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sttp

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  1. Like
    sttp got a reaction from Phantom Captain in CM:BN Screenshot Thread #2   
    Right through the tracks. The Pak40 crew that sent this shell my way was dead about 15 seconds later, killed by the very tank they "missed." It's the little things like this that make Combat Mission so ridiculously enjoyable.
     

     
     
  2. Upvote
    sttp got a reaction from A Canadian Cat in CM:BN Screenshot Thread #2   
    Right through the tracks. The Pak40 crew that sent this shell my way was dead about 15 seconds later, killed by the very tank they "missed." It's the little things like this that make Combat Mission so ridiculously enjoyable.
     

     
     
  3. Upvote
    sttp got a reaction from Bud Backer in CM:BN Screenshot Thread #2   
    Right through the tracks. The Pak40 crew that sent this shell my way was dead about 15 seconds later, killed by the very tank they "missed." It's the little things like this that make Combat Mission so ridiculously enjoyable.
     

     
     
  4. Upvote
    sttp got a reaction from gnarly in CM: Battle of the Bulge Stream gameplay   
    Those tanks are looking great, so keep up the good work, Battlefront team. Fingers crossed that it'll be ready by December 16th... and if it's not, well then we'll just enjoy it later. Glad to see it's being done right.
  5. Upvote
    sttp reacted to Sublime in Question about what troop ratio between defender and attacher   
    To be clear im all cmx2 games the only differences in battles are the point values and in assaults the attacker may perhaps get a couple of ? marks on possible enemy positions.
    the reason theres a difference in points is this. an assault assumes the attack has been well preplanned and stocked and been readied ahead of time significantly. think like day one of a major op. an attack is less so but still an attack. think of during an operation a unit is ambushed in a town down the road. you.re ordered to atyacl but have till nightfall (just an example) to conduct said attack. a probe is your forces moving cautiously ahead trying to find the enemy and how strong he is. is this just stragglees that csn be overrun? or are we ovwr our heads and need to withdraw?
    a meeting engagement is two forces unaware of eachother that by chance crash into eachother. thats the idea anyways. it really just plays out to points and setup zones. MEs is like both sides are attackers and equal points. probes you get aytacl defense (defender has more of the map etc) and everything can be done that is done in other battles the attacler gets more points to be fair, hes attackjng but not so many as to make a chance of winning impossible. imo if you take two even matched pbem players and one assaults the defender prolly has a ten percent chance of winning. the odds are too great. atyack is hard but doable. i think the best amd most realistic test is probe. of course i use it as just a name i only use probe so both sides are close in points and the skill really comes into play.
  6. Upvote
    sttp reacted to womble in Question about what troop ratio between defender and attacher   
    The other difference you'll see between the types of battle in QBs is where the VLs are placed (when the map's big enough for some variety), as well as the distribution of points between them. Assault VLs tend to be further back in the defender's setup zone, so the defender ought to have more opportunity to set up a decent defense-in-depth, and the terrain objectives comprise a larger part of the VCs. Probe battles split their VPs near-evenly between force and terrain objectives, whereas Assault places much more emphasis on terrain over force. That ought to make the defender's job easier (requiring the increased attacker point allocation) but in practice, the VLs aren't often deep enough and the maps don't all offer the defender sufficient advantage of terrain to counter the force advantage of the attacker.
     
    So if you're designing a scenario, give the defender enough room and cover to actually have a "defender's advantage" to counter the attacker's numerical/qualitative advantage. 
  7. Upvote
    sttp reacted to SeinfeldRules in SeinfeldRules Scenario Thread (CMFI)   
    Hi All,
     
    I have a new scenario (Reverse Slope) for CMFI to share, and I thought I'd do what I did for CMRT and create a thread where I have all my scenarios in one easy place. Hopefully this will expose them to more people too, as I'm still looking for feedback on all of them! Please let me know what you think and what needs to change!
     
    *NEW* Reverse Slope v1.0
    https://www.dropbox.com/s/fvg44cw2tjlt1b0/AD%20Reverse%20Slope.zip?dl=0
     

     
    Your Rifle Company is poised to breakout of Salerno and push towards Benevento. The whirlwind of German counterattacks has finally abated, and battalion has passed down the order to push forward. Our first objective is a village strongpoint on the reverse slope of the ridgeline to your front. Our patrols know that at least a German company has spent the past several days digging in and are prepared to defend it. Your riflemen and attached tanks are assembled in a wood several hundred meters short of the village, and must push over the ridgeline and into their reverse slope defense... Allied vs AI only.
     
     
     
    Flak Hunt v1.0
    https://www.dropbox.com/s/4fb0qmzz6oc4n60/AD%20Flak%20Hunt.zip?dl=0
     

     
    You are in command of a British parachute company that has been dropped into Sicily as part of Operation Fustian. Your battalion has been dropped far south of its intended dropzone. You've managed to gather the majority of your company, but are unsure of where the remainder of your battalion is located. During the drop, you noticed a German flak battery among some fields and orchards. Absent of any orders, you have taken the initiative to take out the battery with your troops. Allied vs AI only.
     
     
     
    Pontine Patrol v1.0
    https://www.dropbox.com/s/08afuepgzmcrwjq/AD%20Pontine%20Patrol.zip?dl=0
     

    You are a company commander in the 1st Special Service Force (1st SSF). The 1st SSF is a mixed American-Canadian force, highly trained and well led. Your unit currently sits on the western side of the Mussolini Canal, forming the right flank of the Anzio beach head. East of the canal is the Pontine Marshes, drained by Mussolini in the 30s for farming, and flooded by the Germans following our landings. The government farms built by the fascist Italian government have turned back into swamp. Since our arrival here we have been aggressively patrolling into the Pontine Marshes, and in some places have forced the Germans to pull back their lines almost a kilometer. Yesterday evening a strong German force moved back up towards the canal, and occupied several farms just east of us. We believe they intend to hold the farms and overlook the canal in order to stop our aggressive patrolling. Your company has been tasked to cross the canal and show the enemy they can not take up positions so close to our lines. Allied vs AI only.
     
     
     
    Recon Gone Wrong v1.0
    https://www.dropbox.com/s/thkc0f004bdtkt6/AD%20Recon%20Gone%20Wrong.zip?dl=0
     

     
    You are an Italian infantry company commander in Sicily, July 1943. Your company is currently guarding one of the many secondary roads to Palermo, in a defensive position not too far from a bridge running over a riverbed. Shortly before dusk your forward positions overlooking the bridge spotted American soldiers and personnel carriers rushing towards the bridge. Half of the enemy force has already crossed the bridge and have setup on our side. You take the initiative and attack... Axis vs AI only.
     
     
     
    Small Patrol Action v1.0
    https://www.dropbox.com/s/z70081b9igh4wrk/AD%20Small%20Patrol%20Action.zip?dl=0
     
    FEATURED ON YOUTUBE BY PEWPEWCHEWCHEW!
     

     
    You are Charlie Company's commander, a part of the 2d Battalion, 30th Infantry Regiment, 3ID. You and 2 of your infantry platoons were on a foot patrol along a local road when you recieved machine gun fire. You ordered your troop to take cover along both sides of the road and informed your battalion commander of the situation via radio. He has ordered you to take your platoons forward to the enemy and to eliminate any resistance you may find. Allied vs AI only.
     
     
    Snow Day v1.0
    https://www.dropbox.com/s/xe8ts5i2jt6xwpb/AD%20Snow%20Day.zip?dl=0
     

     
    It is winter in Italy and our advance up the eastern coast has been slow going. Our major combat operations have ceased for the moment, but that doesn't mean you or your soldiers will get any rest. Your infantry company has been tasked with seizing a small town sitting to the west of our position in order to better secure our front lines. Allied vs AI only.
     
     
     
    Wires and Rifles v1.0
    https://www.dropbox.com/s/czzs22okjl9yb98/AD%20Wires%20%26%20Rifles.zip?dl=0
     

     
    You are a German recon commander in Sicily, July 1943. Your recon company has been tasked with delaying the American advance, harassing their flanks and conducting raids on exposed positions. It seems that your unit has found a seam between the American forces, as your column has pushed far forward without encountering any organized resistance. The lead elements of your column have just ran into an American support unit laying communication wire along a road. Your lead units were spotted and fired upon, but were able to withdraw without any casualties. You quickly decide to take your company forward and attack. Axis vs AI only.
     
     
  8. Upvote
    sttp reacted to SeinfeldRules in SeinfeldRules Scenario Thread   
    Thanks for all the positive comments, guys, especially about the quality of the maps. I really put a lot of my effort in the maps and they are my babies, the scenarios are just a happy byproduct! Please continue with the feedback, it's the only way I can make my scenarios better!
  9. Upvote
    sttp reacted to SeinfeldRules in SeinfeldRules Scenario Thread   
    Thank you for the feedback combatintman and grungar! I'm happy everyone has liked them so far. I'll definitely look into some of the ASL stuff, do they have scenario "stories" like CM, or is it more of a freeform scenario, kind of like a Quick Battle?
     
    fry30, I've never thought about it that way, but it's very true! I feel there are lots of these little "episodes" in war, you just have to read between the lines when books and such talk about macro level events. Not everything has to be a titanic clash, even the "quiet" periods were full of patrolling and small unit actions.
     
    And another one:
     
     
    Into Lithuania v1.0
     
    https://www.dropbox.com/s/s8uyz9zc0fr9kjy/AD%20Into%20Lithuania.zip?dl=0
     

     
    Our tanks drive on into Lithuania. Following the capture of Minsk, our forces are now pushing up the road to Vilnius. Your company of T-34s is currently leading that push, and just as you cross the border of Belarus and Lithuania, your lead vehicle brews up in a mighty explosion. It is clear the Germans have something waiting for you in the village ahead... Allied vs AI only.
  10. Upvote
    sttp reacted to SeinfeldRules in SeinfeldRules Scenario Thread   
    Another scenario...
     
    Assault Position v1.0
     
    https://www.dropbox.com/s/d85cs6w3xeeg0oi/AD%20Assault%20Position.zip?dl=0
     

     
    Our forces are counterattacking. Having detrained merely days ago, your Regiment has been pushing around the flank of the Soviets, looking for an opportunity to halt the Russian juggernaut. Your panzergrenadier company has been tasked with securing the flank of our regiment's counterattack by taking a town overlooking an important road highway. Located on the reverse slope of a ridgeline, you determine that a wooded grove just NW of the town (and SE of your assembly area) would be the perfect place to form up your company before it's final attack on the main Soviet defenses. The morning of your attack, you begin to move your company to take your assault position. Axis vs AI only.
  11. Upvote
    sttp reacted to SeinfeldRules in SeinfeldRules Scenario Thread   
    Hi all,
     
    I've been working on a whole bunch of scenarios for CMRT, and finally got around to finishing a couple. I'll use this thread to post whatever I manage to finish. I have 4 for today (though one has already been posted before, just tweaked it a little), and hopefully I can put the finishing touches on 1 or 2 for tomorrow. Most of these have had barely any playtesting, beyond what I could do by myself. That's where I need feedback from you guys. These are not 100% tested. Please let me know what I can change to make it better!
     
    I like small, company sized engagements. All of these have 2 companies or less. These may be suitable for H2H, do not have anyone to test them with though. All my maps are "hand made" originals. They look best with my terrain mod IMO!
     
    Interlock OP v1.0
    https://www.dropbox.com/s/bs581b72xj6n96s/AD%20Interlock%20OP.zip?dl=0
     

     
    You are in command of a German Grenadier platoon in Estonia. Soviet forces have secured an interlocking tower overlooking our forward positions and are calling artillery on our forces. You have been tasked with securing the tower by force and securing whatever intel you can. Axis vs AI only
     
     
    Pastureland v1.0
    https://www.dropbox.com/s/pq48lgx5c1tokfe/AD%20Pasture%20Land.zip?dl=0
     

     
    The Germans are falling back in confusion. Our tank corps and mehanized infantry have pushed far foward, leaving us, the dismounted infantry, behind to mop up the remnants and widen the corridors. Your company was doing exactly that when you came out of a small copse of trees and immediately started taking machinegun fire. A large, open pastureland sits between you and the incoming fire. On the far side, a group of buildings on the outskirts of a village. You determine that is where the enemy fire is coming from, and you immediately decide to attack. Allied vs AI only.
     
     
    Gorbatzewich Roadblock v1.0
    https://www.dropbox.com/s/zsmkvq4hfcr09ms/AD%20Gorbatzewich%20Roadblock.zip?dl=0
     

     
    You are in command of a Soviet Cavalry Squadron southwest of Babruysk. After several long days of fighting, we have finally managed to capture the vital city and open the road to Minsk. Remnants of German forces still remain around the city, occupying blocking positions and doing their best to prevent our forces from rushing into Minsk. One of these blocking forces is located in the village to your immediate front. Allied vs AI only
     
     
    Amongst the Ruins v1.0
    https://www.dropbox.com/s/wo11fj4zcq3h2au/AD%20Amongst%20the%20Ruins.zip?dl=0
     

     
    You are in command of a German Pioneer Company somewhere within a large city inside Belarus. We have been fighting with the Soviets for control of this vital city for several days now. Your company has been tasked with taking back a bombed out industrial area. Axis vs AI only
     
     
     
  12. Upvote
    sttp reacted to womble in Are distant shooters spotted too easily?   
    This is simply untrue. LOS is reciprocal, yes: as soon as you might see the enemy, they might see you. If they're both the same number of high quality troops in poor concealment, then there's a high chance that the two elements will see each other at the same time. But there are many occasions when one side or the other has a spotting advantage and will succeed their "roll to acquire" sooner (on average) than their reciprocate. An obvious example is a two man Elite sniper team with binos in a church tower at 600m from a green rifle team with no binos in an open field: the poor grunts will get picked off one by one without ever seeing the sniper. In the last campaign turn I played, an element of mine stumbled upon a lone straggler and it was a good quarter minute before they were spotted back, and they were Quicking across an open field (it's KG Engel, and the player Germans are quality troops, against piss poor Amis).
     
    If the AI always spots you at the same moment you spot them, then you need to work on your cover exploitation. If it's not "always" then what's the problem? It's plain to see that "sometimes" two units will spot each other simultaneously.
     
     
    Then you need to work on your movement drills and understanding of how concealment works. It is entirely possible to generate lopsided spotting situations where you can see and spot the enemy well before they see and spot you. The AI sometimes even manages to reverse the tables. But you have to generate them, they won't just happen. Both sides use exactly the same LOS and spotting algorithms; there's no "AI spot you when you spot them" rule (I know that for sure, because I constantly get situations where my troops shoot first, against the AI).
     
    So, some advice to help you get on the right side of the spotting algorithms (in no particular order): 
    Small teams are harder to spot (because there's less of them to spot, and they fit more easily behind concealing terrain features What's between the target and the spotter (every metre of it) matters more than what terrain the target is in. Example: Light Woods tiles give a concealment advantage; if you are in the "last" tile before open ground, your element has an average of 4m (anywhere from 0-8m, depending on where the individual troopers position themselves in their AS) of "Light Woods tile level concealment", whereas if you're in the next row back into the Light Woods patch, you'll still be able to see out, but you will have, on average 12m  (a guaranteed 8m, for the complete AS, plus the 0-8 for the AS the unit is in) worth of Light Woods between you and the observer, or three times the concealment advantage. Often, you'll be able to be even further back and still see out. Tree models do not give a good indication of the concealment they provide. The tree trunks block LOS, but if they're planted in "short grass", the concealment offered versus eyes on the same level by being underneath them will be minimal; if the canopy is high enough, so that the foliage doesn't preclude spotting, fire can completely ignore a "well-kept orchard" if it's aimed down the rows. Shooting teams are much easier to spot than teams which hold their fire. If your intention is "looking, not reaching out to touch", give your unit a short Target Arc, either circular or oriented the way you want them to bias their cover and shooting opportunity seeking. That way, they won't open fire the instant they see an enemy inside their effective range, giving away their position and attracting attention, causing an instant recipro-spot and return fire. If you're coming up to the "last piece of cover" between you and potential eyes (a bocage line, or clump of bushes at a crest, say) use Slow to move the last AS or two into the cover. This will minimise the chance of your arriving team being spotted by the observing enemy on the other side, because you're moving slowly and keeping low. If you want to spot without being spotted, give the moving unit a short covered arc as above so your scout team doesn't instantly engage the platoon they spot forming up in the field they just got eyes onto. Barns are poor concealment (and negligible cover, but that's a different issue). If you're moving about inside a building the enemy can see, you'll be spotted unless you Slow (or maybe Hunt). If you take this advice in consideration, you might find that you can ambush the enemy a little bit* more than 2-5% of the time.
     
    * If there's such a thing as hypobole, this is an example of it...
  13. Upvote
    sttp reacted to womble in Are distant shooters spotted too easily?   
    That's an approach I've suggested before. Experience affects the chances of infantry being spotted (Elite being "one with their terrain", Conscript being "sore thumbs"), so simply allowing the "Experience" of a fortification to have a similar effect on concealment, and maybe even "terrain saves", to represent better siting (at a lesser cost factor; the pill box's experience won't affect its weapon skills, spotting ability and the other things that experience would modify for an infantry element) seems like it might be a step in the right direction.
  14. Upvote
    sttp reacted to waclaw in HQS 2.0 CMBN.CMRT.CMFI   
    https://www.dropbox.com/s/78g7kqyenwbyyn8/g43.rar?dl=0
     
    g43, and new rain
     
    https://www.dropbox.com/s/77b6vmerx9co0hk/rain.rar?dl=0
  15. Upvote
    sttp reacted to waclaw in HQS 2.0 CMBN.CMRT.CMFI   
    https://www.dropbox.com/s/ottnjmwuf79k2q7/mg42.rar?dl=0
     
     
    optional sound for MG42 - It seems to me that much better   https://www.dropbox.com/s/huxplxeuuyws2lt/gun%20mp40.rar?dl=0     improved sound for MP40 - was too loud
  16. Upvote
    sttp reacted to waclaw in HQS 2.0 CMBN.CMRT.CMFI   
    just working on this, but it may take some time)
  17. Upvote
    sttp reacted to waclaw in HQS 2.0 CMBN.CMRT.CMFI   
    I have the pleasure to present you  HQS 2.0  -   huge modification for CM Battle for Normandy/ CM Red Thunder/ CM Fortress Italy - adds or replaces almost all the sounds in the game. That's more than 2,100 sounds, a lot of improvements and modifications really improve immersion in the game.
     
    Changelog 2.0
    1187 additional sounds
    - Italian voice
    - Americans voice
    - Russian voice
    - improved Poland voice
    - new air support
    - new background
    - new explosion
    - improved soldier movement
    - new incoming artillery
    - new bullets and shells/impact/penetrations/ricochets/zips
    - new air weapons
    and of course lots of other fixes and improvements
     
    http://cmmods.greena...ds/5486/details
  18. Upvote
    sttp reacted to Bootie in Having to pay for bug fix!   
    Yes initially the games are expensive to purchase but its a game that lasts a lifetime... its not like you complete it and put it on eBay.  I have clocked thousands of hours playing the CM games and in my opinion money well spent and well worth supporting the company financially if need be.
  19. Upvote
    sttp reacted to noob in Why can't 88mm Flak or AT be limbered/towed?   
    My advice for using an 88 is to place a false nose, false moustache and fake glasses on it after it has fired, if that doesn't work then thats tough !!! you shouldn't have started the war in the first place !!!
  20. Upvote
    sttp reacted to A Canadian Cat in How to get regular US inf in quick battles?   
    One thing you can do to still keep the computer selects the forces but you get some influence is choose human selected forces but instead of manually choosing use the suggestion button.  Have a look at what you got and if you like what you see hit suggest again.  Repeat as needed.
     
    Mind you I have no idea if the rotation of choices will include regular infantry or not but worth a try.
  21. Upvote
    sttp reacted to kch001 in More Bulge Info! (and a few screenshots...)   
    Any chance of adding a hull down / turret down indicator (i.e. you indicate the facing at a waypoint and then the indicator could show red/red or green/red or green/green)? Also an arc indicating the LOS would also be great when planning waypoints so that you can better plan routes that we are hidden.
     
    If we could have temporary camouflage in the game, then it would be great too. Ideally I would like to be able to camouflage vehicles and troops further during the set up. It should not be something that you could do during the battle due to the time it takes, but I think that a heavily camouflaged StuG or machine gun team should be much harder to locate than it is now.  
     
    Similarly if we could have prepared positions for vehicles then it would be great too. 
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