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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Below is a link to a topic about C2. The discussion goes on for several pages with input and experience from many players.
  2. +1 Interesting stuff. I hope you post more of your findings.
  3. Now those are cool. I would be happy with both sides just having mine plows/rollers. But if Battlefront wanted to provide more engineer equipment that would be fun too.
  4. Krasnovia (NTC), armor providing overwatch while engineers conduct a breach operation on an OPFOR obstacle belt. Used @Vein modified by @Mord forensic hit decals during the AAR following the breach operation. The four hit decals are color coded: Dark Blue = Penetration (high cal ammo up to tank shells), Dark Red = Heat Penetrations, Light Blue = Ricochet (high cal ammo up to tank shells), Light Red= Heat Ricochet etc.)
  5. From the scenario Alarmeinheiten. The Alarm unit sets up a blocking position to stop the Soviet breakthrough.
  6. IMO this vehicle or some other US vehicle with a working dozer blade would be very useful in the game. Some Combat Mission titles have the flail tank which clears a path through mines. Possibly a dozer blade could be made (coded) to work in a similar fashion?? Breaching obstacle belts was often practiced at the NTC and was expected to be used in a real war. Many accounts of NTC rotations from the 80s and 90s involve obstacle belts and how units breached or failed to breach them during a mission. Some interesting AARs. For now, in CMCW, scenario designers can leave a path through the minefield part of an obstacle belt. The player can use engineers to blast through the barbwire part of an obstacle belt (track vehicles can also crush wire with some damage to the tracks). Next the engineers attempt to locate the path(s) through the minefield that the scenario designer left for them to find. Then if successful the player can pass the mech and armor platoons through and continue to the objective. In this manner CMCW can kind of simulate breaching an obstacle belt. All that to say a mine plow vehicle in CMCW would be very useful (or whatever mine removal system would be the easiest to implement). I'm guessing a plow similar to the flail tank might fit the bill. Obstacle belts that change location, depending on which AI plan loads, can be located by scouts, breached by engineers and exploited by armor & Mech are cool......
  7. +1. Hilarious. I wish his English was better. If so, he would be even more funny. I wonder what happened to Old Bagdad Bob.
  8. +1. If I understand, objectives that were secured by friendly forces are marked with an immobilized friendly vehicle and a burning OpFor vehicle. Cool idea. I wonder if setup zone colors might be used in the same way. When you open the operational map the Forward Edge of Battle Area (FEBA) is marked with a 3 or 4 action spot wide line of a blue setup zone color. Then a red colored setup zone line for the OpFor front line, which in most cases will run adjacent to the blue line. Guess there might be a no-man's land in-between. Painting just lines instead of the entire areas, under control of the two sides, would allow a player to see the map better. Of course when you hit the red button the setup zones will vanish but the immobilized and burning vehicles will be present. Interesting stuff. PS - Hapless makes some great Combat Mission U-Tube videos. Highly recommended. I attempted to post a link below. https://www.youtube.com/channel/UC9egpHJiRis89uHkeyJiEug/featured
  9. +1. Interesting stuff. I used a very simple "one" branch txt file for the mini-campaign Alarmeinheiten. With your HQ team enter the west building for common equipment or enter the east building for more unique, rare, uncommon equipment. This was easy enough to figure out on the txt document. The multiple branching scripting is a little confusing. The confusion probably comes from how multiple branches are entered on the txt document. Do you follow branch "A" to the very end and then after that follow branch "B" to the very end? One branch under another in the txt document? Does the order that the branch is listed in on the txt document matter? So branch "A" might end on map #8, branch "B" end on map #5, branch "C" ends on map #10. I'm unsure how all of the branching (after the first branch) is entered on the txt document. I suspect the above (one branch) is easy by comparison.
  10. +1. Interesting stuff. I'm looking forward to when the Tigers are unleashed.
  11. Yes, but it damages the tracks in the game and there are three rows of mines in between the wire. There are also two gaps in the minefield so engineers can practice finding where the mines arn't. Closest to a breach operation we can get for now.
  12. The platoon leader of the vorposten calls for mortar fire. Mortars at 3. Kompanie CP respond. Alarmeinheiten scouts dismount to check a village.
  13. Battalion scout platoon working an obstacle belt at the NTC.
  14. @Lucky_Strike and @37mm thank you both. I'll give this another try now that I know its possible. @Sgt.Squarehead lots of barbwire in the obstacle belts that change location with the AI plans. I thought of putting exit zones on the out of bounds terrain but then I can't really use destroy unit objectives. But it seems that this mod of heavy rock/swamp will probably work.
  15. Speaking of cliffs....... is there a way to make Heavy Rocks impassible to infantry besides making it a very steep cliff? I was wondering if the deep marsh tile (or something else) could be made to look like Heavy Rocks but maintain the ability to be no-go terrain for both vehicles and infantry. At the NTC in real life troops are not allowed access to some high ridge tops / mountains for safety reasons. An attempt to keep overzealous, sleep deprived 18 year old's from rolling vehicles etc. In game its not practical on a huge map to have cliffs all around the high ground. But for game design reasons I would like to make some high ground off limits in a NTC like setting. I thought this might be useful and re-named the terrain files but could not make it work.
  16. Tech issues can be very time consuming and frustrating. I hope you have it all sorted out.
  17. I had the same problem yesterday when uploading the mini-campaign Alarmeinheiten to the Scenario Depot III. I think I originally had the file zipped with Bandizip and I got the same message you did. I then switched to another zip program (I think WinZip?) and it worked. My Bandizip was not the newest version so maybe had a potential security issue. I would first check that you had the newest version of a zip program. Also, the Scenario Depot is run by @Bootie. He would be able to help out. I'm guessing it's just the version of the Zip program.
  18. Some screenshots from the newly released mini-campaign Alarmeinheiten. German infantry fighting to hold a vorposten until the Alarmeinheiten arrive. Soviet troops start to break into the vorposten. Using the optional Hardcat rules the Alarmeinheiten wait to be informed of the situation at the vorposten via C2 tentative contacts. After notification the Alarm unit moves out to counter attack.
  19. The mini-campaign Alarmeinheiten has been posted at the FGM Scenario Depot III. Link below. https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-campaigns/cmrt-mini-campaign-alarmeinheiten/ From the Scenario Depot description: It is late World War Two on the Eastern front. You command a German alarm unit (alarmeinheiten) and are tasked to counter and destroy multiple Soviet breakthroughs in order to hold the front line. Your alarm unit will maneuver in multiple battles on a 13.5 square kilometer map while protecting rear area logistics from partisans. Decide if you want to command units of mostly common German vehicles or a more exotic mix of German vehicles to include some limited, rare and unique vehicles. Make decisions on how you will employ your limited resources to hold the line. Will you call up a weakened reserve unit or maybe an SS unit specializing in anti-partisan operations? Should you rely on vehicles from the battalion repair shop? The battalion aid station contains weakened, unfit, low morale troops. Maybe these troops could form a blocking force while the alarm unit struck the flank of the latest breakthrough? There are a handful of Luftwaffe security troops at the airfield that you might use somewhere. These are all your decisions to make Commander. As you look up from the map board and radios in your command track the sound of combat comes from the east. Which of the four avenues of approach is it this time………? Good luck!
  20. Sorry my friend. RL got busy. This Friday, September 24th, I'll make time to send it to Bootie.
  21. Reverse Wall Drill when trying to sneak into a building or if OpFor might be across the street: 1. Give team a circular Target Arc about the size of the building. 2. Slow team into the building & then to the desired floor. 3. Give desired floor waypoint a Target Arc out the reverse wall.1 4. 2nd turn give the team a permanent Pause3 order. 5. Give team a 32m, or smaller, 360oTarget Arc2 and consider Hide. 6. If/when ready to engage cancel Target Arc Pause & Hide. Notes: 1)The team will have LOS out the forward wall of the building from the reverse wall. This will also keep team from entering a balcony on forward wall. 2)A 360oTarget Arc is used to prevent the OpFor from approaching outside a wedge arc. 3)Pause keeps team from moving to forward wall & entering balconies.
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