not ruin your day 
     
    Feedback like this is good for future work....thanks !!
     
    /RepsolCBR
  11. Upvote
    Glubokii Boy got a reaction from HUSKER2142 in Debaltseve Devils - CMBS scenario   
    Hello...
     
    My first CMBS scenario - Debaltseve Devils - is a infantry heavy, small/medium scenario using one of the stock QB-maps.
     
    The scenario is uploaded to the repository but this function seem a bit slow right now so i have decided to also upload it to drop box...(first time...I hope this works)
     
    https://www.dropbox.com/s/v84khwshvl9s64r/DEBALTSEVE%20DEVILS.btt?dl=0
     
    You can download it here if you are in the mod for some infantry fighting...
     
     
    This scenario will have...
     
    16 AI-groups
    15 AI terrain objectives (triggers)
     
    Seperatists attack ukranian defenders, 120 minutes.
     
    Player commands 2 infantry companies, one recon platoon and 2 russian T72 tanks...
     
     
    The scenario briefing:- SITUATION - 
      For over a week seperatist forces with the help of regular russian troops have tried to capature the town of Debaltseve. This town is important because of its possition right between the seperatist two main axes of advance at Donetsk and Luhansk.   As long as the Ukranians are able to hold this town they will be able to prevent the enemy from using the railroad and and also the main road conecting the seperatist possitions around Donetsk and Luhansk.     Capturing Debaltseve would give the seperatist a continues line and would greatly simplyfy logistics all over the frontline.     Although the town of Debaltseve itself is still being held by the ukranians the defenders are in a very exposed possition.    Seperatist forces have managed to penetrate the ukranian defences both to the north and to the south of the town and are about to surround the ukranian forces defending Debaltseve.      Time is running out however.    Negotiations for another ceasefire is well on the way and are expected to be finalized later today.    The seperatists goal is to have Debaltseve secured before this ceasefire will take effect.     - MISSION -   As the commanding officer of battlegroup Konev you have been given the task to spearhead our new attempt to capture the town.      Having recently arrived in this area your battlegroup is at full strenth and much is expected of you. During the last couple of days friendly casualties have been high and your unit is one of only two in this area that are at close to full strenth.   Your command consist of two infantry companies and for this battle your forces have been strenthened by a recon platoon consisting of veterans from the previous fighting in Debaltseve as well as 2 of the remaining russian T72 tanks.     Your objectives are to secure the 2 bridges and then to push forward and clear the town up to atleast phaseline Tango one.    Once this is achived you are to hold in place to allow follow-on forces to advance trough you and push further forward towards the trainstation.      - FRIENDLY FORCES -   Besides the recon platoon each platoon in this battlegroup have been allocated some demo charges (brech teams) to allow some more flexibility when moving through the streets.   In addition to the three platoons your two companies will have 2 machinegun-teams each.   The two russian T72 tanks will be assigned to 2nd company.     These forces should be enough to accomplish your mission but if things goes badly and your attack stalls you may request assistance from the second battlegroup tasked with continuing the attack towards the trainstation.   This will not go down well with your comanding officer though. This battlegroup is ment to be held back until you have completed your task and secured the bridges and phaseline Tango one. Their objective is NOT to assist you with your attack...   If you decides to commit these reserves or not will be up to you but be prepared for the consequences...     These reserves consist of one additional infantry platoon traveling in trucks supported by a russian BMP 3.     - ENEMY FORCES -   Debaltseve is defended by regular ukranian army units. These forces have been very well led up until now and have been able to resist all previous attempts to capture the town.    Friendly casualties in this area have been high and the defenders of this place have been given the nickname 'Debaltseve Devils'.   Things are starting to look better however.   Friendly forces have been able to bypass the town to the north and to the south and they are about to surround the stubborn defenders.   This has resulted in the ukranians having a hard time reinforcing and resupplying their possitions in Debaltseve itself.     It's our best guess that the Ukranian defencive possition in this area will be of about company size. These troops will most likely be supported by some armoured veichles of different kinds but all enemy tanks in this area have already been destroyed.   Atleast we hope so...during the last couple of days a number of enemy T64s have been knocked out.   What forces the enemy have north of the trainstation is a bit unclear however. They may be able to send some reinforcements to this area.    Better be prepared.   We have also heard some rumors of the Ukranians starting to get american equipment. This is however very unlikely. We don't belive that the americans or EU dare to do anything other then to talk tough...Threatening with sanctions and such   But yet again...Be prepared !     - PLAN -   Your recon platoon and 1st company will lead the attack. Their primary objective will be to clear the area south of the river and to try to secure atleast one crossing point.    In this area there are two bridges crossing the river and the river itself is fordable at several locations. The T72 tanks though will need a bridge to be able to cross.     The enemy is not believed to have any significant forces on the south side of the river but some forward observation posts can be expected.   Your advance will be more difficult once you approach the river. Here you will most likely come under fire from enemy supportweapons deployed on the other side.     This will most likely make progress difficult but remember time is limited ! We need Debaltseve in our hands before noon...   Do you best to try and secure the bridges or some other crossing point with 1st company to allow 2nd company a smooth crossing once they arrive. Wich should be in 20 minutes.     2nd company will be supported by two russian T72 tanks. Unless you have been able to secure a crossingpoint already these tanks will give you the firepower you need to get that done.   While 1st company is tasked with securing the bridges 2nd company should push on towards phaseline Tango One and clear the town up to that point.    Don't leave the bridges entirely undefended but if you feel that you have some troops from 1st company to spare...By all means..Have them assist 2nd company in their push towards phaseline Tango One.     As a last option if your attack fails you may call on your reserv platoon to join the battle. This platoon will become avaliable sometimes later today. Hopefully within the hour...     I hope it will provide a nice battle and any feedback will be very welcome to improve future work...Good luck with the battle !   RepsolCBR...    
     
  12. Upvote
    Glubokii Boy got a reaction from Kieme(ITA) in Sir ! We need to commit our RESERVES...   
    Hello...
    -
    One thing that i have missed for a long time when designing scenarios is the ability to let the player COMMIT RESERVES if he needs to.
    I have come up with an idea that i think works OK (it might not be a new one...).
    This idea will 'cost' you as the designer 1 AI-group and 2 AI terrainobjectives (if you have some to spare...)
    -
    - You will need a reserve location that is shielded from the enemy LOS/LOF
    - You will need a 'reaction location' that preferably is somewhere that will see no combat.
    -
    I am about to finish my work on my first scenario for CMBS - Debaltseve Devils - and will upload this to the repository during the weekend (it should be avaliable early next week i hope).
    In this scenario i have used this RESERV idea. The reserves in this scenario will not be avaliable right away but will arrive some time into the scenario and will then be ready to be commited by the player.
    If the player chooses to commit those reserves to the battle he will LOSE POINTS and a TOTAL VICTORY will no longer be possible...A victory will still be very doable but not a TOTAL ONE...
    If the players advance stalls he will have the OPTION to commit those reserves and instead of a failed mission might be able to achive atleast a minor victory with the primary missiongoals achived...
    -
    In this mission my reserves will arrive to the rear of my side of the map and the 'reaction location' is located at the very back of the enemies side...
    -

    -

    -

    -
    My reserves when they arrive...
    -

    -

    -
    I think it will be important to make sure that the AI will not be able to see or target the PLAYER RESERVES. This can obvoiusly be done in a number of ways...In this scenario THIS works.
     
     
  13. Upvote
    Glubokii Boy got a reaction from Der Zeitgeist in Sir ! We need to commit our RESERVES...   
    -
    To be able to tell if the player decides to commit his reseves or not the RESERV LOCATION will be 'surrounded' by an additional AI TERRAIN OBJECTIVE with a TRIGGER ENEMY set...
    -

    -

    -
    As can be seen...They player will not be able to move these troops anywhere without crossing the yellow squares (setting off the trigger).
    -
    The IMPORTANT thing here will be to make sure that the player has no reason at all to move any of his other troops to this location as these will also activate the trigger.
    An option could be to mention in the briefing that the player should not do that...
    -
    Reserves COMMITED !!
    -

  14. Upvote
    Glubokii Boy got a reaction from Der Zeitgeist in Sir ! We need to commit our RESERVES...   
    In the same way as the RESERV LOCATION needs to be hidden from the AI the REACTION LOCATION also needs to be in a place where no PLAYER troops are likely to 'GO' or be able to 'FIRE AT'...
    In this scenario i place this location in the far back of the AIs side of the map.
    This REACTION LOCATION could be 'constructed' in many different ways dependant on the overall scenario details. The IMPORTANT thing is that NO 'player' troops will be able fire at or see the 'inhabitants' of this location and likevise
    the 'inhabitants shouldn't be able to influence the battle in any way either...And this location should preferably look like it fits into the terran...nothing strange looking...
    -
    Inhabitants ? What Inhabitants ?...
    I'll show you...
    -
    The REACTION LOCATION works like this...
    - It is some hidden location that will not see any combat
    - It contains 1 AI unit (in this scenario a sniperteam) that is asigned to an AI-group (This is what 'cost' one AI-group).
    - This location contains 1 AI TERRAIN OBJECTIVE (touch objective)....COST = 1 AI terrain objective.
    This is my REACTION LOCATION in this scenario...
    -

    -
    It is 2 conected modular buildings without any external windows or doors lowered into the ground with the help of DITCH LOOK...Surrounded by a tall stone wall (no one will see these guys and they will in turn se nobody either...)
    -

    -
    It does not look terribly out of place....
    -

    -
    ...and will not impact gameplay in any way...
    -
    Here is a picture of the REACTION LOCATION in this scenario...
    The idea is that the sniperteam will move into the next room once the player commits his reserv platoon to battle.

    The second room contains an AI TERRAIN OBJECTIVE (touch)
    -
    OK...how does this work ?
  15. Upvote
    Glubokii Boy got a reaction from Der Zeitgeist in Sir ! We need to commit our RESERVES...   
    Hello...
    -
    One thing that i have missed for a long time when designing scenarios is the ability to let the player COMMIT RESERVES if he needs to.
    I have come up with an idea that i think works OK (it might not be a new one...).
    This idea will 'cost' you as the designer 1 AI-group and 2 AI terrainobjectives (if you have some to spare...)
    -
    - You will need a reserve location that is shielded from the enemy LOS/LOF
    - You will need a 'reaction location' that preferably is somewhere that will see no combat.
    -
    I am about to finish my work on my first scenario for CMBS - Debaltseve Devils - and will upload this to the repository during the weekend (it should be avaliable early next week i hope).
    In this scenario i have used this RESERV idea. The reserves in this scenario will not be avaliable right away but will arrive some time into the scenario and will then be ready to be commited by the player.
    If the player chooses to commit those reserves to the battle he will LOSE POINTS and a TOTAL VICTORY will no longer be possible...A victory will still be very doable but not a TOTAL ONE...
    If the players advance stalls he will have the OPTION to commit those reserves and instead of a failed mission might be able to achive atleast a minor victory with the primary missiongoals achived...
    -
    In this mission my reserves will arrive to the rear of my side of the map and the 'reaction location' is located at the very back of the enemies side...
    -

    -

    -

    -
    My reserves when they arrive...
    -

    -

    -
    I think it will be important to make sure that the AI will not be able to see or target the PLAYER RESERVES. This can obvoiusly be done in a number of ways...In this scenario THIS works.
     
     
  16. Upvote
    Glubokii Boy got a reaction from Der Zeitgeist in Sir ! We need to commit our RESERVES...   
    -
    This will result in...
    -

    The AI sniper starts to move into the other room to TOUCH the terrainobjective at that location.
    -

    -
    As can be seen here the player looses 1000 points for commiting his reserves...
    -

    -
    NO MORE TOTAL VICTORY AVALIABLE !!
    (The points in this last picture are not the ones that will be used in the scenario...The picture was taken during a test...)
    -
    This might not be a perfect solution for the lack of a RESERVES function but i think it works pretty well...
    If they designer wants to and have one additional AI-group and two more terrainobjectives to spare he could take this a step further...
    Allowing the player to request (commit) either some more infantry or perhaps some armour support...giving different penalties to the player dependeant on what choises he makes...
     
  17. Upvote
    Glubokii Boy got a reaction from rocketman in New Scenario - Wulf on the Prowl   
    Yes you can...
     
     
    If you load your scenario into the editor and go to the UNITS TAB (puchase axis)...
     
    - Expand the 1st battalion with the + sign on the far left in the right list
     
    This will open up and show you the units directly attached to 1st battalion...
     
     
    - HQ team
    - Kubelwagen
    - 1. Company
    - FO team
    - light machinegun
    - light machinegun
     
    Left clicking on either 1st battalion or 1st Company will add - A YELLOW ARROW - to the right of that formation-name...
     
    This YELLOW ARROW shows where any additional SPECIALIST TEAMS you might want to add to your force will be assigned right now...
     
    At this point you will be able assign any specialist team you want from the list on the left to either 1st battalion or 1st Company...
     
     
    For example...You now have the FO team and two light machinegun team as well as the 1st Company HQ directly assigned to 1st battalion HQ...
     
     
    To have those two light machineguns assigned to 1st Company instead of 1st battalion...
     
    DO THIS....
     
    - Delet the two light machinegunteams from your list on the right.
    - leftclick on the 1st Company in the list to the right...This will put the YELLOW ARROW to the right of 1st Company name....1st Company is now selected for any attachments you might want to give it...
    - Buy two new light machinegunteams from the list on the left (make sure that the left list is set to SPECIALIST TEAM and not FORMATIONS) by double leftclicking the light machinegun in that list..
    - Do this twice...
     
    and now you will have two light machineguns assigned to 1st company instead of 1st battalion...
     
    To for example remove the snipers currently asigned to the mortar section HQ...
     
    - Expand 1. Company in the list to the right by using the + sign to the left of it...
    - Expand the mortar section by clicking the + sign
    - delete the two sniper teams
     
    ....
     
    leftclick on the 1st pioneer platoon in the list to the right to move THE YELLOW ARROW behind that
    - Buy a new sniperteam from the list on the left....
     
    now you have a sniperteam directly assigned to 1st platoon......
     
     
     
    I hope this explanation makes some sence....This is really very easy once you get a hang of it....
  18. Upvote
    Glubokii Boy got a reaction from Alexey K in "Normal" level of casualties   
    I think you can find that right here...
     
    Look at the "CM Black Sea - Beta battle reports"  sticky thread at the top of the main BLACK SEA forum page...
     
    Here Bil Hardenberger met pnzrldr in a game and they made AARs from both sides.
     
     
    Quote from Bil..."This battle will be fought against probably the most experienced and knowledgeable opponent I have ever faced. Pnzrldr is a serving US Army LTC (Armor) and this makes him a formidable opponent."
  19. Upvote
    Glubokii Boy got a reaction from Rinaldi in Your Personal Best Game of CM (outcome wise)   
    Hello, Rinaldi...
     
    Well, my basic plan was this...
     
    1. Try not to get involved in any serious firefight with the enemy troops at the objective.
    2. Trust in my supperior night visison to give me the edge when it comes to spotting and targeting the enemy.
    3. Keep my forces concentrated to allow them to give mutual support to eachother.
     
    I decided to approch the target on the right side of the stream. I planned on that low-ground to get me close enough to the target to be able to see the veichles from the Crest.
    I had my javelin guys sneak up to the Crest to get LOS to the enemy veichles while my HQ team provided flank security.
    My most forward guys i kept in possition for just a few minutes to get some spotting done Before i pulled them back to help my HQ team with the security task. This turned out to be a good move...
     
    I felt that the field on the right side was a better approach then to try and sneak up amongst the trees by the stream.
    Having my men trailing one team behind the other amongst the trees would limit both my firepower to the front as well as my freedom of manuver i felt (maybe not all that much but to some degree). The field to the right seemed like the best option.
     
    As it turned out the enemies at the objective managed to see my men after they opened fire and they also spotted my last javelin team as it was manuvering further to the right to get LOS to the last veichle. But their fire were not very accurate.
     
    After killing all the veichles i pulled my men back with quick orders the same way they had approached. Halting short of the stream to let one team at a time cross it under overwatch from the other guys.
     
    I guess i was very lucky to get them all out of there Before the enemy patroll with the veichle could get Close enough to se them...
  20. Upvote
    Glubokii Boy got a reaction from Rinaldi in Your Personal Best Game of CM (outcome wise)   
    In the 'oppertunity knocks' scenario i managed something that does not happen to me every day...
     
    Mission completed with ZERO casualties !
     
    I'm affraid that i have no picture of the AAR.
     
     
    --- SPOILER, SPOILER !!! ----
     
     
    - I moved my entire force across the stream and advanced on the enemy possition across the fields to the right.
     
    - my 'flank security' managed to defeat the enemy patrol as my javelin guys advanced forward to get LOS to the enemy veichles.
     
    - Both my flank- and javelin guys took some enemy fire but no one where hit.
     
    - After killing all the veichles i succesfully withdrew my team...
×
×
  • Create New...