Jump to content

Hapless

Members
  • Posts

    430
  • Joined

  • Last visited

  • Days Won

    5

Reputation Activity

  1. Like
    Hapless got a reaction from chuckdyke in Rahadnak Valley Map for a quick battle?   
    @chuckdyke is correct: I just cleared the Rahadnak Valley scenario out and put my own stuff in for that video.

    Changing a scenario map to a QB map is pretty simple (just save it in the Quick Battles folder), though it'll probably play better if you tweak the setup zones and objectives and changing the AI plan to something generic for singleplayer QBs can be a bit of a pain.
  2. Like
    Hapless got a reaction from Col Rosenberger in Rahadnak Valley Map for a quick battle?   
    @chuckdyke is correct: I just cleared the Rahadnak Valley scenario out and put my own stuff in for that video.

    Changing a scenario map to a QB map is pretty simple (just save it in the Quick Battles folder), though it'll probably play better if you tweak the setup zones and objectives and changing the AI plan to something generic for singleplayer QBs can be a bit of a pain.
  3. Like
    Hapless reacted to DanonQM in TO&E Bugs, Oversights, Quibbles, Opinions and Suggestions Thread   
    Bit the bullet on making a forum account to bring this up, because it's something I've been running up against more and more as I play more and start to poke around at making and modifying scenarios. Basically I've been finding some bugs, oversights and oddities in TO&Es and thought a place to collate and discuss them would be valuable, as I doubt I'm the only one who has found some, and documenting them all in one place might help players and scenario makers work around what is and isn't there, help the devs identify and rectify technical issues or consider alterations to certain formations/vehicles/teams and also just let some of us politely vent a little bit of frustration. Many of these issues are likely to be extremely simple, a matter of changing a number value in a unit's cargo load or adding something to a force selection list, but given the breadth and depth of content in CM, it's still worth reporting them because otherwise it is very likely that they'll continue to slip through the cracks, as indeed they have done until now. Of course, in an ideal world we could crowdsource solutions from the community rather than just feedback but sadly I don't think TO&E editing is going to be on the cards anytime soon.  
    I'll try to break down what I've found so far into Bugs, Oversights and Quibbles: Bugs are things that don't work, formations that should be present in a given period not appearing for selection in Quick Battles and the like, where I anticipate something is supposed to be functioning a certain way but just isn't, Oversights are things that aren't there or haven't been appropriately modified for task or errors in correctly portrayig a unit's historical organisation, ala vehicles not being accessible in the single vehicles tab or having inappropriate cargo/ammunition loads, or the wrong vehicle being the command vehicle of a mixed platform platoon, etc. These are issues that likely were simply missed in the larger scale work of getting the game developed, and Quibbles are things that I just don't like, be it for reasons of history, gameplay/balance or a combination thereof, like the points costing or composition of certain units/vehicles, they will be a lot more long-winded as they require justification. The reason I'm putting these three, potentially very divergent categories all in the same thread is that I don't know BF's intent on each instance and thus can't say with absolute confidence what was a conscious choice that I just happen to disagree with and what was missed or didn't function as intended, so I'd rather none of them be wholly discounted as 'irrelevant to the topic' because their exact origin was not correctly divined, and I also particularly think there is still merit to debate on whether certain TO&E choices are the 'correct' ones (especially in relation to specialist teams, where things are considerably less cut and dry than the documentation backed and relatively rigid organisation of a formation). I'd encourage others who want to add to the list to use the same terminology as consistency will make the information easier to parse, and help avoid muddying the water. 
    So, all that waffling out of the way, I'll get to the meat of things, though note that as I've spent most of my time with FI, and mostly the Commonwealth forces therein that's where the majority of things I've turned up are, but I'd like for this thread to eventually be title agnostic. 
    --
    Bugs
    - Fortress Italy German Army Gebirgsjager Battalion is not able to be selected in Quick Battles even when it should be present, though it is available in the scenario editor.
    - Fortress Italy and Battle for Normandy British Reconnaissance Regiments are only available in the Infantry tab and thus cannot be taken with their vehicle component in QBs, only scenarios, and vice versa, with a dismounted Recce Regt (a not uncommon occurence especially in Italy) unavailable in the Scenario Editor.
    - Fortress Italy Brazilian and Indian forces cannot take any vehicles in QBs due to only having Infantry tabs.
    - Battle for Normandy Commonwealth Armoured formations have a Recce Platoon option menu that has only a single entry, 'Stuart Tank', presumably this was intended to work similarly to the one in Fortress Italy British Armoured units where you can select between gun tanks or Stuart Recces with a dismount element, but I'm not sure if its current state is truly a bug or simply a vestigial feature that was cut due to the Stuart Recce being a vehicle pack entry for BfN.
     
    Oversights
    - Fortress Italy Canadians have no anti-tank gun Specialist Teams.
    - Fortress Italy New Zealanders and Indians have no 6-pounder anti-tank gun Specialist Teams (they do however, have 17 pounder ones, unlike the Canadians).
    - Fortress Italy British Airborne vehicles (jeeps and the Airborne Infantry tab Supply Platoon) have not had their ammunition loads changed to reflect the paras' use of 9mm at all, let alone their higher concentration of SMGs in general, with twice as much .45 as 9mm despite the only Thompsons in the airborne orgs being in the hands of mortar gunners.
    - Fortress Italy and Battle for Normandy British Medium Mortar and 6-pounder ATG Specialist Teams do not come with ammo bearers, while their US and German counterparts do, and when taken in formations British Mortars and ATGs have ammo bearers (This one might be a conscious choice I suppose but that seems like a cruel one if so given the British reliance on supporting fires).
    - The Bedford QLT TT truck is not available in the Single Vehicles tab for any Fortress Italy Commonwealth force, and as such can only be brought in lorried infantry battalions. It is available in the Single Vehicles tab in Battle for Normandy.
    - The Lloyd mortar carrier is not available in the Single Vehicles tab for FI and BfN Commonwealth forces (Honestly the vehicle itself might be an oversight, as it's only present in anti-tank gun platoons/troops [2x Lloyds + 2x 'mortar' Lloyds per section], and contains ammo for 2 inch mortars, which the anti-tank gun platoons do not have and as far as I know the only use of the Lloyd in a mortar related role was as a transport for the 4.2" Heavy Mortar).
    - Battle for Normandy British Armoured Car Squadron Car Troops have one of the scout cars designated as the troop HQ vehicle, which is contrary to the Nov 1943 War Establishments and what accounts I've seen of British AC units in action where the subaltern generally commanded from one of the two Daimler armoured cars.
    - Fortress Italy Stuart Recces and BfN Stuart Kangaroos carry no additional ammunition for infantry arms. Particularly rough on the former on account of their organic scout teams.
    - Fortress Italy New Zealanders have two different Morris CS8 trucks available in the Single Vehicles tab, one of which has 2" mortar ammo and one of which does not. The former is the only Morris CS8 available to any Commonwealth force in FI that has 2" ammo. 
    - Fortress Italy and BfN dismounted carrier formations (Infantry Only Recce Regts and Inf Bat Carrier Platoons) lose access to their section PIAT and 2" airborne mortar entirely as they are stored in their vehicles and the game does not take into account those vehicles not being there in the way it does if one were to select the 'dismounted' option available for many mechanised/motorised platoons. It would be nice if these formations could retain those weapons when dismounted, and/or for the sections to be amalgamated into 9 man sections with a 3x3 structure, as dismounted they must act more conventionally as infantry.
     
    Quibbles 
    - 2 inch mortar ammo is bizarrely rare in both FI and BfN, despite the 2" being one of the integral platoon weapons of British infantry. The only places it can be found are Lloyd mortar carriers, Bedford QLD GSs (in very small quantities), QLD TTs, the aforementioned Kiwi CS8, and one universal carrier in each carrier section from a carrier platoon (though this ammunition is intended for the section's own airborne 2" rather than the resupply of platoon weapons). Not a single round for can be found in a supply platoon's trucks. This seems very odd to me especially when the 2" already comes with such a small complement of initial ammunition, often only enough for a single engagement. Admittedly, making the QLD TT available as a Single Vehicle in FI will mostly address this one.
    - A specific quibble as an example for a greater, broader quibble. Daimler Dingo crews should have a rifle and a Bren gun instead of just revolvers, as the given stowage for the vehicle included a rifle, and the sum total procedure for dismounting the Bren gun on a Dingo was to lift it up out of the slot in the front plate. I often wish to use the Dingo crew to conduct stealthier, foot recce once they've reached the limits of where they can safely take their light vehicle, or used its mobility to get to an advantageous vantage point, but with only a pair of revolvers if they run into literally anything they can't generate enough fire to win or to disengage. This kind of dismounted work is both interesting from a gameplay perspective and historical, so giving the crew the necessary tools to look after themselves is I think fine. The broader quibble is that all recce/armoured recce vehicle crews from all nations should receive their proper allotment of stowed weapons for dismounted work, the Daimler Dingo's just a good example as if required I can post the stowage sketches and a historical example of crews dismounting to infiltrate and then hold a position.
    - British Scout and Breach teams just kind of suck, and that's a shame because Specialist teams should be a way to flavour units and represent task organisations. Scout teams for everyone else are a combination of foot recce and assault team that can bolster the point squad in an attack with extra close range firepower. A German Scout team is three men, with three SMGs and a pair of binoculars for 28 pts (assuming Reg/Normal/+0, baseline ratings). A US Scout team costs 35 pts, but gets not just binos and a pair of SMGs, but a pair of demo charges, making it a more assault friendly Breach team, albeit with half as many charges. The British team costs 26 pts, gets one SMG, with a 20% chance of a second one and no binoculars. You might as well just grab a scout or assault team from a rifle section for recon or assault, it doesn't offer a tangential utility like the US team does, and at just 2pts cheaper than the vastly more effective German team it's not even good value in a QB setting. My proposition for improving it is simple: Scout teams represent a task organised or attached down three man foot reconnaissance element for an infantry formation. The British already have just such a unit that the Scout team could be modeled off: The carrier section dismount team, exactly the unit a battalion commander might assign to help scout for a probing platoon or to bolster their automatic firepower in an assault. Pump the points up (given an extra 2 SMGs and a pair of binos apparently clock in at 2pts and the cost of Bren detachment is 26pts, I can't imagine more than 30pts being necessary), give them an SMG, a Bren and a rifle with a 1 in 3 chance of getting a pair of binoculars (representing getting the section leader's team). 

    For the Breach team, with no SMG they cannot be relied upon for one of their primary tasks, breaching into structures because they'll often bust in and promptly lose the firefight with people in the room or the next one down where your covering troops who can't follow them in for another turn cannot assist. Also, they get binoculars for some reason, unlike the Scout team. Now, I get why they have no SMG, the British were relatively light on automatic weapons for the most part and it's important not to overcorrect that in the name of gameplay and risk damaging the historical representation of these forces, but, I'm fairly certain there were instances where CW units' SMGs were task organised into concentrations in the frontline units, particularly for urban fighting, and I think a Breach team is a good opportunity to represent that. I don't want to make a concrete statement that it was done because I can't remember what sources I heard it from and in which battles (I want to say Ortona but I just cannot remember) but giving them a weapon distribution the same as the current Scout team (1 SMG with 1 in 5 chance of a second) or just a pair of SMGs would go a long way to making them a bit more fun to use.
    - FI and BfN British Motor Platoons should probably have a chance at a second SMG in their first section and the platoon commander should have a higher chance of a rifle or SMG than a revolver. Motor platoons had 7 SMGs in their war establishment per platoon and 20 rifles. 15 Rifles in the sections, another 3 for the mortarmen and HQ, that leaves two 'spare' for 2 of the drivers, and similarly, 5 SMGs are drawn by the HQ, Mortar team and similarly, 2 are left for the drivers, nominally. However, given the job of a driver, I've some pretty hefty doubts that the Platoon commander was happy to leave a functional rifle or SMG in the trunk to saunter about with his revolver, but this is conjectural because I've yet to find much of anything detailed written about the motor battalions.
    --
    Well, if you made it through that godawful meandering novella of a post, thank you, feel free to chime in with your own TO&E discrepancies if you've run into any, gripes if you've got them, or just to tell me I'm wrong, again my hope here is that this can be a bit of a ongoing thread for CM TO&E discussion and analysis. 
  4. Like
    Hapless reacted to Vacillator in U304(f) Graphical Bugs   
    Okay, the penny eventually dropped and I realised I had not selected the -3 version in the QB setup.  Tonight I did, and I have to report grey interior surfaces, just like @Hapless.
    @umlaut's fix is now downloaded, thanks.  EDIT: And it works a treat 👍.
  5. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Glorious March to Victory, Final Post - "Like Tears in Rain"
    Well big thank you to all who watched.  I figure I should stop leaving you all hanging, so we cease fired on the last turn (33 I believe).  Now take the end-screen with a grain of salt:

    So first off there was a dumb double-accounting error for the Soviet side.  Basically the parameters were:
    En Cas 50% = 50 VPs
    En Condition 50% = 50 VPs
    Dollbach Village = 100 VPs.
    The error was the Soviets had another 100 VPs for having fewer than/better than 50% cas/cond, so I subtracted that because if we had paid attention Bil was above 50% too.  So the score was really 100 because I held the town.  (Note, also a small error in that his M150s were counted as tanks...a bug we noted for fixing)
    The outstanding question is "could Bil have reduced me to 50% without going there himself"...that one is tougher.   So for Soviets:
    215 men: lost 71 = 33%
    17 Tanks: lost 10 = 58%
    17 AFVs: lost 9 = 53%
    For the US:
    138 men: lost 56 = 40.5%
    12 Tanks: lost 6 = 50%
    17 AFVs (also counting his mortar carriers): Lost 6 = 35%
    So this was by no stretch a "Total Victory", that was straight up on us for not checking the victory parameters.  I hold the village but given the drubbing I received in taking it, I am not sure I can put a statue up in Red Square for this either.  Add to this the fact I started with a lot more men and tanks, it starts to push the whole thing into Draw territory to my mind.  
    Now Bil had much better arty, had air (I had none) and EW which made my arty next to useless without TRPs (which I did not have) so there is that.  And my starting position was not the best but it is a poor craftsman that blames the workbench.  
    I will let you all judge for yourselves.  Regardless, was a helluva fight, the kind that comes around only every so often,  and we are all working to get you guys a chance at it yourselves soon enough.
     
  6. Like
    Hapless got a reaction from The_MonkeyKing in How USMC would have been used?   
    I think that was actually a typo.
  7. Like
    Hapless reacted to IICptMillerII in How USMC would have been used?   
    Hapless is right. That was a typo. 
    Nice! Although it is important to point out that the Soviets likely would have gone out of their way to ensure Sweden remained neutral. Always remember that when looking at old war plans for the Cold War, one must remember that many of them had contingency planning built in. For example, if Sweden decided to join the war with NATO, then the Soviets needed a plan for that. Just because a plan exists does not mean it was destined to be used. 
    Finland would have been an interesting case, but I personally think that the Soviets would have deployed security forces to guard the lines of communication (MSRs, supply dumps, etc) but otherwise would have wanted to avoid any confrontation with the Fins. The less you have to fight through to get to the main objective, the better. Plus, there is always the worry of rear area attacks. The Soviets were not prepared (knowingly so) for in depth occupation duties during the war. That stuff comes later. 
  8. Like
    Hapless got a reaction from Rice in How USMC would have been used?   
    I think a trip to Norway may have been in store for them
  9. Upvote
    Hapless got a reaction from IICptMillerII in How USMC would have been used?   
    I think a trip to Norway may have been in store for them
  10. Like
    Hapless reacted to Vacillator in U304(f) Graphical Bugs   
    I had a similar issue a while ago with German flak vehicles during setup, but once the game started the crew assumed the correct positions.  I'll see if I can find the U304(f) in the editor or QB and have a look...
    EDIT:  Yes I get the same thing in the U304(f)-10.  I started the game and they did not assume the correct positions.
    I realise I'm not talking about the missing textures in the -3 version, forgot to check that.
    EDIT 2: Not sure about the missing textures in the -3, the inside looks the same as the -10 more or less.  The passengers are however in the right positions in the -3 😉.
  11. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    This would have probably been a good slice of the Advance Guard for a TR (or the toothy end of a MRR).  Tank types are a bit off but still in the realm of realistic (T64 and T62 mixes) but if we go with TR then there would have been the rest of the lead Tank Bn about 30 mins behind this force.  In reality they probably would have crashed into this scenario, right about the time we call ceasefire. 
    A quick look at the tables say that would mean around another 2 x Tank Coys, plus a boatload of arty who would slice through this little tussle without breaking stride.  Behind them by about 20-30km  (so an hour) is the rest of the Regt, so 2 x more Tank Bns and the rest of the MRB.   The ACR over on Bil's is basically down a Squadron by this point, so they would have two left, screen along the axis of advance.  So this little scrap would be a historical footnote in reality.
    The power of Active Defence was not so much at the front end, it was the plan to attack the entire Soviet system while defending.  This was smart as the Soviets' had pretty rudimentary logistical support.  So the theory was to attrit and delay in the front while creating breaks and gaps in the rear so that the entire monster grinds to halt.  I honestly doubt it would have worked in 79 but odds get better when we move forward from there.  By the mid-80s the deal was sealed and any fight would have needed tac nukes for the Soviets to stand a chance, which despite the rhetoric they would not have used unless it really was the end of the world.  SDI, scared them so much because if their strat nuke option was blunted, then it meant all of their options for tac nukes were also blunted...all at the losing end of conventional competition as warfare moved from mass to digitized speed.  
    Or at least that is how it looked to me...
  12. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Thank you all sincerely and you are very welcome.  I am very glad people got enjoyment out of this. 
    Once the game is released I will post the scenario so you guys can take a run at your own stories (someone remind me if I forget).
    We will do up a final post-game once Bil finishes up his final turns.  I see many congrats at "my victory", I am kinda split here because 1) Of course the glorious forces of the Soviet Union were victorious in crushing the corrupt capitalists, but 2) in reality...when the commissar is not looking, this was pretty much a Draw in my books.   You guys can be the judge when the numbers go up but neither side is doing much with what is left on the board, Soviets do hold the objective but we failed to achieve any real breakout, breakthroughs or overwhelm the US forces.  The only good news is that there is probably another dozen Soviet outfits like the one I just lost behind me.  
    But does winning or losing really matter (*duh, of course it does, it is why they keep score*)?  A game well played between two old friends as we enter our autumn years (Bil is on the doorstep of winter) is the best reward in itself. 
     
     
  13. Like
    Hapless reacted to Bil Hardenberger in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    @The_Capt.. Warren, this has been a brilliantly written and presented AAR.  Bravo.  I actually laughed out loud a couple times.
    Well played game as well... as always you have been a worthy opponent.  
    Bil
  14. Like
    Hapless reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    The Twenty-Fifth - Thirtieth Minutes - The Wheels Come Off
    “Be the hunter not the hunted: never allow your unit to be caught with its guard down.”
    James Mattis
     
    My AH-1 has been flying overhead for several turns now, and as far as I know this BMP is its only kill.  But in its defense it was being chased by AA missiles for most of the time it hung around and did lose it's mate so I'm lucky it made even this kill.

     
    After that the wheels started to come off....
    ...one of my M-150s exchanged ATGMs with one of Warren's BMPs...


    ...both missiles passed each other on flight... the M-150's hitting a tree... sigh...

    ...of course Warren's didn't miss.  Damn!

    One of Warren's T-64Bs... (in fact one that had been beaten up, in what seems like another life now, by my 1st Platoon tanks) fired and destroyed one of my M-60s still sitting on the Short Route... damn.  That means 2nd Platoon has now lost three of four tanks. Triple damn.

     
    Now with Tank Section 2 joining in on the fun I order all four 1st Platoon tanks back into the breach!

    Tank 1/9 had it's career cut short when it exchanged rounds with a T-62... 1/9 fired first, however... it missed.. the T-62 did not.

    Uh-oh... have I pushed too far?
     
    Third Platoon's tanks have also started moving down the highway... 


  15. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Glorious March to Victory Post #13 - "The Song of Small German Town 1980"
    So on the very next turn Bil has offered ceasefire...we have playing together for a long time.  We have decided to do the final debrief at the same time, so I will wait for Bil to catch up a bit.
    But I could not leave the second to last turn hanging because it represents this battle so well:
    You remember the stand off on the Red Knoll at the end of turn 31...well here is how it played out:

    My T62 got off the first shot and it was a killer (note the now-deaf-est Soviet Pl HQ in the ETO circled)
    Then this happens:

    Seriously, this is like the freakin ending of Reservoir Dogs at this point.  BTW I found out later, that M60 is immobilized by my heroic second squad.
    So here we are at what is essentially End Game:

    I will leave you to speculate as where things landed....
    I can tell you that the fight over this non-descript little town in West Germany created so many pixel heroes in less than an hour.  I hope you have enjoyed it a fraction of as much as it was to play.
     

  16. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Glorious March to Victory Post #12 - "We Try Harder" (25-31)
    So based on observation, I am seeing quite a few "likes" (thank you btw) but few comments, which tells me that I am probably telling you all something that Bil has already posted.  So for fear of getting left behind in the narrative I am just going to pull you all the way to where we are as of today.
    I want to say up front that no matter how this ends, this is a really good game.  This is one for the books.  You can tell when everything feels so finely balanced and you and your opponent are fencing on a tightrope.  every PBEM turn gets the heartrate up!  
    When I left you things were not looking so good for the brave soldiers of the Soviet Union.  But like the superior communist system, Soviets know how and when to pick themselves up and get back to it.

    So not much but re-positioning in Turn 25 as I scramble to re-establish a parameter up on the ridge, Bil pulled back so that all proceeds.  The only interesting thing happens here near the end of the turn.  Looky here comrade the corrupt capitalist system thinks that they are so clever...looks like Bil is taking the deep left option after all.

    The next turn I immediately start repositioning my remaining T64 on the left in order to form a blocking position on my left (that poor BMP got nailed by a second Cobra before I scared it off).  Bil could try and hide in the that wood line but we are past that now, he is going to try and roll me up (more on my logic later).  Meanwhile back on what is now called Red Knoll:

    My intent here is to establish a hard point and pull Bils forces in, this time however, I am pushing infantry up front.  Note that an ATGM duel is forming up with that M150 and a BMP on the right here.

    Which we win.  That should be about 4 out of 6 M150s killed.  Another sign of a really good game is the emergence of all the micro-dramas.  Here there are literally a hundred small stories all unfolding simultaneously, here is one:

    So that brave little infantry squad breaks out of that tree line and sees a M60 monster...do they run and hide...nope they open up like it is the last thing they will ever do (and literally is).  Those are both the RPG 18 and RPG 7 firing simultaneously right at the turns end.  Finally on back on the Hwy:

    So yep, pretty much as I expected this is an attempted roll up...oh Bil, you tired foolish old man, did you think I would leave the door open?  So here I am re-positioning another T64 and BMP to bottle up that Hwy ploy.  Onto Turn 28 and things start to turn:

    My brave little squad misses, and then die in a hail of glory but they spook the crap out of those M60s, who promptly back off buying time for my T62s.  You can see here another T62 I snuck up from the village in the woods, so I have got a pretty good bead on this.

    Meanwhile back on the Hwy, Bil's M60 here get spooked by a lone Recon Pl HQ and I start hunting that T64 forward.  I am starting to feel a bit like we are getting back up and then this happens:

    Back in the center, Bil still has some armor with eyes on the objective (note: he is still pounding that nearly-empty suburb like it slept with his wife).  My poor immobilized T64 nails this M60 in a single blistering 125mm of bad-love.
    Onto Turn 29.

     So on this turn is a positioning turn on the Red Knoll and Hwy, Bill has brought up at least one M60 to reinforce up here, so a lot of micro-drama potential.  And on the other side:

    The bottleneck force is shaping up nicely..so the stage is set for another showdown.  
    Turn 30 and things start to click:

    It starts with this showdown at near-point-blank range.  The M60 fires first but (I like to think my little infantry squad (now all heroes of the Soviet Union) killed the crew commander and rattled that tank so badly that..) it misses.  My T62 does not, because cold steel runs in Soviet veins

    Ok, now this is a Balls Game!  Back in the center:
     
    DPICM, the last refuge of the desperate (seriously I think we may have overloaded on arty, and of course EW makes most of mine near useless).  But again Bil doubles down on that lone squad and MG team (who have taken a single casualty after all this)  A hint for anyone who plays Bil...he has problems with artillery.
    But all is not good news:

    This one hurt but it is a straight up "war happens moment so deal with it".  I start to push that T64 up a bit to try and snipe that M60 and he gets killed...gotta admit that one hurt.
    Turn 31 and we are nearly caught up.

    So up on the Red Knoll, Bil is stubbornly pushing with his 3 M60s (counting the dead one, that is a full third of his armor)  A second squad wins the Hero of the Soviet Union here by fearlessly opening up on two M60s and here they get an RPG 7 off before also being chopped up.

    Which hits but I have no sight on the tank so I can only hope it at least rattled them up a bit.  The back on the Hwy:

    My other T64, cooly drops that M60 like first period French (swear to god if I had all T64s this game would be over by now).  Back on Red Knoll the turn ends with this: 
    Both barrels are lined up and loaded.  This screenshot pretty much captures this entire freakin game!
    Ok, my assessment with 9 mins left on the clock.  So, Bil is seriously considering ceasefire right now cause even int guys can do math.  My force on the objective is still very solid with the better part of an infantry Coy and 2 x T62s (I sent the other one back), so the odds of him taking it (which were never great given his force) are low.  He could try a gamey sneak in the last minute of the game but I doubt it.  
    So his problem here is one of points.  The US get points for cutting me down past 50% but they need to keep their own force above 50% and based on losses so far he has to be concerned about that buffer.  I am definitely closer (I may be below 50% right now) but even-losses at this point would be fatal to the US side.  And in the last 4 minutes I have lost a single T64 and BMP to at least 3 x M60s and an M150.   By my math Bils armor is precariously down to 50% (and I suspect at least one tank is gun-killed)...and I still have a lot of those nasty BMPs on the board who can all kill Bil's...well, anything.  
    Regardless, even if we ended it now, I think this game is a Draw (at least right now).  In reality both forces are at a standstill (even if the US side has not realized it yet) in what has been a see-saw battle that has left me with scars and some therapy requirements.  The Blood-Red Dice still will roll, so we will see.
    Capt's AAR Battle Theme Song
     
  17. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Glorious March to Victory Post # 10 - "The Nadir" (21-24)
      So in every engagement it is normal to have a low-point and for my troops this was right here.  Everything that can go wrong, does, and nothing really goes right.  Worse, it is the point that you can clearly see your mistakes...after you have already made them.  I have found that in this position it is where the true mettle (and metal) is tested and one must 1) admit the errors and 2) come up with a way out, cause no one else is not going to do it for you.
       So the decent started pretty innocently enough in turn 21:

    That brave little BMP that is responsible for probably half the damage I have done to Bil thus far did not make it out.  It was completely out of AT3s by this point but I wanted that little crew to make it...sadly...

    So at this point I am still pushing up that ridge in pursuit of Bil's forces.  My aim here is to keep the old man on his back feet in order to make sure he does not collect enough combat power to re-take the objective...and to kill as much as possible with a pretty potent force.  But then badness started to happen:

    Ok, despite being on the wrong end of things, this shot is really cool.  That is a newly modeled Dragon missile about to take out a T62...oh, yes that's right, Bil has Dragons.

    And they work.   Then down in the village:

    Bil's creeping tank platoon sees one of my T62s first and well...ok, I can live with this.  Going to have to break a few tanks to make a tank omelet.   But as we move into Turn 22 it is time to admit that I have a long standing problem:

    Yep, I am an over-extender always have been.  I do not know why the siren song of the offence always pull me in but it does.  And here it is in action.  My armor is taking off on my infantry in the best blitz tradition...and it is not a good thing.  But all is not bad news:

    Down in the town, my second T62 takes out another M60.  So all in all, I tell myself, it is not that bad....oh foolish past The_Capt....so foolish.  Turn 23...sigh:

    Right about here it dawns on me that maybe charging forward was a bad idea.  That is a second Dragon kill.  So I am thinking about holding up and letting my infantry catch up, right about here.  It is not all bad news though:

    As the Soviet player, that is a very happy screen shot.  My MANPADs are doing their job.  But then I notice this:

    Ya, so all those other icons up on the hill I have been tracking...but that is a new one and it is very bad news.  So I swing a couple T62s and a BMP over because maybe Bill is scratching around the backdoor.
    Turn 24: as with most of these things...just a little too late.  An extra 30 seconds maybe but Bil's last tank platoon looks to have finally showed up.  Of course I suspected there was another one up here and of course it shows up in exactly the wrong place, at the wrong time.  And from here it just get uglier:

    This is an interesting shot actually, first that is a second T62 (so 4 lost on that hill in about 3 mins) dying, but that is also a 73mm BMP 1 round actually hitting and penetrating an M60 (I think it was HEAT)...but not enough by a long shot:

    So here the gods of war clearly are punishing me.  That BMP died for trying but those two explosions are AT3s that both miss (seriously?!)
    Ok, so 'new plan' cause the old one clearly was not working.  I am going to have to swing what is left of my Teeth (now with quite a few knocked out....see that last BMP dying on the far right) and consolidate on the hilltop.  I will fend off this tank platoon, while at the same time really dig in on the objective.  The sad part is that right about here, I am out of offensive options.  I will need to play defense from here on out and am basically fighting to hold the objective.  
    By this point I have a couple M60 kills, Bils M150s are pretty depleted, a couple M113s and a some scouts...oh and a Cobra.  That is not enough for 5 x T62s (half my force) and 2 x BMPs.  At least my screens and infantry are intact.  A side-note, Bil is really obsessed with the outskirts of the objective (that hashed blue line) and for the life of me I cannot figure out why.  Seriously, we are quite a few turns ahead as of writing this and he spends the next ten minute pounding the same  peice of real-estate, that basically has a single squad and MG team trapped in it.
    Anyway, live, learn and love and all that.  I will post up the next series tomorrow...things do get better.
     
  18. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Quick Summary....oh crap....oh yay...oh crap...holy crap!...[should I surrender?]….nope, Yay!....sweet mother of...what just happened?!
  19. Like
    Hapless got a reaction from Rice in Anyone know if the BAOR is likely to be included?   
    The 79-82 timeframe is very much pre-SA80. The Falklands War was in 82, so that's what we'd be looking at in terms of infantry weapons, ie. Sterling SMG, SLR, GPMG and Bren.
  20. Like
    Hapless reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    The Twenty-First & Twenty-Second Minutes – Beyond Here, There be Dragons
    “Battles are won by slaughter and maneuver.  The greater the General, the more he contributes to maneuver, the less he demands in slaughter.”
    Winston Churchill
     
    There was a second T-62 in Dolbach, and this one caught one of 2nd Platoon's tanks.. after two penetrations...

    On my far left with the delay force, Warren's T-64B across the map caught one of my M-113s trying to withdraw and took it out with one round.

    It's obvious now that this Soviet force has taken the bait and is pushing into my Scout teams, obviously trying to go on an APC killing spree.  Note my Tank Section 1 (1st Platoon) is moving up carefully.. if they are spotted Warren hasn't shown any reaction. 

    The Soviets are leading with their tanks... oh joy... well my lead 3rd platoon Dragon team takes a quick shot (note this took about 10 seconds from spot to launch).  

    The result.. another burning T-62.

    This team was heroic.. firing a LAW at a BMP, which alas went high (you can see the rocket just above the BMP)...

    ...but also a 40mm HEDP round which hits and penetrates!  The BMP was withdrawing as the turn ran down. 
    This team has another T-62 in its sights for next turn... if that damned Dragon can finish reloading before they eat an HE round!

    Tank Section 1 is closing in... note how I am staying close to the trees to remain out of the LOS of that damned T-64B across the valley.  I'm curious to see Warren's reaction when he notices these guys coming up his rear.  I really hope he didn't leave a couple dismounted teams in these trees...  ..but I think this is an armored attack.. I have seen no hint of any dismounts (other than the dismounted tank crew)... still.

    Oh.. and my support started to arrive.    Including my mortars and 155mm battery falling on Dolbach.. and my two AH-1s arrived in zone... though I do lose one to a MANPAD.
    Oh!  And some great news!  My Cluster munitions Battery freed up and I was able to plot them this turn too.. it'll arrive in six minutes.  

    After looking at my options with the Short route.. now that my tanks are here.. the less I am liking it. I wanted to drive up the flank of the enemy BMPs in the treeline overlooking my right.. but that looks hazardous.  
    So.. remaining ever flexible, I have decided to pull all of the 3rd Platoon tanks out of the stream bed and push them around the right and deep onto the Soviet held road.  Note the smoke rounds used to block Warren's eyes on this movement.  Once they get on the road there will be very little left to stop them.  On my right (Warren's left) he has two damaged T-64As and some BMPs.  But this type of fight will not be to the BMP's advantage, it'll be fast and close.


  21. Like
    Hapless reacted to MikeyD in Was the Russian T-34 Really the Best Tank of WW2?   
    What's the Stalin line? "Quantity has a quality all its own". It was the Germans' own darned fault that they designed and fielded tanks that couldn't be mass produced and were a nightmare to maintain. Its better to have 10 'good' tanks on the front line than two 'great' tanks on the front and another three broken down during the approach march.
  22. Like
    Hapless reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    The Nineteenth & Twentieth Minutes
    “The important thing in strategy is to suppress the enemy's useful actions but allow his useless actions”
    A Book of Five Rings - Miyomoto Musashi

    Starting to get HOT... this is a long one.. so buckle up!!  
    These two minutes of action unfold a lot of important developments for this battle.  On my right, 2nd Platoon/s tanks made it to the low ground that composes the Short Option...

    ...one of them gets a spot on Warren's star killer BMP-1P in the treeline across the map and after some back and forth missed shots it finally lands one... damn fine shooting for a vanilla M-60A1 on the move.

     
    One of 3rd Platoon's M-150s spots and fires at the T-64A that was beaten up by 1st Platoon's Tank Section 2 last turn (and again in these turns) as it withdrew through the woods into the open ground... the M-150 does hit with its TOW.. but the T-64 shrugged off even that blow.  However.. I would be surprised if any of Warren'e two surviving T-64As have a working gun now.  


     
    On my left Warren is indeed up to something, the action was preceded by an artillery strike on the the woods in this area.  Sadly the only casualty was the Scout team that was calling in my Cluster mission... isn't that the way it always works?

    ...initially three BMP-1s and two T-62s broke cover.

    The 2nd Platoon leader team fired a Dragon at one of the BMPs.. which missed long.


    The BMP then oriented on the 2nd platoon Leader's M113, which was caught too far forward and put one gun round through it's front armor... killing the vehicle and it's crew.


     
    After reloading, 2nd PL's Dragon gunner took aim at the T-62 traveling with the BMP and succeeded in killing it.  FYI, the Dragon firing animation is still a work in progress, so I am keeping zoomed out from it.  Hopefully losing this tank will make Warren pause or change his tack towards my Scout teams.

    Remember that my units on my far left were originally meant as a decoy.. and hopefully his attack will orient itself on them and away from my main combat power. 
     
    By the end of the twentieth minute there were five T-62s (including the dead one) and five BMP-1s identified... so I think at least two Platoons of tanks and two platoons of BMPs.  I suspect these BMPs do not contain any infantry, so this is probably meant as an armored raid into my rear.  That's how I see it at this point in the game anyway.

    I have started moving 1st Platoon's Tank Section 1 across the map to hopefully hit his attacking force in the flank, or better.. the rear.  It'll take a few minutes for them to get into a position where they can begin hunting.

     
    Back on my right, Warren has pushed at least one T-62 forward to blunt my tanks coming up the stream route.  Spotted by the same M-60A1 that just took out the BMP, with this result:


    So to recap... if Warren pushes towards my Scout teams on my far left.. then that suits me.  It's less fire power for him to devote to blunting my tank movement on my right. 

    My scouts and M-150s (which are withdrawing as fast as they can) will transition into a Delay operation now.
     
    Final bit of action... on my right, 1st Platoon's 2nd Tank Section (tank 1/7) took a penetrating hit from the T-64B across the valley (should be the final undamaged T-64 on the map).  The M-60 suffers one casualty and minor damage.  Damn... well hopefully I can pull it out of the line before it gets hit again.


  23. Like
    Hapless reacted to 37mm in Heaven & Earth- The People's Beta   
    Heaven & Earth, the "Vietnam-esque" Super-mod, is proud to release the 'People's Beta'...
    Enjoy & don't hesitate to give the team some feedback.
     
    Download link (includes the manual)...
    https://www.mediafire.com/file/xal53h0dxyuznse/H%26E_0.97.7z/file
    The manual only (for those who just wish to peruse) link...
    https://www.mediafire.com/file/yq8h8zuswecmj3z/H%26E_0.97_Manual.pdf/file
     
     
    Content includes...
    Four "Bong-Hai Civil War" Era Campaigns- -The amazing 15 mission "Year of the Rat" by @puje,
    -A 15 mission People's Militia concept campaign by myself (The Special War).
    -A conversion of a 7 mission CMA campaign originally by @Fredrock1957 (now dubbed Major Nguyens Command).
    -A, tweaked, 7 mission Urban "conversion" campaign (The Second Battle of Ikke) by myself.
     
    Sixteen "Bong-Hai Civil War" Era scenarios -By far, the most impressive mission is the epic & original 'A miserable damn performance' scenario by @Combatintman.
    -Most of the remaining scenarios are "conversions" (some of the scenarios from the 'Open Beta' have been tweaked).
     
    One Modern era Campaign- -(Battle of Quy Ly- 4 missions) A rudimentary conversion of an old (very old) campaign by @RommL. Primarily an experiment in seeing what it takes to update a CMSF campaign, I made a few quick alterations and beefed up the opposition somewhat.
    Nine Modern Era scenarios (one original scenario by @Sgt.Squarehead and eight simple conversions by myself).  
    Three Quick battle map conversions by @Combatintman.  
    Installation & set-up
    The Heaven & Earth modpack is designed for CMSF2 version 2.03 or 2.04, it is advised that you use no other mods alongside Heaven & Earth as it is a complete package with a unique UI, sounds, scripts, special effects, vehicle's & weapons... many of which are swapped internally by the use of tags.
     
    Place the mod pack into your empty mod folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\User Data
    Place the contents of the scenario folder into your scenario folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
    Place the contents of the campaign folder into your campaign folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
    Place the contents of the map folder into your map folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
     
    For Steam users...
     
    Place the mod pack into your empty Z folder (you may need to create this) in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\
    Place the contents of the scenario folder into your scenario folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
    Place the contents of the campaign folder into your campaign folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
    Place the contents of the map folder into your map folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
     
    In terms of settings, because Heaven & Earth maps are often more complex than the desert maps of CMSF2, you may find it useful to slightly reduce your '3d Model Quality' settings. 'Balanced' or 'Improved' should be sufficient for smooth gameplay. Remember you can change your '3d Model Quality' in-game using Shift+[ & Shift+]. You can also toggle shadows with Alt+W.
     
    Some of the newly created objects may look odd with shaders off. Alt+R will toggle your shaders in-game.
     
    Changes from the 'Open Beta'
    Scripts text file updated for latest (2.03) patch. Animations: Altered "Jump" animation. Editor: New look Environment: New ground brush red, hard ground brush red, gravel & heavy rock textures. Distant bitmaps enlarged to CMSF2 sizes, new distant dirt bitmap. Tweaked red dirt texture. Tree 2 less vibrant, many distant tree bitmaps have been tweaked/made darker. Different 'moodier' overcast clouds. New road mix. New background. Distant bush textures added. Buildings: Aquilla's Temple roofs added. Defensive works: Tweaked barbed wire colour.  Wire fences also tweaked. ME soundscape: updated to 1.5 (generally snappier & crackier)... also a modern era 'end of battle' track added. UI: Placeholder potraits for modern Bong-Hai forces. UI: Blue Syrian icons added, dutch icons added. Some era/tag specific icons added. UI: Era specific compasses added. UI: Era specific ranks & branch icons added. UI: Hi-vis TRP, by JuJju, added. Also alternative surrender flag added. Blue Infantry: British & Dutch DPM uniforms tweaked. Placeholder German flecktarn uniform replaced by JMDECC's uniform. Red Infantry: Modern Mechanized/Guard uniforms now using a recoloured JMDECC uniform. Vehicles: UK Mortar Bulldog LOD issues fixed. Large Humvee pick-up fixed. [bhcw] A few helicopter sound replacements. [bhcw] New helmet textures for the 'Imperial Cavalry/Red Airborne'. [bhcw] BTR-60pb LOD issues fixed. [bhcw] New building 5. [burnt] New tree 2 & bush 2 burnt stumps, new terrain combinations inc a burnt 'rocky red' floor. [spad] A few extra propeller aircraft sounds. [rvnaf] Period appropriate aircraft silhouettes. The few missing voice files were filled. [rickety] 16m & 32m steel span bridges now also get converted into wood bridges. [delta] Background tweaked & hazy/thick hazy background fixed. [paddies] Wetter looking mud, new tall green grass & weeds. Background tweaked. [mountains] New bush doodads, new grass & weeds. New tree 3. Tree 5 tweaked. Several new ground tiles. Greener grain tile (for the poppies). New building 4 & 7. Tweaked sky. [boonies] Wire fence model swap deleted. [daybattle] & [nightbattle] Three new 'distant battle' ambient sound tracks for use during extensive fighting. Activating [nightbattle] during non-night hours will turn on the dawn/dusk battle ambience. [cache] Blue syr icons added. [ikke], [burnt] & [burnt ikke] New Background, sky & terrain combinations. [night] If activated during the day this will now also activate dawn/dusk ambient sounds. [arclight] New tag which expands the invisible M129 Stryker concept with additional invisible or inaudible extra's (floating icons, US crew & chatter).  
  24. Like
    Hapless reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    The Eighteenth Minute - Relearning Old Lessons
    “Lost in a blurred confusion of yells and groans... down, and down, and down, he sank and drowned, bleeding to death. The counter-attack had failed.”
    Siegfried Sassoon
    I seem to be relearning the same old lessons over and over again.  I had my 2nd Platoon tanks driving through the open to get to the low ground for the Short Option… the lead M-60A1 was spotted by both the T-64B and the BMP-1P across the map, and after exchanging fire with them, the BMP (of course) hit…

    …at least the smoke from the burning tank should mask two of the three tanks which are following.  They are too far forward to reverse and use a covered route, so pedal to the metal boys!
    Lesson learned.. again.
    The 2nd Platoon tanks that are already on this “open route” will continue as fast as possible behind the burning and smoking wreck of their comrade… the tank that hasn’t broken cover yet will remain and take a safer route. 
    3rd Platoon will also be taking a safer route.  Details next turn.

    1st Platoon Tank Section 2 moved forward slightly and was able to take the T-64A in the blocking position tree line under fire...

    ...actually got a couple hits, but alas, no penetrations.  However this tank did start to withdraw from the line.  By the way, this was the final undamaged T-64A... but these things are very hard to kill.



  25. Like
    Hapless reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    Glorious March to Victory Post # 9 - "7th Outing Stretching" (19-20)
    Ok, when I last left you, we had taken out one M60 and had a bead on the second...and of course it missed:

    Well it wouldn't be a CM game if the gods of war were not against me.
    Anyway  Not much really happens more this turn as we continue to position:

    A shot on my left flank where I thought Bil was going to keep pushing (more on this later):

    My heavy mortars are finally landing along that ridge, just as my teeth are starting push up the ridge, I hope they are causing someone pain.

    So by end turn it all looks good, I am solidifying the position in the town.  Forces are advancing up the ridge unmolested  and I am pretty confident of my cover on Bil's axis of advance....and then I noticed this:

    So that is a TOW missile streaking towards one of my few remaining T64s....
    Turn 20.
      Well it would not be a CM game if the gods of war were not with me:

    The basic TOW (the M901s are firing ITOW) did not penetrate my T64 but did immobilize it.  The good news is that in its current position it can still cover the ridgeline...so lemonade!  (Oh, check out the interface, it is really starting to shape up)
    Ok, so turn 20 and mid-game...and Bil is getting weird:

    It looks like he is hooking that tank platoon towards the town...which kinda left me scratching my head a bit.  For the rest of the turn we traded a lot of steel across the valley (you can see that little BMP-that-could's last AT 3 streaking at those M60s...and of course it missed).  Besides me bagging a hapless M113 on the ridge, most of the rest of the turn is positioning:

    You can see here that my teeth are up out of that tree line and are ready to start fanning out, I am about as good a position as I can get in the town as that second dismounted infl platoon has managed to get into the objective zone pretty much unmolested.  So time for a mid-game assessment:

    So basically, I was worried that Bil was going to push a tank platoon, or more into A0.  This would have been very bad for me, as from that position they can  1) pound the town unmolested and 2) make life for my Teeth miserable as I would have to watch their back and front.  Instead Bil looks like he is taking A1 route, which is really kind of strange but I am sure there is a clever ploy here somewhere.  A1 is semi-covered.  My screen S1 cannot see it until it is right in the town, but S2 will get some clean shots.  I also repositioned both infantry and 2 x T62s to cover this approach.  So basically, I am not sure what Bil is hoping to do with 3 x M60s in closing terrain here.  My next biggest concern is him making a hard push on A2 with that second tank platoon.  I also have infantry and a single T62 in the town on this route but S1 can cover it very well.  A2 has more cover if he uses the wood line but again we are talking almost entirely tanks trying to take a built up area.  
    If you look on the bottom left there is that worried looking blue guy, that is scouts and APCs that appear to be lining up for some sort of woods push but between my Teeth and that little det of recon, I am pretty sure I can keep them busy.  Again keeping in mind there is probably another troop of armor up on that ridge somewhere. 
    So here at mid-game, I expect Bil to use whatever is left of his arty (which still has DPICM) to pound the town in a hope all my infantry die so he can drive in with tanks and few scouts.  I have laid down two arty lines perpendicular to A2 approach but they are around 15mins out.  I have spread my infantry out on ground floors, mostly hiding to weather the arty and will keep my screens S1 and S2 up to make life difficult in the approach.  
    My Teeth are going to push towards those scouts and APCs, but I always have the option to swing them towards A2 if Bil makes a push.  Bils dilemma right now is that he cannot seem to get enough combat power into the town and cover my Teeth at the same time...let's see how long we can keep it up.
×
×
  • Create New...