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The_MonkeyKing

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  1. Like
    The_MonkeyKing reacted to Heirloom_Tomato in Vega Force Small Scenario Released   
    I had posted this to the repository at the start of the week and so far it has not come up. I am not sure what is going on but thought I would post a link for anyone who is interested.
     
    This is a small scenario, Ukrainian Special Forces vs Russians. Playable as UKR vs AI only. There are two AI plans for the Russians. I have not tested the scenario for H2H play. It might work and it might be terrible.
     
    Here is the link:  https://www.dropbox.com/sh/ct81paat2vii58c/AACX3IZ0Rv5dyr9W1v0ibJnNa?dl=0
     
    If you have any feedback please PM me.
     
    Enjoy
  2. Like
    The_MonkeyKing reacted to MikeyD in New Uncon Models?   
    Eh, I don't see any harm in posting a pict since early models had already appeared in the AAR.
     

  3. Like
    The_MonkeyKing reacted to Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Even though the other BETA AAR is still going on, I expect it will end very soon.  I had already promised to take IanL on in a second game to fill the time, so here 'tis.  I hope it fills the time left until release.
    BACKGROUND
    A NATO attack is in progress and they are making massive gains.  In an attempt to slow them down high command has decided that a spoiling attack is required.  We are the tip of that spear.  Our task is to Probe into the assigned sector on the flank of the NATO attack and determine the strength of the Canadian flank security force in front of us and if possible, destroy it or force it to withdraw.  Our force will not be reinforced unless successful, so if we fail, another unit will become the spearhead for the main attack.
    Hopefully that will suffice to set the stage for what we are doing in this action.  Ian and I are playing a Quick Battle (QB) Medium Probe, with me as the Syrians on the attack, force selection for both sides was Mixed (Infantry, Mech Infantry, and Armor are all okay to purchase) with no restrictions set for either side. 
    I do not expect an easy time of it, as the Canadians are tough and Ian is no slouch tactically.  He even uses some of the same movement techniques I use so I expect this to be a hard struggle
    ORDER OF BATTLE
    My purchases:



    MAIN BODY
    This element will be my main combat element in this action.  They will be tasked with capturing early objectives, ascertaining enemy strength and capabilities, and recovering the enemy Order of Battle.  
    A Company Mechanized Infantry on BMP-2s 
    Company HQ Element Tanks are intended for anti-infantry support ZSU-23-4 is mainly for AA support, but also is intended to be used in an anti-infantry role
    1st Platoon Will have one AT-13 team attached
    2nd Platoon Will have one AT-13 team attached
    COMBAT SUPPORT 
    120mm Mortar Battery with FO Also purchased four TRPs
     AT 13 Platoon One of the two sections will be assigned to the Main Body, one AT team per platoon Note:  truck was purchased specially to carry the remaining section and the HQ element
    AT 14 Platoon One of the two sections will be assigned to the Reserve, both AT teams in the Mech Infantry platoon Note:  truck was purchased specially to carry the remaining section and the HQ element
    RESERVE - This force will be husbanded until needed, or until I can identify the main enemy positions
    Airborne Mechanized Infantry Platoon on BMP-3s Will have one complete AT-14 section attached
    Tank Platoon on T-72M1 TURMS-T Technology Note:  These tanks feature the TURMS-T computerised fire control system by Galileo Avionica.  It will be interesting to see how that helps in action.
  4. Upvote
    The_MonkeyKing reacted to Mord in New Uncon Models?   
    Any way we can get some screens of the new Uncons? It's been 50 days since the screen shots in the CMSF2 thread where Steve said they needed to be fixed. MikeyD has since stated they were fixed. It doesn't look like Bil is gonna have any in his AAR thread, so. I am only asking because I know @Sgt.Squarehead is dying to see them. I don't think he should have to suffer any longer than necessary.
     
     
    Mord.
  5. Like
    The_MonkeyKing reacted to A Canadian Cat in New Website status update   
    ^^^ this. It was working at one point during testing - cause we saw it and they had it fixed. Probably some other change undid the fix.
  6. Like
    The_MonkeyKing reacted to Mord in Fare thee well, oh Repository   
    With the new site finally up we must take a minute to remember our old friend, the Repository, now relegated to the cold dark vacuum of cyberspace. Maybe not the prettiest of spots on the internet, that old ugly wench did her job in earnest, hosting some of the first and oldest of the new engine mods, maps and scenarios. She was the home to my first real endeavors into the modding arena (as ugly as some of them were) and she was the go-to spot before there was a go-to spot. Even though she was cast aside many a year ago for a prettier, younger Mistress, it was nice knowing she was still around if we needed her. And even though she was old, haggard, and hard to handle, she was there with her many forgotten (un-ported) treasures buried in a confusion of broken links and cyber-subterfuge waiting for a visit and a chat. Alas, she has finally and truly given up her ghost, along with many a mod (and perhaps) scenario that never made it to a shinier shore. So, as a new door opens, an old one closes and I say, fare thee well, sweet, ugly, PIA-to-navigate Repository, I salute thee for a job well done! You are gone but not forgotten...well, maybe a little.
    And now a blatant and exploitative manipulation of your emotions...bow your heads and shut your mouths (especially you, Emrys, your Flea Deity commands it!)
     
     
    Mord.
  7. Like
    The_MonkeyKing reacted to dasitmane in Oleksandr's Modding Space for CMSF2   
    can you do 3 colour dcu  woodland mixed US infantry?
  8. Like
    The_MonkeyKing reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Hello all, I'm back, sorry about the delay in the entertainment. I, at least,  the NHS.
    I will hopefully have another instalment to post tomorrow, although by now I'm sure you've read all about it from the Bil's side.
  9. Like
    The_MonkeyKing reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    Tactical Operations Center has been posted at The Scenario Depot III.  The link is below.  Thank you to all the Beta testers, @Sgt.Squarehead, @Erwin, @rocketman, @sburke, @General Jack Ripper and @Combatintman.   Thanks to everyone else for patiently waiting.     
    http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/tactical-operations-center/
    I had some computer problems so in the end mod tags were not used.  However links to the mods are listed with the scenario.  Instead of a PDF document two Word documents are included with the scenario.  The Word documents help explain the intelligence code and the map grid lines.  They are not needed to play the scenario since the same information is in the briefing.  However the Word documents may be downloaded and printed out for players who wish to do so.  Some of the beta testers thought it was helpful having a printed intel. code on hand while playing.  
    If you have questions ask here or send me a PM.  Hope you enjoy it.  Post cool screenshots!  
  10. Like
    The_MonkeyKing reacted to A Canadian Cat in Kieme's modding corner   
    BUMP - please, please upload mods to CMMODS - that way we can all find them and their availability is not subject to the whim of HD rot / Dropbox decay.
    Anyone having trouble getting upload permission can reach out to @Bootie if needed.
  11. Like
    The_MonkeyKing reacted to HerrTom in An der Schönen Blauen Dnjepr scenario   
    1645
    Just a couple of screenshots.  The crossing continues, and is beginning to look a bit more organized.  I've been somewhat attrited, but in the next few minutes I should be able to dump a reinforced company across the river.

    Supporting fire from the riverbank lays into a Ukrainian trenchwork blocking the railway access.  Staccato autocannon shots burst around an SPG-9 emplaced in the fortification.

    A view from the railroad bridge at the BTRs as they cross the river.
  12. Like
    The_MonkeyKing reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    In case anyone is wondering what he is talking about: 
    @jpratt88, rest assured that I try to not take anyone lightly... and I know @IanL has some skills.  I will be taking redfor in this action, so I'll probably lose.. but I promise to give him a tough fight (time to flex some of my NTC OPFOR muscles).  We are still working through the preliminaries so it'll be a few days before we can kick it off.
    Bil
  13. Like
    The_MonkeyKing reacted to sburke in New Scenario: Tactical Operations Center   
    Dude the last thing you need to be doing is apologizing for releasing a scenario that has taken an enormous amount of work.  Yeah everyone is itchy to get their fingers on it, but don't take that as criticism, just the impatience of Christmas eve.   
  14. Like
    The_MonkeyKing reacted to HerrTom in Unofficial Screenshots & Videos Thread   
    Under the cover of darkness, Russian forces scout a Ukrainian MSR (also Morning Coffee)
  15. Like
    The_MonkeyKing reacted to IICptMillerII in I Don't Read the Dev Updates BINGO!   
    In honor of the imminent release of CMSF2, I figured I would get a heads start on the time honored tradition of complaining about every new release by making it into a fun game!
    I give you, CMSF2 BINGO!

    All in good fun of course.
  16. Upvote
    The_MonkeyKing got a reaction from George MC in Unofficial Screenshots & Videos Thread   
    Just discovered this scenario the other day. No idea how I had missed it before. Now definitely one of my favorites.
  17. Like
    The_MonkeyKing reacted to HerrTom in Unofficial Screenshots & Videos Thread   
    A Russian scout platoon overruns a Ukrainian Battalion HQ.  (Morning Coffee)
  18. Like
    The_MonkeyKing reacted to Lethaface in Interested... But...   
    CMSF including all it's content is still the CMx2 game I played the most and has a reserved a special spot in my game slots, as it was the game that got me into combat mission. Sublime mentioned Paper Tiger's Red on Red campaign (rightly so imo), there is a lot of Red on Red possibilities in CMSF. Simulating the Syrian conflict is very well possible. Plus there are Marines, Brits, Germans, Canadians and last but not least the Dutch 😉 for BLUE. Getting all that content in 4.0 engine is worth it alone for me. 
    Edit to add: Syrian SF with their RPG-29s and AT-14, coupled with T-90s and BMP-3s are quite decent even H2H when up against BLUE. Coupled with appropriate mission parameters (and objectives for Blue & RED) defensive terrain, suitable strategy and tactics Red can really take the fight to BLUE.
    One of my best, most intense and fun h2h fights was with the Syrian SF against Gleb O. as US (I forgot his forum name, something with 88's in it), a worthy and classy opponent. Not sure if we finished the game to the end but it was sure fun as hell using mech heavy Syrian SF and T-90s in guerilla tactics against the US. Hiding portable AT-13s in highrise buildings facing my side, waiting until they got flank/rear shots on enemy armor and then rushing in a platoon of T-90s gives some nice fireworks. Expecting and accepting to lose all assets gives birth to a whole new crate of tactics when compared to BLUE or even CMBS Red forces. I like it.
    Anyway it's an upgrade of CMSF, not a brand new game or game engine AFAIK, so I wouldn't expect new features etc.
     
  19. Like
    The_MonkeyKing reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    MINUTE 14
    M1 #2 moved into the hollow next to the little hill in BP1 in order to overwatch the Gate to Valhalla with the hopes that the Leopard that was moving in that direction would come under its guns.  What it spotted instead was a Marder moving next to the farm ahead of the tank.  The Marder spotted the Abrams first and opened fire with its cannon taking out the turret mounted MG, but it was not a fair fight…
     
    The M1 then immediately spotted the Leopard, which does not look like it sees the Abrams… the turn ended before my tank could reload.  I hate when that happens.  (see item 1 below)  

    Some artillery spotting rounds are falling next to Hill 42.0 so I have moved my M3 platoon back a bit and loaded any infantry nearby. 

    As time expired one of the Warriors moving through the field came into view near the Water Tower, it started to fire cannon rounds at T-90 #2 which was elevating its gun and taking aim as time expired!  (see item 2 below) 

    The Warrior rear door opened as the clock ran out... hopefully, if the T-90 can actually make the kill, it will also take out most of the infantry in the back.

    The Warrior platoon that was last spotted moving past HILL 32.9 has dropped off my radar completely… I have no contacts at all for this formation. (see item 3 below) 

    Looks like it could be a very interesting next turn, coming up are the following highlights:
    The M1A1SA #2 versus Leopard 2A4 faceoff.       The T-90 #2 versus Warrior IFV faceoff Plus, I am moving the BMP-3s 1st Platoon forward in the hopes of spotting that Warrior platoon that disappeared past Point 32.9 A couple Javelin teams will arrive in their firing positions looking to kill something Oh, and after next turn, the final reinforcements arrive! Don’t go anywhere!
    1st Platoon BMP-3s getting ready to move to hulldown positions: (see item 3 above) 

    BP1: (see item 1 and 4 above) 


  20. Upvote
    The_MonkeyKing got a reaction from Ghost of Charlemagne in CMSF 2 – US-SYRIA BETA AAR   
    Automatic facing even for shared contact markers. I wonder if there is a way to "disable" this mechanic.
  21. Like
    The_MonkeyKing reacted to sburke in Interested... But...   
    One item that may not mean a lot to many folks, but I really appreciate is in CMSF you have MOUT Formation options for mech and Stryker infantry.  Those units then function as three 3 man teams versus the standard 5 man and 4 man teams. Learned that from Chris - it was how he deployed his airborne in TF panther. A bit more flexibility and you can deploy them with Humvees instead of Brads and Strykers (the standard Humvee and the 240B can both carry 3 dismounts).  From that you can create a whole different experience in scenarios.
  22. Like
    The_MonkeyKing reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    MINUTE 12
    Apologies ahead of time for the media heavy content in this post...
    Another Warrior IFV platoon appears to be moving toward Point 32.9… M1 #1 moved into position in the early stages of this turn and almost immediately spotted one of them moving up to the Ruined Farm (Baneman does like that position), with one round it was sent to Valhalla…

    10 seconds later it killed a second Warrior also near the Ruined Farm.  Think he has learned the lesson to stay away from that farm yet?

    Immediately after killing the second Warrior IFV, M1 #1 spotted a Challenger!  Alas... before he could reload and reorient, the Challenger killed the Abrams with a one round turret front penetration… wow…

    After looking at it from the Challenger’s perspective, I don’t think M1 #1 was hulldown to it… not sure if that would have even made a difference though.  To kill an Abrams from the front is impressive gun performance.
    M1 #2 spotted one of the Warrior IFVs headed toward Farm 002 and got off one round, which hit the weapon mount with no ill effects that I could see, but that must be a gun kill.  The IFV trundled on toward Farm 002.

    At the end of the turn the other Challenger was seen moving around the southern end of the large stone walled field in KT1.  M1 #2 will attempt to get a spot next turn and see if we can’t even the score.  I do like that he has split up his Challenger tanks so each is now operating independently.

    Baneman has at least one dismounted infantry AT team (German) far forward near the wall… he is obviously attempting to get close enough to engage my LAVs with an AT weapon.  I need to check on the range for that weapon.  I suspect it looks meaner than it is.  LAV #4 spotted and fired on this team which went to ground.

    The Bradley platoon started to arrive this turn, the dismounts will organize a Javelin armed AT team which will proceed to the ridge while the remaining infantry will remount next turn.

    At least two Warrior IFVs moved beyond Point 32.9 appearing to be heading toward the position that is held by the BMP-3 Platoon.  I think he has two Warrior platoons in this area, one near the Ruined Farm (two vehicles spotted, both destroyed), and the other moving past Point 32.9 (three vehicles spotted).
    Overview of enemy movements this turn:

    Battle Position 1 (BP1):


  23. Like
    The_MonkeyKing reacted to Sublime in Interested... But...   
    all i know is I'd be happy as a pig in $hit if Paper Tigers AWESOME Road to Dinas red on red Syrian civil war campaigns redone..
    @The_MonkeyKing cmsf 1 had a blue on blue nato scenario. iirc it was germans and dutch vs us/canadians.
    i could be totally wrong about that. heh. (who vs who) 
  24. Like
    The_MonkeyKing reacted to Artkin in Interested... But...   
    This is correct - NATO Atlantic Games. It's a good one.
    Netherlands v Canada
  25. Like
    The_MonkeyKing reacted to SeinfeldRules in CM Community Map?   
    I'm going to offer my own, un-solicited advice on map making...
    Use the light forest tile under trees, fences, hedges, roads, buildings, any sort of man-made "divider" - its represents well the undergrowth that builds up on these less traveled/less maintained areas. Look at pictures of rural fences and such and you'll see shrubbery/grass growing taller then the immediate surrounding foliage It also serves as an eye pleasing way to "break up" large chunks of terrain, especially when you're zoomed out - where most players actually play the game - and the fences start to blend in with the surrounding grass.
    Alternate between yellow grass, tall grass, green grass, extra tall grass, etc when building large fields. Breaks up the color tone that looks unnatural when zoomed out. Same goes for dirt - mix in dirt, red dirt, hard dirt etc when building lots for your buildings. These large lots - either grass or dirt, or whatever - should look like a Jackson Pollock painting in the editor. Just splashes of different tiles everywhere.
    Dirt footpaths serve as a great way to break up terrain as well - simulates the many different ways people cross fields, and the paths they create. Also works great in residential dirt lots.
    Combine different buildings to make a realistic looking residence. I like to use the half tile barn on the end of an independent one story house. The half tile barns also look good between fences, and when they form an "L" at a 90 degree angle to a house.
    Really pay attention to how homes are setup for the area you are modeling. They are often tighter and more "intimate" then you think. Remember, tiles are 8 meters by 8 meters, which is absolutely huge. I would say most Eastern European residential lots are maybe 3x3 or 4x3 in CM terms. Use street view when you can to see how they look from ground level. Satellite imagery can be deceiving.
    When it comes to forests, less is more. I almost never use the two or three tile tree lots. Single trees are enough. In fact, drop your block of trees, and then go back and remove some trees from random tiles. Creates a realistic patchwork effect. Also, use different types of trees in a forest. Trees of the same type in CM are universal in height - no forest is like that in the real word. I like to use Tree D - a fairly short tree - and mix the taller A and C trees into the mix. Creates a more natural forest.
    Avoid painting solid lines of height elevation. There is nowhere in this natural world where you have a universal flat area or a universally sloping area (bar maybe a salt bed, I guess..) Purposely leave gaps in your contour lines, and then drop random points in between contours that are one higher or one lower then what the game "calculates" it should be. It will create very pleasing, very natural, undulating terrain. Failing to do this is probably the biggest sin when it comes to map making in CM, in my mind. Elevation is much more difficult in CM2 then it was in CM1, which is why I think people have a hard time with this. But if you take the time to hand craft your elevations, it will pay off big. It makes your map look 100x more realistic.
    Don't tie yourself to an overlay! The real world is much more angular then what CM can handle. Have fun with your map - no one will care if this street had 7 houses instead of 5. What matters is the look, and how it plays, Additionally, the height data in Google Earth and other public programs does not have the fidelity to make a realistic map. It's great for a starting point - ie, this town is on a hill - but the nuances of height elevation in real life terrain can not be captured in an overlay. Go for a walk and look for the micro terrain that is out there. Most of it is well within CM's ability to model.
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