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Zveroboy1

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Everything posted by Zveroboy1

  1. True. I mostly like mapping, coming up with scenario ideas and setting up defensive positions. The balancing and victory conditions part it is not my fav part. (obviously) Quick preview of Lohvynove/Logvinovo. 3500 X 2600 m. There is quite a long approach march. And the hybrid Olkhon group ready to attack, mix of DNR GRU, Russian volunteers and low quality separatists troops. Sgt.Squarehead you're going to love this, their soft factors are even worse than the Karapulka scenario. I even added a conscript for fun lol. Well except it will be at dawn, 5 am or so.
  2. Black Sea has freezing temperatures though. Not sure why with the june-august timeframe but I am not complaining, the more options the better.
  3. Does anyone know what effects it has? I tried doing a quick search but couldn't really find anything that answered my question. Does it affect optics and spotting? Something to do with thermal sights in modern titles? Maybe stamina of your pixel truppen?
  4. Thanks, I am glad you had fun playing the scenario. Good use of the atgm. The defenders are quite hard to root out of their positions. They're just a mix of regulars and greens and don't have particularly good stats but the 14.5 mm of the BTR simply doesn't cut it. It is not an easy scenario. You have barely enough to accomplish the mission. I will probably have to tweak it slightly but I want to keep it challenging.
  5. This is very useful, great info. Okay so after giving the whole thing a bit more thought, I clearly won't be able to to a historical battle. A recon group versus 4 men left behind with a single immobilized APC simply won't be too fun or interesting. I can't do a hypothetical separatist attack versus a full defence either. It is just an educated guess but I don't see this small group launching a full-on assault against a prepared defence. I think initially it must have been what they call an infiltration-recon-sabotage group whose goal was to probe the defences, maybe lay mines on the road and disrupt traffic etc. And this is what I had in mind when I first started working on the scenario, a small scale action on a large map with a low troop density, plenty of time and a bit of skirmishing. The fact that there was an assault group that didn't make it, maybe suggests that the separatists knew the defence was weakened and changed their plans at the last minute to take advantage of it. In any case, the way I see it, I can either beef up the attacking force or reduce the strength of the defenders. I'll probably end up doing a bit of both to make it interesting. Maybe the assault group will be present and the Ukrainian position thinned out a bit but not as much as it was in the real events. I'll do some testing, play the battle once or twice and then post what I have.
  6. Yes please don't derail this thread too much or lock it. I like watching combat footage and it is good for finding ideas or inspiration for scenarios too.
  7. Nice. I am excited about the new module and the new content for Black Sea. A question : are the Seelow heights area covered by a master map?
  8. Right okay thanks. Blimey's mod looks good too, I just wanted to be sure I linked the right mod.
  9. Thanks Haiduk. Hmm this is more or less what I thought happened with my amateur research. I have to admit I found it hard to believe such a key location was left almost undefended and at first I thought this might have been a cover up. But the more I thought about it, the more convinced I became that it was probably what really happened. And as every student of military history knows, snafus and ****-ups happen all the time. Obviously that won't make a good scenario just having 4 blokes and an APC defend the position. My guess is that the probe the separatists launched that night was not the first one of that type and they must have carried out several other probes the previous days before this one stumbled upon the abandoned position. That's probably what I'll try to portray. A typical probe instead of this particular engagement. I am just not sure whether to include any APCs or tanks or make it a pure infantry probe. They probably came from Vulehirsk which is almost 10 km away, so I doubt they made it on foot. I'll have to think about it.
  10. MOS what mod is this you are using in the pic you posted? Is this the one I linked? I think maybe I didn't link the right mod. This is the one I am using and meant to recommend for the scenario. Could it be Oleksandr and not Sir Lancelot's mod?
  11. Cheers. I have to work on Lohvynove next. The map is finished but I hope I can whip out a quick scenario for it. I want to do two of them actually. The separatist attack and the Ukrainian counter-attack to retake it. But it is hard to find good info in english on the topic. The Ukrainian counter-attack I know more or less what happened but the capture of the village is quite nebulous, lots of different versions of the events.
  12. Karapulka's crossing At first I thought I'd simply add this map to the other thread I created but I had already made a small scenario for it a couple of years ago. So I tried to flesh out a bit and decided to post it here instead. It is a small platoon sized engagement taking place in february 2015 between DNR separatists and Ukrainian forces defending a ford over a small stream. It is supposed to take place during the siege of Debaltseve. It is fictional even though the general context and the operational situation are both historical. The direction of the thrust is more or less accurate from what I could gather, even if it maybe didn't take place in this exact location but farther to the north-west. This particular engagement is purely made up though. The terrain looked interesting so I decided to map it for fun. I used the Russian names for places like Debaltsevo and Uglegorsk in the briefing and for the landmarks because it is supposed to be from the pro-Russian separatist side but it doesn't reflect my political views. It is purely for immersion and roleplay purposes. A bunch of pics of the map : It is a blue on blue fight and you should download Sir Lancelot's pro-Russian separatist skins. The first link in that thread is down but scroll down a bit and there is a working one. I tested it 3-4 times versus the AI but the balance is probably a tad off. So any feedback is welcome. And there are no AI plans for the attacker. You the player must pick the attacker and let the AI defend. Installation : Unrar in my documents/Battlefront/Combat Mission/Black Sea/Game files/Scenarios Download : https://www.dropbox.com/s/cdw4k5z5duldyfv/Karapulka's crossing.rar?dl=0
  13. You don't need any mod. Just add a [rubble] mod tag to the scenario. It is already built into the game and the engine simply swaps the texture. There are more like this, some are listed at the end of the manual : [lawn] turns dirt red into mowed lawn [trash] turns ground hard into trash [softtrash] turns sand into trash [night] adds camouflage to soldier faces There are probably more. The last one it is for CMBS, might not work for ww2 titles.
  14. Heavy rocks turn into rubble with the [rubble] mod tag.
  15. I think sometimes what happens is that you try to have an arty barrage in a area that the spotter can barely see. He can just see a single action square for instance and the LOS is through a tiny gap between clumps of trees or two houses but you order the arty strike anyway. I suspect what happens is that the spotter can't quite see the spotting rounds because of it and that's why it is off. I could be wrong here, it is just a hunch. But when I try to not be clever and fire at a zone where the LOS is less far fetched, it happens a lot less.
  16. Okay here is the last and hopefully final version of Nikishyne. I added a winter version, changed the cultural centre building, fixed a bunch of small details all over the place and in particular re-designed tons of interior walls/doors in buildings like the secondary school and the warehouses in the industrial area of the map and elsewhere that were not connected. There is one small quirk that players should be aware of. The map is full of houses like this with a shed attached to a house. Some of them are connected and you can go from one to the other even though you can only see a door in the house, not the shed, but they work both ways. In some cases there is a window and you can shoot from the shed to the house and vice versa. So pay attention. It is on purpose because in some cases you can't have a window just on one side of the house and I didn't like having this particular house with a blind side there and for some other reasons that are too long to explain. Download : Here or in the first post, both links point to the same file. https://www.dropbox.com/s/j5vfid5og72t0c7/CMBS map Nikishyne.rar?dl=0
  17. Make sure you extract the update to a separate location or folder on your computer. Not directly where the game is installed and not in a folder with other brz files.
  18. Sgt.Squarehead answered the first part of your question pretty well I thought : - depends on what you count as a kill One of your vehicles gets hit and disabled by a RPG but the enemy flees and leaves you in control of the battlefield. You can recover it and send it back to the rear for repairs. It is not counted as a total kill in official statistics even though in practice it was out of action for the rest of the engagement. - the Syrian setting with different more modern and deadly rounds that haven't been kept in storage for years or manufactured locally with poor quality standards and end up being duds - RPGs fired by a regular well trained army instead of insurgents who don't just panic and forget to arm it before firing That takes care of the lethality part of the equation imo. What I am trying to understand is how come you're getting hit so often in the first place. And some of the things you said in your first post made me wonder how exactly you are using your tanks that RPGs are such a big problem for you that you come to the forum asking for a nerf. Do you play WW2 CM games as well? Because I am not sure how the threat of RPGs is fundamentally different from panzerfausts, shreks and bazookas. If you stay out of range, which is quite short really and screen your tanks properly with infantry you're not going to get hit that much really. Granted this is not always possible, especially if you are talking about urban fighting but still. RPGs haven't made armour obsolete any more than fausts or bazookas have in WW2. And this is against the AI too I take it. Even against a competent human player, if you apply basic tactics, in a typical engagement your opponent is not likely to be able to fire more than half a dozen RPGs at your tanks or IFVs during the whole battle. Half of these are going to miss and a good proportion of the remaining half will get stopped by the slat cage or era blocks. Maybe go in the editor before you play a scenario and change the experience level of the AI to conscript or green and you will get hit a lot less often. Additionally you could try playing with the equipment quality setting. I am trying to say this in the nicest way possible but maybe it is possible that you suffer from the "I am driving an uber tank" syndrome and expect it to be invincible even though you use subpar or plain reckless tactics.
  19. Is it possible that perhaps your tanks are just too close to enemy positions and/or not screened properly by infantry if you're getting hit by RPGs so often? That's just silly sorry. Hezbollah in Lebanon? I don't know about stopping the Israeli offensive entirely but they sure disabled a handful or merkavas. https://calibreobscura.substack.com/p/hezbollahs-favourite-atgm First link that I came across with a quick google search.
  20. Adding more stuff to FI and BN sure but there is a pretty big imbalance right now. You have three games with 2-3 modules each and RT, FB and BS have no extra content. It would be nice if battlefront focused on these a bit more instead in my opinion.
  21. Yes good idea, that could work. I have to see how easily you can move from one of the wings to the main part of the building though. Maybe just remove the inside wall there? Hmm I have to run some tests later. Right, I forgot to look on Wikimapia. Lots of interesting landmarks are shown. Nice to see I had managed to get a couple of them right like the gas station and the main school. Here is another cool picture of the community/cultural centre with the world war 2 memorial. Right I found where the real cemetery is located with yandex map. It is actually on the west side, right below the wooded area and the stream, on the left side of the railroad tracks. This is very interesting to me Haiduk, thanks. This is not the sort of things you can just guess by looking at a satellite image.
  22. Fixed a couple of minor things: - moved the cemetery - added a small stream - fixed the camera position not being set properly at the beginning for red side - made two small wooded areas on the western side of the map near the stream slightly less dense Future plans: - make a winter compatible version by adding a modtag and removing all the crops and plowed fields on the map to get rid of the moire effect with the winter textures - work on Lohvynove/Logvinovo, the small village where the Debaltseve highway was cut off.
  23. To be fair though, in real life a whole tank platoon and all the available machine guns on this side of the Rhine would not all simultaneously open fire on an ATG emplacement like a well oiled hive mind of doom and death 30 seconds after one of its tanks noticed the enemy position. So maybe it balances out. All the house rules proponents who suggest not allowing a unit to area fire on a square without contact info and a C2 link might have a point.
  24. Cheers. Yes I always look at previous satellite images, it is very useful, especially here because you get to see images taken before the war. It is a heap of ruins now for the most part so that definitely helps. Also in winter sometimes it makes it easier to identify some elements : paths might be more visible and with less foliage, it is easier to see the shape and layout of habitations for instance. Some bits always remain a mystery though and completely puzzle me. In the south-east corner of the map for instance, you can find what appears to be the outlines of large buildings with lots of vegetation around them. I pore over it and think : hmm okay it must be the ruin of a building that must have been shelled. Then I look back at pre-war satellite images and see the same shapes without vegetation. It looks like the foundations of a large building, some sort of warehouse or light industrial building that was never finished. Maybe they went okay let's build this and then changed their mind halfway through it and just went okay nope, you know what, let's not build this thing after all, it is silly. I put a cemetery there, but that's probably not where it really is. Same thing for the church, I couldn't really find where it is located. The city hall building I don't even know what it is for sure. I suppose it is some sort of administration building. It could also be the school actually. Interesting modern architecture. Not sure how to represent it in the editor though. I looked at independent buildings I could perhaps reskin with a modtag but couldn't find one that looked suitable.
  25. Glad you like them. They're quite flimsy and don't make such great fire positions but I couldn't play without them now. By the way, this makes me realise looking at the pictures I took of the sheds, that I started working on the Nikishyne map in 2015. Dear god.
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