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theforger got a reaction from jtsjc1 in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger reacted to Glubokii Boy in To buy or not to buy
If you like tactical (realistic) war games...Buying one of these titles will be the best value for money you will ever spend...😎
The majority of players here have spend several 100 if not 1000 of hours playing these games...
They are addictive !
Choose the theatre wich intrests you the most...the WW2 titles might be a bit more forgiving when it comes to making mistakes compared to the modern titles...
ps...I guess the 100 dollar is a typo ?
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theforger reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten
The campaign/scenario currently has three recommended mods. They have been tagged so will not show up in other scenarios. @benpark foliage helmets and @Fuser Aris Faces Mod CMRT. Below are the links.
benpark helmets
https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-infantry/cmrt-cmbn-benparks-german-field-foliage-helmet-mod/
Aris Faces
http://cmmodsiii.greenasjade.net/?p=483
The third mod just removes some of the German helmets so Aris Faces Mod is more obvious. The downside is that all German helmet chin straps disappear. So the end result is fewer, but better, German helmets and a more battle worn look for the hard pressed German troops. I will post the “remove some helmets” mod at CMMODS IV closer to release. Below are some screenshots of the three mods working together.
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theforger got a reaction from Warts 'n' all in Mission to Maas
I've used the Grilles to fire direct on to Stoumont church and buildings on the approach to the village. Distance was about 320m and kept them out of harms way. I chose Grilles because some destroyed ones were found after the battle.
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theforger reacted to Frederico in Mission to Maas
Mild Spoiler:
Trust me, you will need that artillery for Cheneux and Stoumont.
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theforger got a reaction from Bulletpoint in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from mjkerner in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from A Canadian Cat in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from Attilaforfun in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from Aquila-SmartWargames in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from Petrus58 in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from MOS:96B2P in Mission to Maas Version 2 Scenario
Mission to Maas V2.btt
Updated huge scenario Axis KG Peiper versus Allies.
Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period.
4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks.
Controlling 700 troops and over 50 vehicles is not for the feint hearted
Improvements over Version 1
Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes.
Why go large?
Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
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theforger got a reaction from Bulletpoint in Scenarios that play like campaigns
an improved Maas V2 is very nearly there, running final play test atm. Will post on thefewgoodmen.
I've done a couple of Black Sea ones on a similarly large scale. Summer in the City and Korsun 2017.
Korsun you play as Russian v Ukraine with the USA arriving to prevent a breakthrough.
Summer you are Ukraine v Russians who are attempting a fighting withdrawal.
Next for me is a campaign, fewer forces but still large maps. Not sure if I'll base it on Maas or move further South, Marnach or Bastogne.
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theforger got a reaction from MOS:96B2P in Scenarios that play like campaigns
an improved Maas V2 is very nearly there, running final play test atm. Will post on thefewgoodmen.
I've done a couple of Black Sea ones on a similarly large scale. Summer in the City and Korsun 2017.
Korsun you play as Russian v Ukraine with the USA arriving to prevent a breakthrough.
Summer you are Ukraine v Russians who are attempting a fighting withdrawal.
Next for me is a campaign, fewer forces but still large maps. Not sure if I'll base it on Maas or move further South, Marnach or Bastogne.
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theforger got a reaction from Commanderski in Scenarios that play like campaigns
an improved Maas V2 is very nearly there, running final play test atm. Will post on thefewgoodmen.
I've done a couple of Black Sea ones on a similarly large scale. Summer in the City and Korsun 2017.
Korsun you play as Russian v Ukraine with the USA arriving to prevent a breakthrough.
Summer you are Ukraine v Russians who are attempting a fighting withdrawal.
Next for me is a campaign, fewer forces but still large maps. Not sure if I'll base it on Maas or move further South, Marnach or Bastogne.
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theforger got a reaction from Warts 'n' all in Mission to Maas
Far from it. Appreciate all comments good and negative. How can I improve as an amateur designer otherwise?
There are a lot of smaller scenarios, which are great and I enjoy...but fewer huge scale that challenge choosing route marches via large maps, when and where do you need agility/feints, fend off counter attacks? force superiority, operational issues?
I've almost finished testing a V2. Added some reece and eventually found Grilles to add German side!
Improved road net thru initial stages and La Gleize.
Made some building cosmetic changes.
Added 5x Allied AI plans.
Also changed conditions to patchy snow. Looks good and no bogging.
My initial idea was to recreate a taste of 3-4 days 18th-22nd action in 4 hours, tricky to please all. I do acknowledge the scenario takes a lot of effort and patience on the players part.
I will create a bitesize campaign version this year, probably from Vaux Ricard/Stavelot.
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theforger got a reaction from A Canadian Cat in Mission to Maas
Far from it. Appreciate all comments good and negative. How can I improve as an amateur designer otherwise?
There are a lot of smaller scenarios, which are great and I enjoy...but fewer huge scale that challenge choosing route marches via large maps, when and where do you need agility/feints, fend off counter attacks? force superiority, operational issues?
I've almost finished testing a V2. Added some reece and eventually found Grilles to add German side!
Improved road net thru initial stages and La Gleize.
Made some building cosmetic changes.
Added 5x Allied AI plans.
Also changed conditions to patchy snow. Looks good and no bogging.
My initial idea was to recreate a taste of 3-4 days 18th-22nd action in 4 hours, tricky to please all. I do acknowledge the scenario takes a lot of effort and patience on the players part.
I will create a bitesize campaign version this year, probably from Vaux Ricard/Stavelot.
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theforger got a reaction from MOS:96B2P in Mission to Maas
Far from it. Appreciate all comments good and negative. How can I improve as an amateur designer otherwise?
There are a lot of smaller scenarios, which are great and I enjoy...but fewer huge scale that challenge choosing route marches via large maps, when and where do you need agility/feints, fend off counter attacks? force superiority, operational issues?
I've almost finished testing a V2. Added some reece and eventually found Grilles to add German side!
Improved road net thru initial stages and La Gleize.
Made some building cosmetic changes.
Added 5x Allied AI plans.
Also changed conditions to patchy snow. Looks good and no bogging.
My initial idea was to recreate a taste of 3-4 days 18th-22nd action in 4 hours, tricky to please all. I do acknowledge the scenario takes a lot of effort and patience on the players part.
I will create a bitesize campaign version this year, probably from Vaux Ricard/Stavelot.
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theforger got a reaction from Bulletpoint in Mission to Maas
Far from it. Appreciate all comments good and negative. How can I improve as an amateur designer otherwise?
There are a lot of smaller scenarios, which are great and I enjoy...but fewer huge scale that challenge choosing route marches via large maps, when and where do you need agility/feints, fend off counter attacks? force superiority, operational issues?
I've almost finished testing a V2. Added some reece and eventually found Grilles to add German side!
Improved road net thru initial stages and La Gleize.
Made some building cosmetic changes.
Added 5x Allied AI plans.
Also changed conditions to patchy snow. Looks good and no bogging.
My initial idea was to recreate a taste of 3-4 days 18th-22nd action in 4 hours, tricky to please all. I do acknowledge the scenario takes a lot of effort and patience on the players part.
I will create a bitesize campaign version this year, probably from Vaux Ricard/Stavelot.
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theforger got a reaction from Nektoman in New CMBS Scenario Korsun 2017
http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/korsun-2017/
Posted a new scenario. V2.00 Game Engine 4
Huge map, H2H or RED vs AI only, before daybreak on the 6th June.
RED attack to seize road and rail bridges over the River Ros, using the Forward Security Element and Advanced Guard of the 2nd Tamanskya Motor Rifle Divsion.
Multi Company engagement. Map 3.5km x 3.5km.
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theforger reacted to MOS:96B2P in Mission to Maas
A column of Kings blasting their way towards Stoumont.
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theforger got a reaction from PIATpunk in Mission to Maas
@Bulletpoint Yep, at the moment only one plan but USA reinforcements have variable arrival times which can help or hinder. V2 will include multiple plans, TRP placement already done, building improvements and once complete I'll post on the scenario depot website.Will think about weather/ground condition mix would like to do a snow variant. Was looking for feedback on this version, which you have helpfully provided. I could add more ambush points but I didn't want there to be a bazooka team on every corner. It can build more tension and lead the player into a false sense of security if they are deployed at varying intervals. The aim is to make the final engagements challenging without being impossible, its tough to get the balance right.
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theforger got a reaction from Bulletpoint in Mission to Maas
@Bulletpoint Yep, at the moment only one plan but USA reinforcements have variable arrival times which can help or hinder. V2 will include multiple plans, TRP placement already done, building improvements and once complete I'll post on the scenario depot website.Will think about weather/ground condition mix would like to do a snow variant. Was looking for feedback on this version, which you have helpfully provided. I could add more ambush points but I didn't want there to be a bazooka team on every corner. It can build more tension and lead the player into a false sense of security if they are deployed at varying intervals. The aim is to make the final engagements challenging without being impossible, its tough to get the balance right.
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theforger got a reaction from Commanderski in Mission to Maas
@Bulletpoint Yep, at the moment only one plan but USA reinforcements have variable arrival times which can help or hinder. V2 will include multiple plans, TRP placement already done, building improvements and once complete I'll post on the scenario depot website.Will think about weather/ground condition mix would like to do a snow variant. Was looking for feedback on this version, which you have helpfully provided. I could add more ambush points but I didn't want there to be a bazooka team on every corner. It can build more tension and lead the player into a false sense of security if they are deployed at varying intervals. The aim is to make the final engagements challenging without being impossible, its tough to get the balance right.
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theforger got a reaction from Badger73 in Mission to Maas
@Bulletpoint Yep, at the moment only one plan but USA reinforcements have variable arrival times which can help or hinder. V2 will include multiple plans, TRP placement already done, building improvements and once complete I'll post on the scenario depot website.Will think about weather/ground condition mix would like to do a snow variant. Was looking for feedback on this version, which you have helpfully provided. I could add more ambush points but I didn't want there to be a bazooka team on every corner. It can build more tension and lead the player into a false sense of security if they are deployed at varying intervals. The aim is to make the final engagements challenging without being impossible, its tough to get the balance right.