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Badger73

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Everything posted by Badger73

  1. I am! Add "me too" to Mord's reply!!
  2. According to a CM BfN bug I reported in a support ticket Saturday 8/25 "Work on the 1.11 patch for CMBN is progressing right now". I suspect v1.1 is in progress and pending and that it will likely precede CM BfN v2.0.
  3. I opine that the UI is realistic enough. In effect, artillery is a very mechanical combat operation; you place your order, it runs through the assembly line, and the finished product pops out as specified. JohnS already mentioned friction. To point #1, a change order is best handled as a new request. When the fire mission came in, the Fire Direction Center begins plotting the solution at the same time as the gun bunnies prepare the rounds to be fired and identify the adjusting gun. To plot a change on the fire direction board is actually more time consuming and more prone to human error than starting over from the beginning with the updated target information. To point #2, it is realistic enough per WW2 C2. Remember, that the gun bunnies only laid aside the rounds required per your initial request to "harass". They need more time to obtain and prepare enough rounds for the changed requirement. It is more realistic to expect that a "repeat" fire mission (fire again on a previously fired target) should go faster but then I can deal with "friction happens"; things like other priorities of fire now precede my repeat mission, or the repeat mission is being called in by a different FO from a different location, or a different battery altogether was assigned and needs to fire my repeat mission. Artillery is a wonderful friend in a firefight, best imaged as a big and clumsy hulking bruiser, not as quick or nimble. Adjusting Air Support is even harder . . To your last point, it is all right to be annoyed when plans go awry. Always have a plan B (and C and D) when you can. Good luck and good gaming!
  4. Yep. The ammo tray loading bar was in Veins_sounds_CMBN_v1.brz. Restored it to Z-folder. Works like a charm. Thanks for everyone's help.
  5. Juju & Mord - Thanks, guys! I was running Veins_sounds_CMBN_v1.brz from my Z-folder where I set it to load after Juju's. I removed it though when I loaded ZBase_AKDSM_v2_01.brz because that readme suggested removing all other sound mods. I also DL'ed CMFI the same day. I'll play around and figure it out. Thanks for pointing me in the right direction. Good luck and good gaming!
  6. Silly question from a newbie. How can I restore the "ammo tray" loading bar for CM BfN? Installed it successfully two months ago. Worked fine until after I downloaded CMFI last week. Can't tell if that's related or not. Now I get the sepia orange loading bar for CM BfN instead. It's no big deal but I would like to isolate that ammo tray loading bar by itself and load to my "Z" folder. Kinda liked it. Sorta miss it. Inquiring minds want to know. Thanks for any time and help.
  7. La Fiere Causeway (June 6th) CM BfN Base Game scenario submitted 2-July-2012 file author: Mike Snyder (M1 Garand) - June 6th, 1944 1630 Hours - Duration = 1 hour 20 minutes - 505th PIR vs. 1057th Grenadier Rgt. - Americans are defending the La Fiere Manor from assaulting German forces. Second gameplay report - re-played as USA & played once as GER USA replay - per a previous AAR, stripped effective USA commo from the 508th platoon at Cauquigny leaving it out of touch with adjoining forces. Also decided as US player to deploy the 505th PIR mortar sections with their respective platoons. In effect, played scenario as if; - 1st Plt / A / 508th PIR has no radio - 1st Plt / A / 505th PIR has no radio - 3rd Plt / A / 505th PIR has no radio - Unmanned jeep has no radio for any mortars to use as a fire direction center. 1) Deployed 1st Plt / A / 508th PIR (Regular HQ) moved to occupy Cauquigny farmhouse and hide in southern edge of barnyard along bocage. 2) Deployed both 1st Plt / A / 505th PIR (Crack HQ) and 3rd Plt / A / 505th PIR (Crack HQ) to move quickly west along causeway from Mederet River bridge to crossroads at eastern edge of Cauquigny and to defend that bridghead. 3) Deployed 2nd Plt / A / 505th PIR in La Fiere village on northern edge of causeway. 4) Deployed Anti-Tank gun 505th PIR - deployed in diagonal hedgerow 170 meters due east of bridge with direct fields of fire along entire roadway to Mederet River Bridge 5) Deployed A Company HQ / 505th PIR outside and south of La Fiere Manor. 6) Deployed Engineer Plt / 505th PIR deployed along western edge and north of buildings at La Fiere Manor. Net result is that 1st Plt / A / 508th took brunt of USA casualties while 1st & 3rd Plt / A / 505th PIR used mortars organically to suppress GER advances SE of Cauquigny and force battle there. =============================================== GER play 1) Deployed GER 1st platoon to advance carefully along eastern road to Cauquigny with 1 tank supporting from rear. 2) Deployed GER 2nd platoons to advance carefully along western road to Cauquigny/Causeway crossroads with 2 tanks supporting from rear. 3) Deployed GER MG platoon to advance carefully towards hedgerows between 1st & 2nd platoons. 4) Deployed GER FO to bring up the rear and save fires until later. Used GER infantry to locate USA forces before manuevering GER tanks forward to engage by fire. After 20 minutes, Germans cleared Cauquigny, wiping out 1st Plt / A / 508th PIR at the cost of 7 infantry casualties. Then advanced GER quickly east to La Fiere Manor and hide as FO called for artillery smoke to mask GER movements and artillery fires to suppress USA defenders. Net result is a close fought and hard won battle in and around La Fiere Manor. =============================================== Continue to Rate "5" for map design and deployment of forces. Continue to Rate "4" for USA play against AI. Rate "5" for GER play against AI. USA player is the "spoiler" force and can defend in force at only one place. USA player has to decide where to commit that defense and pray it holds. Historically, too much confusion and absence of radio communications prevented US commanders from realizing that Cauquigny was the key point and needed to be defended in strength. GER player has to constantly cycle through rock/paper/scissors approaches when attacking. When should infantry fire then assault? When should MG's blast away while infantry holds back? When should tanks take on the enemy? When, where, and how long should artillery batter a particular area? I have not yet graduated to CM H2H play yet. For those who have, I suspect this scenario should be well worth playing against a human opponent on each side. Would like to hear the outcome of this scenario from any H2H play. Thank you again scenario designers! Good luck and good gaming!
  8. When CMx2 2.0 game engines become equal, CM BfN offers a broader array of community mods and more campaign and battle scenarios. So, if more is better and immediate gratification matters, then BfN offers a bigger bang for your buck. Otherwise, go where your interests lie and pick the game for the theater you prefer to play. Good luck and good gaming!
  9. I did but only after spending many many hours playing the demo first. Like John, I spent several months playing and replaying the demo, working up from Basic Trainee to Warrior settings, before making the plunge to finally purchase. Reading The Fabulous Manual (keeping this is a G-rated post btw) helped me make better sense of what I wasn't understanding very well as a player. I used it much more as a refresher than as a primer. Have made no attempt to figure out scenario design yet; too intimidated to try. Am leaving that endless time-sink for the long cold nights of the coming winter. . .
  10. La Fiere Causeway (June 6th) CM BfN Base Game scenario submitted 2-July-2012 file author: Mike Snyder (M1 Garand) - June 6th, 1944 1630 Hours - Duration = 1 hour 20 minutes - 505th PIR vs. 1057th Grenadier Rgt. - Americans are defending the La Fiere Manor from assaulting German forces. Gameplay report - played once USA. A nicely done scenario. Exceptional map with a good yet manageable number of units. Disclaimer. I am a CM Newbie. Mine are the observations of a CMx2 novice player. A. I am always grateful for the hard work which serious gamers put into creating scenarios for the rest of us to play. It takes a lot of time and effort, usually done as a labor of love. This scenario is a credit to its designer. Thank you. B. While I am a CM newbie, I am a long-time historical wargamer and US army veteran of four years active service in a peacetime army. That experience is as an airborne qualified (jump school graduate but never airborne assigned) lieutenant at the company grade level; tank platoon leader, self-propelled heavy mortar platoon leader, and tank company XO within armor battalions of two armor divisions. C. I don't feel I play the game well enough yet, so am not ready to try Head-to-Head (H2H) play-by-mail (PBM) gaming yet. I have only play the AI, and do so now at "Warrior" settings. My experience of this scenario is very different from what others describe in earlier posts. I played this scenario with the ignorance of "A" and experience of "B". I'm afraid I may have "gamed" this scenario in ways unintended by the designer. Here is an after-action report of what I did and how it turned out. ======================================================================== 1) Deployment & Initial moves: 1st Plt / A / 508th PIR (Regular HQ) moved to occupy Cauquigny farmhouse and hide in southern edge of barnyard along bocage. As soon as enemy movement was observed coming up the road from the southwest, US PL plotted linear mortar fires along southwesterly road from Hameau Flax. Germans advanced as mortar rounds spotted. US platoon stayed hidden in Cauquigny when German tank approached and turned towards bridge at La Fiere manor. Unhid bazooka team behind tank and destroyed it from the rear. Unmasked MG team and raked length of roadway as mortar barrage fired for effect. MG team takes 2 casualties. All others okay. Stayed put as short edge of "L" shaped ambush firing straight into the German route of advance. 1st Plt / A / 505th PIR (Crack HQ) moved quickly west along causeway to crossroads at eastern edge of Cauquigny, rested 2-3 minutes, Then occupied hedgerow southwest of Cauquigny - west of Hemeau Flax road. By then mortar rounds were falling and it became the long leg of an "L" shaped ambush firing from the western flank of the German advance. 3rd Plt / A / 505th PIR (Crack HQ) remained in La Fiere for 20 minutes in case of German activity on east side of causeway. 2nd Plt / A / 505th PIR - stayed in La Fiere village on northern edge of causeway. 1st & 3rd Plt Mortar Sections 505th PIR - deployed in orchard northeast of hayfield by jeep with radio. Provided on-call fire support along Hameau Flax - Cauquigny road axis of enemy advance Anti-Tank gun 505th PIR - deployed in diagonal hedgerow 170 meters due east of bridge with direct fields of fire along entire roadway to Mederet River Bridge A Company HQ / 505th PIR - deployed and remained in La Fiere Manor. Engineer Plt / 505th PIR - deployed along western edge and western buildings of La Fiere Manor. 2) After 20 minutes pass (1 hour remaining) 1st Plt / A / 508th PIR destroys another tank at the "Y" crossroad sough of Cauquigny then quickly and aggressively advances south somewhat from Cauquigny farmhouse to fire more effectively along southwesterly road from Hameau Flax. Mortar barrage ends. PL continues raking fires into German hugging the ground. 1st Plt / A / 505th PIR (Crack HQ) continues raking halted Germans from the hedgerow southwest of Cauquigny, immediately west of Hemeau Flax road. Held back the bazooka in reserve hidden in low hedges along farm road that bent west and then north past triangular plowed field by southern farm house. When third light tank raced past them, bazooka opened up at short range and destroyed it from left rear. When action died down along Hameau Flax - Cauquigny road, used demo charges to break holes through bocage to shift further south and occupy treeline west of triangular plowed field by southern farm house. 3rd Plt / A / 505th PIR (Crack HQ) moved quickly west along causeway to crossroads at eastern edge of Cauquigny, rested 3-4 minutes, Then occupied hedgerow southwest of Cauquigny - west of Hemeau Flax road vacated by 1st Plt / A / 505th PIR. Advanced to Hemeau Flax road. Turned south, broke through first row of bocage to continue south and occupy treeline north of large open field. 2nd Plt / A / 505th PIR - stayed in La Fiere village on northern edge of causeway. 1st & 3rd Plt Mortar Sections 505th PIR - stayed in orchard northeast of hayfield by jeep with radio. Provided on-call fire support along Hameau Flax - Cauquigny road axis of enemy advance Anti-Tank gun 505th PIR - stayed in diagonal hedgerow 170 meters due east of bridge with direct fields of fire along entire roadway to Mederet River Bridge A Company / 505th PIR - stayed and remained in La Fiere Manor. Engineer Plt / 505th PIR - stayed along western edge and western buildings of La Fiere Manor. By this time, German artillery concentrations had pounded several buildings in la Fiere Manor to rubble. 1st Sqd / Engineer Plt / 505th PIR incurred 50% casualties from enemy artillery. As soon as that barrage died down, moved the survivors (3 wounded and 1 hale engineer) forward to foxholes on eastern edge of manor grounds. All other units east of Merderet River remained unscathed by enemy artillery fires. 3) Another 20 minutes pass 1st Plt / A / 508th PIR withdraws 30 meters north to occupy Cauquigny farmhouse again and hide in southern edge of barnyard along bocage. Calls in a second mortar barrage against German activity starting to advance north-east again from Hameau Flax assembly areas. 1st Plt / A / 505th PIR stays unmolested in treeline west of triangular plowed field by southern farm house. Comprises the left flank of a defensive line establish to help secure Cauquigny farmhouse. Shoots up half-hearted German attempt to strike north again from Hameau Flax assembly areas. 3rd Plt / A / 505th PIR stays in bocage treeline north of large open field immediately west of Hameau Flax - Cauquigny road. Is the center unit with largest amount of ammo remaining to secure the frontal defense of Cauquigny farmhouse. Also shoots up disheartened German attempt to strike north again from Hameau Flax assembly areas. 2nd Plt / A / 505th PIR - stayed in La Fiere village on northern edge of causeway. 1st & 3rd Plt Mortar Sections 505th PIR - remain in orchard northeast of hayfield by jeep with radio providing on-call fire support along Hameau Flax - Cauquigny road axis of enemy advance Anti-Tank gun 505th PIR - still deployed in diagonal hedgerow 170 meters due east of bridge with direct fields of fire along entire roadway to Mederet River Bridge A Company / 505th PIR - still deployed in La Fiere Manor. 2nd Sqd / Engineer Plt / 505th PIR - moves east a short distance, crossing and occupying Meredet River bridge. 4) Game over with 40 minutes remaining in scenario. US Total Victory - Points awarded: USA = 2500 / GER = 0 - Men Okay: USA = 134 / GER = 26 - KIA: USA = 15 / GER = 75 - WIA: USA = 8 / GER = 33 - MIA: USA = 0 / GER = 3 - Tanks Lost: USA = 0 / GER = 3 1st Plt / A / 508th PIR inflicted 49 KIA / 3 MIA / destroyed 2 tanks 1st Plt / A / 505th PIR inflicted 41 KIA / destroyed 1 tank 3rd Plt / A / 505th PIR inflicted 16 KIA 1st & 3rd Plt Mortar Sections 505th PIR inflicted 6 KIA and pinned advancing enemy infantry so that none advanced north or east of Cauquigny. All remaining units east of Merderet Causeway saw no action. =============================================== The scenario's US orders are to secure the la Fiere Manor. As the A Company commander, I played those orders literally and did not want to be the officer responsible for failing his mission by adventuring out of the manor personally to play heroics at Cauquigny after the horrible cost of securing Fierre Manor historically in the first place! I delegated securing the western edge of the causeway to my "crack" platoon leaders. I fed them into Cauquigny ala Wellington feeding the guards into La Haye Saint at Waterloo. I was paranoid enough to worry that German forces west of the Mederet river could come at me from the north or northeast, so I kept my engineers and heavy weapons near the manor and a platoon as both flank guard and reserve at Fiere village. I tend to play paratroopers very aggressively and always call for mortars quickly and often. The high morale of Airborne units play out as better disciplined when hiding (more prone to hold steady when other troops would uncover and fire too soon). They also perform much better when out of C2 than regular infantry units. All German units advanced from Hameau Flax southeast of Cauquigny. No activity was ever sited around Hameau Aux Brix or anywhere else. Despite that, I should not have enjoyed this level of success. I wonder if I unfairly enjoyed "gamer as god" command and control or if the scenario is somehow unbalanced. Historically, US forces lost Cauquigny initially and struggled much more fiercely further west, sorely hampered by a lack of effective radio communications and the inability to coordinates fires and movement as I did. However, other players in previous posts didn't raise any concerns about lack of scenario balance. Question - What do other players of this scenario think about play balance? So, my feedback to the scenario designer is that it appears that US forces may have too many radios. To constrain an unrealistically aggressive US player, consider changing as follows. - 1st Plt / A / 508th PIR should have no radio - 1st Plt / A / 505th PIR should have no radio - 3rd Plt / A / 505th PIR should have no radio - There should be no unmanned radio jeep for the mortars to use as a fire direction center. Stripping that commo would leave the 508th platoon at Cauquigny out of touch with adjoining forces and make the US player decide whether to deploy the 505th PIR mortar sections with their respective platoons or formed up nearby the AT platoon leader or A Company commander. I understand that there are multiple German AI plans. I will give this another go without using the radio jeep or 508th radio's and see what turns out. Rate "5" for map design and deployment of forces. Rate "4" for US play against AI. Again, I only played solo against as US vs. AI. I wonder what those who've played H2H might think. Parting thought. If you take the time to look at the "Y" intersection immediately south of Cauquigny farmhouse, you should notice four small French milestone and direction placards as roadsigns, one overgrown by weeds. Very impressive attention to detail. How cool is that? What a great game design! Tre, tre bien!!! Thank you again, scenario designers! Good luck and good gaming!
  11. Also, speaking of mods, am a very big fan of every single terrain mod of Ari's. Get them all! Hedgerow man-holes are easier to spot. Foliage is gorgeous.
  12. As another newbie, I found "Hornet's Nest" a small worthwhile scenario. Download from Repository - BfN Base Game - Scenarios & Campaigns. Only plays as US against AI. Small map, manageable units. US starts with a full platoon of 3 squads, scout section, and 2 MG's. 45 minute mission. Reinforcements arrive later with half-tracks & a mortar section. Readily re-playable for do-overs to practice and "get it right". Give it a shot. Good luck and good gaming!
  13. Hornets Nest CM BfN Base Game scenario submitted 21-Sep-11 file author: nik mond Can only play as USA. A nicely done scenario. Great map on small scale, well contained, with manageable number of units. Very intense without overwhelming. 2-3 hours for game play time. Well suited to players wanting practice using "dismount" and "procure" commands. Rate "5" for US play. - US success is well rewarded by careful recon and patient deployment in accordance with WWII tactical doctrine; specifically as platoon leader cross the streamline and line your platoon abreast with 2 squads up and 1 squad back, establishing good automatic weapons base of fire support. Use scouts and move by squads to "Find, Fix, Flank, & Finish". Relatively short Lines-of-Site within uneven wood lines requires units retain good C2 and constant positioning for mutual support. Will likely need to hold on one flank (defend) but push forward on the other (manuever fires and assault). High ammo consumption makes reinforcements welcome for re-supply purposes as well additional direct combat support. Only played solo against AI. Force match is even enough that I wonder what those who've played H2H might think. Thank you again, scenario designers! Good luck and good gaming!
  14. Danger in the Morning CM BfN Base Game scenario submitted 26-Sep-11 file author: Bimmer A well done scenario. Great map. Right size and number of units. Intense but not overwhelming. Rate "5" as USA / "4" as German. Suggest playing first as USA. - US success requires defending very aggressively and reacting to new threats very quickly. Redeploy units to establish C2 within general defensive sectors. Don't hesitate breaking C2 where needed to confront new threats. Readily trust in paratroopers high training and morale. - German success requires attacking slowly and deliberately. Lower grade / lower quality troops are brittle and will break quickly without strong unit integrity, careful advances, and mutual support. Fools rush in where wise men fear to go (without good recon . . . ) German orders and victory conditions were a tad too vague, however. Good game. Enjoyed playing. Thank you, scenario designers!
  15. Not in the American Army. US vehicles had open access ignition switches (turn on / turn off); no keys used. Units locked their vehicles in garrison or motor parks with chains and/or padlocks; basically used for securing unattended equipment. Wheeled/open cab vehicle operators wrapped a chain between steering wheel spokes and a cabin latch/lug strut which they then secured with a keyed padlock. Armored vehicle hatches could be kept closed and secured by padlock through exterior bolt-holes fastened where hatch met frame. Such practices remain in effect today. In combat, we don't need no stinking keys . . . . ! Good hunting!
  16. I concur. To me, North Africa computer gaming has long lacked both a game engine and campaign scenarios suiting my taste at company grade / kampfgruppen levels. CMx2 is a perfect engine for such. It's a platform which would do real justice to Rick Atkinson's narrative "An Army at Dawn" as well as the earlier Italian, British, and German campaigns preceding Operation Torch and all that followed; the north African campaigns created combat operations of the purest forms. I'd buy a Combat Mission Afrika game! I'd certainly play such mods!!
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