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Badger73

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Everything posted by Badger73

  1. This is called the Unit T.O.E.; Table of Equipment and Organization. There's no one single list. TOE's differ between armies and changed constantly within them. The details are mind-numbing. In the game itself, use the scenario editor to select units of interest to you. It will show you this information. Notice that 1942 TOE's differ from '43, '43's differs from 44's. The also change by unit type. The TOE for an infantry Recon squad is not the same as the one for mechanized infantry, both of which differ from the one for armor. Enjoy the research!
  2. Combat Mission Battle for Normandy Commonwealth force It includes Luftwaffe ground forces and Waffen SS which allows for these units in scenario creation. MG supports only German Heer and Kriegsmarine units for scenario's and QB's.
  3. Dang! I completely missed when these came out. RL is much too consuming. They are awesome! Thank you.
  4. I concur. Nicely done. Well presented. Interesting how Panzers can bog in snow. Your Mark-IV's were effectively used. Did you notice any particular differences in the performance of crack and veteran troops? Thank you for creating this. Good luck and good gaming.
  5. I recommend against this; not because it is a bad idea but rather because it is a bit too arcane for a general audience. As prior military and gaming grognard, I could get into it. However, my experience is that such obscure "elitism" alienates newbies and would-be's. The game already has a steep learning curve. I opine that additional arcana could be detrimental.
  6. +1 from me too! Will likely miss the realtime streaming but would definitely view and review on YouTube. Jon Sowdon's tutorial covered map making well but I'd like to see (in order to understand much better) programing the AI. Thanks for all your video's ChrisND. Good stuff with great commentary.
  7. This one seems highly recommended. Have not played yet so cannot speak from personal experience. Blue and Gray 29th Infantry Division http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2090 "14 mission campaign follows the 29th Infantry Division in several major engagements starting from the landings on Omaha Beach through the following two weeks of the June offensive" Good luck and good gaming.
  8. That's how I feel too. I'm really impressed with RT. Yet I know that finding time to play a 3rd front (already owning all 3 BN and both FI modules) will just spread me too thin. CMBN also has a host of scenario's in the repository and at GAJ. Many I have yet to play. Plus 3.0 will likely change dynamics enough that I'll want to re-play many scenarios again just to see how they change. Not to mention a desire to play H2H as well when I master the game well enough and my job travel draws down. Kudos to all the Ostfront fans. Someday I hope to be one too; just not in the foreseeable future. RT is on my bucket list for sure but retirement is still a longs ways off though . . . .
  9. Look for the post by Agusto at URL = http://www.battlefront.com/community/showthread.php?t=114053&page=4 Here's what he says. You usually learn as you go, but there are tons of excellent tutorials on youtube, like the one done by the Armchair General magazine: There is a Wiki: http://combatmission.wikia.com/wiki/Combat_Mission_Wiki And this Website: http://battledrill.blogspot.co.at/20...lems-cmtp.html Further info can be found in any reasonable article about real WW2 tactics. The rule of the thumb in CM is that if you do it the way you would be doing it in real life, you are doing it right.
  10. Also, CW add German Luftwaffe & SS units. These are not in MG.
  11. Question: How does one "crop" an existing map? What are the tools and techniques in the editor? Thank you.
  12. As a would-be scenario writer, I agree with Erwin. Boardgame maps begin and end as an abstraction. They work for what they're intended, a place to game a particular design of an historical conflict. I'm also working on my first scenario. The ASL scenario I intend to convert is excellent for OOB and situational information. The map was wholly inadequate. To create a map I found the general area for that battle on a WW2 era map at URL = http://www.battlefront.com/community/showthread.php?t=112291&highlight=maps. This gave me terrain contours for the battle area. I used google maps to get an idea of foliage. Check out Jon Sowden's "The Sheriff of Oosterbeek – A Scenario Design DAR/AAR" at URL = http://www.battlefront.com/community/showthread.php?t=110294 (also included as a PDF with the "Market Garden" module) for pointers on creating combined overlays for v.2.12 map design as well as the thinking behind "flavor" objects. From there, use your boardgame or miniatures battle OOB's, objectives, and reinforcement schedules to flesh out your scenario. This kind of map-making takes time but, surprisingly to me, its the AI Scripting which involves more work. You'll lkely have to play around to get a feel for what works best for you. Hope this helps. New scenario's are always welcome. Good luck and good gaming!
  13. I've gleaned that the Germans armies of WW1 and WW2 had a lot fewer commissioned officers than Britian, France, and the United States. It seems there was no "Company Executive Officer" in the Heer system. The Second in Command was the senior platoon commander. An infantry company on average usually comprised just one or two officers per company, with the majority of platoons led by NCOs (unthinkable in the British Army and American Armies). The most important jobs went to commissioned officers, while NCOs were generally trusted to do many things, including command positions of tactical units, that were often the exclusive domain of officers in other armies. The British experimented with warrant officer platoon commanders in 1939-40 and were so unsatisfied with outcomes that they promoted the majority of their "Platoon Sergeants Major" and insisted for the rest of the war that every 36-man infantry platoon have its own officer in command. (Despite having to borrow several hundred junior officers from the Canadian Army (CANLOAN) because of a shortage of trained British officers!) Americans developed the sensibility that somehow positions of responsibility and authority more properly belonged to officers instead of senior NCO's. (All American pilots were officers where British and Germans would use Flight-Sergeants). The American Officer Corps was (still is in the opinion of many) considered over-inflated, on paper at least. The horrendous casualties suffered by company grade officers leavened that out in combat. Somewhat related is the issue of age. In the Wehrmacht, there were far fewer officers, and the Germans were far less pedantic about acting rank, seniority, and other such issues. I once heard mentioned anecdotally that the film Zulu is a classic (if fictional) example of the British Army's view on seniority when the characters played by Michael Caine and Stanley Baker compare their commissioning dates to decide who would command the fortress at Rorke's Drift. I was told no such silliness would have occurred in the German Army; command would devolve logically - in the example given, the commander of the infantry unit would have led the "battle group", regardless of his actual rank or seniority. It was not unusual for officers junior in rank, apparently, to command battle groups even if other components were led by men with higher rank. They didn't fixate on such things the way other armies did. For reference, some good, if brief, reading can be found in the U.S. Army's Handbook on German Forces - others here can comment on the things they got wrong - and the Osprey 5-part series on German Army does go into a bit of detail on the officer/NCO aspirant and cadet systems and the wartime changes.
  14. Am very pleased to see someone bring the Wargamer's Digest Battle Stations Problem scenarios to life for CMBN! Suspect the v2.0 map overlay feature helped make that happen. Cannot get to it now or any time soon because of Real Life. Very much look forward to checking this out someday. Kudos to Mr. Dorosh!
  15. Here's what I show; CMBfN, CW, & MG. SCENARIO's: 1 Training Roadblock A Delaying Action A Strange Awakening Barkmanns Corner Bloody Dawn Boid de Baugin Buying the Farm Carbide Carbide Cats Chasing Dogs CW 18 Platoon CW Breaking the Panzers CW Buron - Sticking it Out CW Buron - The Main Event CW Colossal Crack CW Evil Be Unto Him CW Flowers of the Forest CW Holy Ground CW In the Shadow of the Hill 5am CW In the Shadow of the Hill 6am CW In the Shadow of the Hill 7am CW In the Shadow of the Hill 8-30am CW Keep Calm and Carry On CW Linking Up & Breaking Out CW Loamshires CW My Honon is Loyalty CW NEDForce CW NorMons CW Seven Winds CW Surrender Invites Death CW The Bridge at Varaville CW The Mace CW Through the Loop CW Ubique CW Valleys of Decision Deville Huzzar Its a New Dawn Kings in Retirement La Valence Last Defense Le Desert MG A Man Can Die But Once MG All Round Defence MG Arnhem Road Bridge Master Map MG Back to the Waal MG Boldness Be My Brother MG Borderland MG Boys against Men MG Bridge Number Seven MG Counterattack at Son MG Cut off at Koevering MG Devils Hill MG Drive on Dreijenseweg MG Dunes of Eerde what if MG Elst Master Map MG Facade Troop MG Frosty Welcome MG Green Hell MG Johanna Hoeve Master Map MG Londsdale's Block MG Lost Cats MG Nijmegen City Master Map MG Nijmegen Road Bridge MG Nijmegen West Master Map MG Oosterbeek Master Map MG Oosterhout Master Map MG Out on a Limb MG Outstanding Gallantry MG Sacrifice for a New Religion MG Sheriff of Oosterbeek Platoon Patrol Pleasantly Shaded Woodland Silence the Guns - Brecourt Manor The Crossroads at Monthardrou Vierville CAMPAIGNs: A Moment in Time Courage and Fortitude Devon - Basic Training Kampfgruppe Engel Panzer Marsch Task Force Raffe The Road to Montebourg The Road to Nijmegen The Scottish Corridor
  16. Continue puttering on my first scenario. Have completed a map and purchased units. Drew a schematic of AI plan. Thought map would be the hardest part but find figuring out the AI has many more moving parts. Will likely have to learn that by trial and error. Small wonder scenario's take so much time and effort! Would like to understand Early Intel better though. Could someone talk a little bit in detail about scenario INTEL? What does it provide and how does it work in a game? Most scenario's I've played provide No Intel. The current Red Thunder AAR mentions that the Soviets have some. I'd like to understand better how those advantages work in game play. Thank you. Engine Manual V2.11 p. 74 describes it as a DATA parameter. p.84 of Jon Sowden's excellent Scenario Dessign AAR mentions,
  17. Please hide this from Mord until after he finishes current CMBN/CMFI unit portraits! :eek:
  18. That's not quite what I had in mind . . . . However, this and the other comments below it are helpful. Thank you. I'm puttering away at my first scenario attempt. The map overlay feature helped me a lot. Don't know how designers did without it. I still think there are techniques which create exceptional results. I'd like to leverage these lessons learned by others. I'd also benefit from a "Beginner's Guide to AI planning". I'm sure I'll learn by trial and error. Again, I'd prefer being able to saddle up properly and face forward when I mount this horse instead of facing ass-backwards for most of the ride! Appreciate all ya'll's encouragement though. Thankee' kindly.
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