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MOS:96B2P

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Posts posted by MOS:96B2P

  1. 1 hour ago, sross112 said:

    Did they bomb innocent civilians? I haven't seen anything released on what was targeted yet. As I said before I believe Ukraine would only target transport and logistics or actual military targets. 

    THIS!! The conversation has partially evolved into why Ukraine intentionally attacked civilians and if their attack on civilians is a good idea or not.  

    The Ukrainians probably attempted to attack military, logistic targets in the Moscow area. If there was any collateral damage and civilian deaths in residential areas it was probably unintended.  This seems like a basic reasonable assumption to start with. At least until there is reliable evidence to the contrary. 

  2. 4 hours ago, PEB14 said:

    I can't get rid of the two bumps on each side of the rail bridge, whatever the levations I set. Any hint around?

    I play around with the elevations until it looks right. You may also want to see if changing the type of water tile does anything (water, shallow ford, deep ford). I would try to also terrain lock all the tiles to include one next to the bridge. 

     @Suchy do you mean it's not possible to get rid of the bumps for this specific bridge type in this specific title? I know I've played scenarios with railroad bridges that did not have those bumps. But if it is a problem limited to a certain bridge or game family maybe I missed it.

  3. @Beleg85   It was from Haiduk's post below. But I might have misunderstood or maybe the entire unit did not cross the border? I took it to mean the units were x kilometers away from the border and into Russia. 

    5 hours ago, Haiduk said:

    According to Konstantim Mashovets article of 26th of April Operative Group "Belgorod" of Troops Grouping "West" consists of 1 motor-rifle regiment of Territorial troops and 7 different motor-rifle and Territorial Troops batatlions, Border Guard units as well as some artillery units and two helicopter field sites

    Total it had 7200 of personnel, 41 tanks, 76 armored vehicles, 179 artillery systems, 15 MLRS

    Helicopter site near Roven'ky village (5 km from UKR border )- 2 Ka-52, 5 Mi-24/35, 8 Mi-8

    Helicopter site near Berezhnyi town (13 km from UKR border) - 4 Ka-52, 6 Mi-24/35, 7 Mi-8

    Both sites in 230 km east from Graivoron 

     

    20 minutes ago, Beleg85 said:

    Do you know the source? 7k seems very large for this kind of operation, basically 2 brigades equivalent, while most analytics here seem to compare it more to commando raid. So rather around batalion size, maybe even less.

  4. 1 hour ago, Beleg85 said:

    Both forces are small in size, perhaps not exceeding 1k soldiers total, but likely much less. RVC is just specops-sabotage group with very tight controll from SBU (and harsh physical requirments), that after previous raid reportedly overshadowed its predecessor in fame and grew slightly larger due to new volunteers coming.

    All of this is just a raid, but quit fun to watch (if not the violence..).

    Is this just a raid or more of a diversionary attack prior to the main counter offensive?  If a raid the raiders would generally leave the area fairly soon.  If its a diversionary attack they might hold until Russia is forced to redeploy units to force them back across the border.  I thought I read that this raid/diversionary force had around 7000 troops with tanks and helicopters.  It will be interesting to see if it's another raid or more like a take and hold (for awhile) diversion.

  5. 1 hour ago, danfrodo said:

    Ya know how when you are playing CM & your men are in wooded area w shrubbery and you just can't believe your men can't see the bad guys?  Always frustrating.  Then I go out in the woods or see a video like above and say "oh, yeah, can't see nuthin'.

    The commander of that unit needed to hit "Alt T" on his keyboard. 😎

  6.  

    On 5/19/2023 at 4:54 AM, MustyFerret said:

    I have been playing Tiny/Small Maps in real time.  Is WEGO a must for larger maps and campaigns once I get better at the game? 

     

    1 hour ago, Centurian52 said:

    In WEGO you need not miss any of the action happening anywhere on the battlefield, since you can rewind as many times as you want and watch each action from as many angles as you want. 

    The main thing that finally won be over to WEGO though, is that it is so much more cinematic. In real time you mostly need to stay zoomed out so that you can keep an eye on the big picture. In WEGO you can watch the turn once zoomed out, so that you get the big picture details of what happened, and then watch it again and again zoomed in on each individual action and catch all of the interesting little stories that play out for your soldiers. It's like making your own war movie (only better than most war movies).

    What Centurian52 said. 

    WEGO also facilitates the learning process.  In real time you will often miss something that happened on the map.  2nd Platoon lost two tanks while you were concentrating on 3rd Platoon.  With WEGO you can rewind and observe every platoon for their minute of action. The turn can be replayed until you hopefully understand why/how those two tanks were destroyed. Then with that lesson learned you adjust your tactics and play on. 

    Also replay facilitates screenshots. Replay, change the angle, zoom in until you get a cool screenshot of the action. :D

    A screenshot from each game since, as a CM addict, your going to eventually get them all.....😎 

    CM Battle for Normandy

    rjzOAJbh.jpg

    CM Red Thunder

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    CM Afghanistan 

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    CM Shock Force 2

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    CM Fortress Italy

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     CM Final Blitzkrieg 

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    CM Cold War

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    CM Black Sea

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    Goood luck!  

  7. 1 hour ago, CarlXII said:

    Place the terrain trigger over one of the three bulding tiles and place the 'timing unit' in one of the two remaining building tiles without the terrain trigger.

    Now you can give this AI group order after order ones it has been triggered to  move between the two rooms that does not contain the trigger zone and ones you feel that they have been doing this for an suitable amount of time give them an order to move into the third room...containing the terrain trigger. 

    Lots of interesting stuff can be done with AI plans.  I think I almost like working in the editor and experimenting with AI plans more than I like playing the actual game. :D

    Another way to accomplish this same timing event would be to use an orders trigger instead of a terrain trigger. But not a big deal unless you are short of terrain objectives/triggers. So instead of a terrain trigger in the third building the ambushing unit would respond to an orders trigger. After the timing unit (AI 2) in the building started moving it would eventually reach order #30 (or whatever is appropriate). Then the ambushing unit would be triggered by order's trigger A2 Order 30.   

  8. 1 hour ago, MustyFerret said:

    Hi All, 

    First post here, I'm a 44-year gamer who plays a bit of everything but my main interest is anything WW2. I've been playing Gary Grigbsy War in the East, Steel Division, Panzer Corp, Hell Let Loose, and pretty much anything related to WW2.

    Took me until 2 weeks ago to actually hear about Combat Mission (probably did but never took note). I took the plunge and picked up Battle for Normandy and have already clocked up 120 hours and barely seemed to have scratched the surface. 

    I am so amazed at how low profile this game is considering how addictive and rewarding it appears. I am already installing mods and now pay little interest in graphics, UI, and presentation. It really takes me back to a golden age when you actually bought a good game, book, or film and indulged yourself in it, and keep going back to it! 

    Welcome to the CM addicts self-help forum. If you have questions or need help with anything this is the place to ask. 

  9. On 3/20/2023 at 10:52 PM, ThathumanHayden said:

    Is there anything special about RT? What are the general highlights?

    Combat Mission Red Thunder and Fire & Rubble (with some mods).  Also included but not shown below are Kriegsmarine, Luftwaffe and Volksstrum.   

    Tank riders.

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    Partisans

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    Lend Lease

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    Bedspring armor.

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    Just Because

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  10. On 5/4/2023 at 6:57 PM, jspec said:

    Hey thanks for making this!

    I'm getting back into CM after haven't not played for a while, and am having trouble getting this campaign to show up in-game.

    High likelihood of user error here, but I've placed it where the other campaigns are located (...Documents\Battlefront\Combat Mission\Shock Force 2\Game Files\Campaigns) but when I go into the game menu this one doesn't show up.

    Built a new machine earlier in the year and reinstalled a few CM games, all installed the 'game files' folder in the documents folder, except CMBN which installed it in the  actual Combat Mission Battle for Normandy folder I installed the game to.

    Not sure if that means anything really, just grasping at straws. I copied my 'game files' folder from the documents to the main CMSF2 folder to see if that did anything but no luck.

    Thanks

     

    Do you have the NATO module installed?  Paging @Paper Tiger

  11. 16 hours ago, Paper Tiger said:

    For me, the improvements I'd like to see but probably never will are:

    • artillery fire plans tied to specific AI plans and not the entire set
    • delays to the above AI pre-planned artillery strikes

    I agree with you. 

    When BFC provided triggers they also provided a partial work around for the above points. The AI order for area fire “Ctrl” can be used with triggers and on map AI mortars for indirect fire. The AI on map mortars can be triggered to start firing at an objective once the enemy occupies it. The AI mortars can also be triggered to stop firing once an AI friendly unit moves into this location.

    A proper improvement as you noted would be even better.  Some cool things can be done with the "Ctrl" - Triggers - On map mortars. 

    And just because were talking about mortars.   

    CzLM0zXh.png

     

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  12. 5 minutes ago, IanL said:

    I'm looking for the mod that @Majestic12 mentioned "SmartWargames's African forces mod". Does anyone know where I can find it? I looked on CM Mods IV and I don't see it. A general google search only served up this thread.

    If you follow the link in Aquila's signature mods. 

     https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

    And scroll down about 33 entries there is an African forces mod.   Not sure if that's the one your looking for.   

  13. 2 hours ago, Paper Tiger said:

    The v4.0 engine allows me to do things with the AI on attack that I was never able to do before and it's a game changer. So OBs have been reduced by about 33% for both sides and the mission has been extended as well to allow for more time for the situation to develop.

    +1.  Lots of interesting things can be done with the AI.  Looking forward to this. 

  14. 19 hours ago, WimO said:

    sitting on a defend objective during a campaign and ending the scenario on turn one ... thus bypassing the scenario with a victory. The solution is to have one small AI unit sit at the AI's extreme map edge on an AI-only terrain objective of tremendously high value and exit that objective just two minutes before the end of the scenario. Prior to exiting, the AI is guaranteed a Total Victory, after exiting, VPs are calculated normally. 

    Interesting stuff.  Something similar will work to accommodate players who want extra time in scenarios.  Example: The scenario time limit is set at one hour and the briefing advises the player he is expected to be finished in one hour for maximum possible VPs.  However the actual scenario is longer than one hour.  If the player decides he wants (or maybe needs) to go past one hour mark he can.  But at about one hour and five minutes the AI spawns a reinforcement on a touch or occupy objective worth a modest amount of VPs.  This reinforcement typically spawns inside an inaccessible building in the AI corner of the map.  A small building with no doors or windows in heavily forested tiles surrounded by swamp tiles.  The touch / occupy objective is scored to keep the player from total or major victory but will not by itself defeat the player.  So the player has a choice of playing in a more methodical slow way or going for the max points in one hour.  This method helps to accommodate the two different styles of play.

    I often include friendly reinforcements which are OpFor spot objectives.  I learned this from @George MC.  Example: At 20 minutes into the scenario the player receives a platoon of tanks as reinforcements.  They spawn in an area out of sight of the AI OpFor.  The briefing explains this platoon is part of the battalion reserve or some such.  The tank platoon is a 300VP spot objective for the OpFor.  The player now has a choice.  Accomplish the mission without the tanks and get the maximum VPs possible or maybe use the tanks to take more occupy objectives.  If the remaining occupy objectives are 400 VPs maybe it is worth using the battalion commanders reserve?  IMO decisions are part of the fun of the game.   

    I've used this in scenarios like Kriegsburg, and Alarmeinheiten.  I think I used both the extra time method and spot objective in Coup d'etat.   

    A lot of fun and interesting stuff working with the AI.   

          

  15. On 4/6/2023 at 10:02 AM, drewshotsfan said:

    A Combat Mission Fortress Italy story, using Bil Hardenberger's excellent C2 Hard Cat Rules v2I.

    For those of you who like to take game accuracy/authenticity to the next level, I highly recommend you give Bil's rules a run out. They make the game far more challenging by, amongst other things, removing the player's ability to react to situations that the troops on the ground would be unaware of.

    +1.  Interesting stuff.  IMO these rules are the best way to play vs the AI.

  16. 1 hour ago, jatmi026 said:

    One big + also is that it's not coverting the usual topics of SF2 like Afghanistan, Syria and Iraq. Basically it takes us to a new continent where many wars have been fought, but little to none of them covered in a computer game, Sierra Leone, Boko Haram,...

    What In the conflict ravaged former British Colony of Sierra Leone, on 25 August 2000, a R IRISH patrol was captured by the West Side Boys. The patrol members were held hostages in Gberi Bana North of the Rokel Creek. In response to the crisis, the UK launched Operation BARRAS deploying both D Squadron 22 SAS and A Company 1 PARA to recover the hostages and defeat the West Side Boys.

    This scenario recreates A Company 1 PARA’s clearance of Magbeni on 10 September 2000 and is based on an account written by Major Lowe, the company commander in the British Army’s Tropical Operations Manual.

    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/op-barras-cmsf-2/ 

    Above is a scenario set in Sierra Leone.

  17. 22 hours ago, Wasicun said:

    Hi guys

    i really like this game, but it's too hard for me! I play only in real time, and it's very difficult to complete the campaign missions in 60-120 minutes. Please tell me that there is a way to edit the campaign and add more time at each mission (in real life they are taking days to capture a town/city... not 90 minutes!)

    Best regards

    What @Vergeltungswaffe said. 

    Also, I suspect a better way to solve the "its difficult" problem is to play turn base instead of real time.  Especially when your first learning the game.  In turn base you can rewind the turn and watch multiple times from different angles and zoom levels. You can also watch all the many different actions that took place across the map.  This facilitates the learning process for the player.  IMO this makes it easier to understand why something happened and then adjust your tactics and SOPs.  At least, in theory, you should learn much faster and understand things better.   

    I've been playing Combat Mission games for over ten years and I would struggle attempting to play a campaign in real time (actually I would never attempt it :D).  RT time probably works best with small scenarios with fewer units (maybe no more than a platoon of infantry and several vehicles?). 

    I would politely suggest to, start out turn based and ask lots of questions on this forum.  You can always attempt RT after you get more comfortable / confident with the game.       

  18. On 3/8/2023 at 9:55 AM, Sublime said:

    Hey guys

    what a year huh? Jeesh.  I was burned out badly on CM.  I got CW and even though it was my CM wet dream all along I just couldnt get into it.  A few weeks ago  had my first pbem. it was a newbie but I thought... well he had said he had more experience etc.  I didnt wanna just wipe him down so I  basically told him 'yes now Im using my TOW to destroy this tank, this is what u did wrong' but not AAR, more like as it happened.   Losing ov🙂er and over is a turnoff, and he understands mil stuff so I  just wanted an easy transition.

    Problem one was when i realized how much I had missed PBEM. Problem two was the more this kid lost the less he played, and then he declared he lost a battle but didnt surrender or send more files. I told em its fine, but warned him that on forums or elsewhere such behavior wouldnt be tolerated.

    /End Rant

    I missed you guys. what did  I miss forum wise?  Is Emrys still around and ok? I heard Nidan1 passed.  RIP. I dont have his families permission to say whom, but also a forum member thats semi well known was KIA in Ukraine. Not sure if it was last month or this month. He was a Legion member (American or Canadian i dont recall RIP)

     

    Im sure you didnt miss my rambling, at times incoherent posts.  But I DID miss you, MAAAYBE even Kettler.

    Also WTF happened to the wild *** discord that every. single. time. I signed on everyone would tell me they assumed I was dead? 

    Welcome back!! 🙂

  19. On 2/20/2023 at 8:50 AM, WimO said:

    I am creating my first campaign for CMBN based in my individual 82nd Airborne in Normandy scenarios.

    The Campaign Script File includes four R's (Refit, Repair, Resupply and Rest). The values assigned to these are probabilities rather than rates and impact "UNITS" in the Core Units File.

    My Question: Using 1st Battalion 505 PIR as an example, my Core Units list shows it as 1/505 PIR. Are the four R's computed for the battalion as a whole or individually for A Coy., B., Coy, C., Coy etc?

     

    Okay, I got a chance to look at my notes.  The below is what I found that most closely referenced your question. It was a forum discussion posted in November 2021 in the general discussion forum reference core units.   

    Question: I've compiled the campaign together with the scripting file, I'm noticing that my core units are being completely replenished at the start of the 2nd battle, which is not what I want. Have I done the scripting wrong here? To my knowledge the refit, repair, resupply and rest are applicable for the next battle, so the core units should not be replenished at the start of battle 2. 

    Answer: The example script in the game engine manual shows percentage numbers in the first battle, refitting, repair, resupply, etc. Those are NOT needed but you must have those lines in the script to avoid errors. NOTE: but they do nothing so set them all to 0% in the first battle.  The % chance for the refit, and resupply, etc., to replace etc casualties and damage from the first battle comes from those percentage numbers in the second battle. e.g casualties from Battle 1 are replaced according to parameters set in Battle 2; casualties etc from Battle 2 are replaced according to parameters set in Battle 3.  This ties in with what you have written i.e. you have 100% for battle 2 so casualties etc from Battle 1 will all be replaced.  The % roll for casualties being replaced etc has provoked some discussion - my take and how it appears to me is the percentage chance in all categories is for each individual soldier or weapon. So its 'dice roll' to determine how likely they are to be replaced/repaired/resupplied etc.

     

  20. On 2/20/2023 at 8:50 AM, WimO said:

    I am creating my first campaign for CMBN based in my individual 82nd Airborne in Normandy scenarios.

    The Campaign Script File includes four R's (Refit, Repair, Resupply and Rest). The values assigned to these are probabilities rather than rates and impact "UNITS" in the Core Units File.

    My Question: Using 1st Battalion 505 PIR as an example, my Core Units list shows it as 1/505 PIR. Are the four R's computed for the battalion as a whole or individually for A Coy., B., Coy, C., Coy etc?

     

     

    9 hours ago, WimO said:

    More questions about the 4 R's (Refit, Repair, Resupply and Rest). And yes, I have read the manual - carefully.

    1. When there are multiple units in the core file are the 4R's applied to the entire list of units or only to the units from the file that were engaged in the last battle?

    Example: A core units file includes 1/505 PIR and 2/505 PIR but only Able Company 1/505 PIR is in the current scenario. After the battle are the 4R's applied only to Able Company or to the entirety of the core units file? Knowing how this works really matters in scenario design

     

    @George MC has some knowledge about this.

     

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