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Zveroboy1

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Everything posted by Zveroboy1

  1. Romanivka 30 km north of Donetsk, Donbas Ukraine map size : 3500 X 4200 m It is hard to take a good picture of it because it is so large. Included in the download : A raw version with nothing in it, no setup zones, objectives, AI plans or anything, only landmarks. a redfor and a bluefor attack, both attacking from the south side. This one is going to be fun for treadheads, people who want to test ATGM's in "real" conditions and also a treat for people who are confused about when it is they need to debus. I don't know if any fighting took place in this area. I just liked the layout of the terrain and the balka on the east side. I am not entirely sure how useful it is for people to have me include a version of these maps with already set up objectives, be it meeting engagements or attacks. This is probably too large for a PBEM. There is no AI plans so these are probably only good if you want to set up a defence yourself and then attack it against the AI or even in hotseat mode to test various force compositions or tactics. Download : https://www.dropbox.com/s/36kzi4vmq0fjb8s/CMBS map Romanivka.rar?dl=0
  2. What do you mean by towed artillery? Are you talking about the MT-12?
  3. You do though. At least in quick battles. Sixty percent more points than the defender in attacks, more in assaults. Or you have no business attacking in the first place if the defender is stronger than you. In scenarios that's another story. And that directly translates into a higher firepower than the defender. Even more if you choose to attack over only a portion of the map and just screen the other part so the defender can't reposition easily. Now obviously attacking over open ground is not going to be particularly healthy in most cases and that doesn't mean you should avoid perfectly good cover or concealed approach routes if there are some available. However I don't think that's what Bozowans was advocating. He might have overstated his case and the lack of importance of cover a little bit too much. But I think he was just trying to point out a pitfall some people fall into. Being so reluctant to attack without cover that it leads them to avoid it at all cost and as a result either bunch up too much or become predictable. Oh look a mostly flat piece of ground with a gully on a side. Let's use this to be sneaky. Yeah you already know what is going to happen I bet. The gully is going to be mined, have a couple of TRPs in it and be raked by machine gun fire. Now you are clearly an experienced player and I doubt you fall into this trap yourself but this is more widespread than you think.
  4. This is a great point. Often people are so scared of attacking through open ground that they end up using very predictable approach routes or get bunched up in narrow tree lines or small patches of woods that make perfect artillery targets or minefields.
  5. Second page of the BarbaricCo's thread I linked above. The links don't work for you?
  6. Hmm I downloaded it just two months ago, it was still working. Okay I just had a quick look and it appears that you need to use the links on the second page. Posted March 8, 2018 by BarbaricCo. These still work. It is a bit of a hassle to install, lots of files but I think it is worth it. It looks cool. You can play without the winter mod obviously, it is purely cosmetic.
  7. Recommended mods : The scenario has a mod tag for snow if you want to use BarbaricCo's winter mod. And I recommend using a mod for the separatists.
  8. Logvinovo part I This is a fictional scenario very loosely based on the events of february 2015 in the Donbas region of Ukraine during the Debaltseve offensive. You command a company sized hybrid force made of Russian volunteers and low quality separatist units supported by a T-72, a BMP2 and a couple of APCs tasked with a dawn attack on the small village of Lohvynove (or Logvinovo in Russian). Historical background : To the best of my knowledge there was never a proper assault of Lohvynove. Due to a snafu in the command chain, the Ukrainians withdrew the units defending the position, only leaving a handful of men of the 54th recon battalion with a single APC there. The unit that was supposed to replace them never came, leaving this key location practically undefended. When the Ukrainians realised their mistake, it was too late. It is not clear whether the separatists were aware of it or if a reinforced infiltration group just seized the opportunity to capture the village. Obviously this wouldn't have made a very fun or interesting scenario so I had to use a good dose of creative license. Without going into too much detail, basically the scenario is based on the premise that the defence of the village is somewhat reduced but not to the extent it was in reality. Disclaimer : I chose to use Russian names because the battle takes place from the separatists side. The briefing mentions "Kiev junta". This is purely for flavour and immersion and doesn't reflect in any way my own political views on this conflict. Credits : Haiduk for his information on the battle and the composition of the forces on both sides. All mistakes and differences from the real events are of my own doing. Install : Extract in : documents/battlefront/black sea/game files/scenario Download : https://www.dropbox.com/s/132e335d8ajn8px/CMBS scenario Logvinovo part I.rar?dl=0
  9. I am going to post the first scenario I made about Lohvynove in its own separate thread but here is the full map. I plan on making two scenarios based on it but neither of them will use the full map. Both of them will be slightly cropped. This is a raw map with no units, setup zones or AI plans. Lohvynove or Logvinovo in Russian. Located 7 km north of Debaltseve, Donbas, Ukraine. This is the place where the pro-Russian separatists closed the encirclement of the Ukrainian forces in Debaltseve in february 2015. As far as I understand it, the gist of it is that the encirclement was never totally complete however and most of the units involved managed to withdraw, lots of vehicles had to be left behind but the Ukrainian forces in the bulge or pocket managed to escape more or less intact albeit in a lot of confusion, either running the gauntlet on the semi closed main road or using small country roads to escape. map size : 3472 X 3152 m type : open/village Scroll up for a preview of the map. This one is slightly bigger than in the previous picture. Download : https://www.dropbox.com/s/ngrc9dlf8w2wvl8/CMBS map Logvinovo full raw.rar?dl=0
  10. The village looks awfully small for a whole company of infantry. They must be densely packed like sardines in which case arty should be rather effective. Too bad you don't have 150mm. Are you sure he is not also set up in the woods behind the field and in or behind the tree line halfway between the village and the north west objective?
  11. There is no way in hell it is quicker to make a new map. A large map can take weeks if not months depending on the level of detail.
  12. I played a lot of Combatintman's Shock Force scenarios when I was working on my Afghanistan mod project last year and it kind of opened my eyes. I had tried to design small engagements between ISAF and Taliban fighters in the editor for fun and to test things out before that. And one thing I was unsure of was what experience level to give the Taliban. At first I told myself okay these guys must be tough, they have have had to deal with foreign armies for ages etc. Surely they must be rated regulars, some greens but also maybe a bunch of hardened veterans etc. But then when you use these experience levels, you get quite unrealistic results, in particular casualties levels at the end of the battle. You look at British losses in Afghanistan and I think it is something close to 400 fatalities from the results of combat in roughly 15 years, as opposed to accidents that is. Granted the distribution of these losses is not even, with only 5 prior to the deployment in Helmand province and probably half of these were caused by IED's. Of course a CM scenario needs to be a made a bit more exciting in order to be fun so a slightly higher casualty rate than in reality is acceptable. But still it didn't feel right with the parameters I had. However if you make the Taliban a mix of green and conscripts and play on large maps with realistic distances and engagement ranges, suddenly you start to get results that feel a lot more right with RPG's missing left and right etc. And this is not to say that all Talibans are horrible shots and don't know how to fight. Far from it. But basically if you play on large maps, so it is not a knife fight in a phone booth, lower the experience levels of the enemy and do stuff like not pushing too hard and assaulting enemy positions but instead call an air strike on them instead once you have fixed them, you are a lot more likely to get the kind of realistic results you are expecting.
  13. This game is rubbish. How can you tell the good guys from the bad guys???!!1 Thanks that made my day.
  14. Nice, I missed these the first time around. As far as rubble is concerned, can't you just make a copy of the rubble tile, rename it by picking a ground tile you are not using for the terrain, add a modtag to it, say [ruin] or something and include it with the download? edit : okay if Battlefront picked heavy rocks to turn into rubble, it is probably for a reason. Heavy rocks must offer some sort of micro cover. So depending on what tile you pick to replace it, the change would only be cosmetic.
  15. Okay I did just that. Good idea. It is actually [trashsoft] the correct modtag.
  16. It is listed at the end of the manual and it is supposed to replace sand tiles with trash. But it doesn't work for me. This is for CMBS by the way, in case it matters. I tried just [soft], [softrash] with a single t in case there was a typo but no luck. Has anyone used this modtag before? I know how to use modtag too, that's not the issue. There is simply [trash] that replaces ground hard with trash and this one works just fine but I am using hard tiles a lot and I can't use this one. I need this for a landfill.
  17. Do you have Vin's mod? The one that replaces the text on the bottom left of the screen that tells you what individual soldiers in a unit are doing, spotting, aiming etc with icons? If so, remove it. Otherwise, make sure you unzip or unrar the install files, including patches each in a separate folder with nothing else in it. Don't just unzip everything in a folder where there are other brz from a different game. And run the exe from there.
  18. Yes they should really release a hotfix for stuff like this.
  19. Use this I think : https://www.battlefront.com/cmsf1-upgrades/
  20. Okay yes that makes sense. I'll wait a bit to see if I get more feedback and then tweak it slightly. Maybe not so much the force composition itself but the victory points.
  21. For me too, I can barely beat the bloody thing myself.
  22. Damn dude this scenario was too easy for you it looks like lol ! I have had people give me feedback in private messages (they shall remain unnamed) telling me it was too hard. I'll cook up a special version just for you next time I design another scenario. Seriously that's impressive, only one killed. You are good at this. ---- SPOILERS BELOW ---- The BRDM it is supposed to enfilade anyone that wants to cross the road parallel to the river on the right side of the map and get in the woods. And also to support the defenders in the farm so they don't get flanked. But yes in practice it is blind really and can hardly spot anything. And when it does, its reaction time is too slow. It is more of a psychological threat really. At first I had a BMP 2 instead. It couldn't spot a lot better, but when it did and shot something it was nasty. Maybe I should bring it back. Oh yes send me a private message to tell me how you got right behind it with the PKM please. ---- END OF SPOILERS ----
  23. The interesting part is that the heights behind the village are really not that high at all. Much lower than I pictured it in my head before I started mapping it. I don't know if I mapped this correctly, I think I did but it is hard to tell, but you can't see the area west of the road from H 287. So it lets you get pretty close to the village unseen actually.
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