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IICptMillerII

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  1. Like
    IICptMillerII got a reaction from THH149 in Mini-AAR: A Soviet Breakthrough   
    Here is a quick and dirty AAR for a scenario I've been working on for Combat Mission Cold War. It should be noted that this is a test run through of this scenario. It features two Soviet tank battalions in the attack against a US cavalry troop, with me playing as the Soviets. The goal for the Soviets is to force a breakthrough. High losses are expected but acceptable if a breakthrough is achieved.

    The goal of the initial fires and maneuver plan is to compartmentalize the battlefield by isolating the far left and far rear enemy positions with smoke, while pummeling suspected strongpoints with massed artillery fire before reducing them with massed direct fire

    The results are rough.



    The enemy strongpoints along their main line of resistance are reduced, but it costs the entirety of 1st battalions tanks to do so

    2nd battalion (having arrived as reinforcements) is tasked with carrying on the attack to affect a breakthrough

    To support their efforts, the artillery fires are pushed deeper into the map to suppress known/suspected enemy strongpoints. The town will be bypassed unless an AT threat remains, in which case 1st battalion's infantry will assault and clear the town.
    And the result of the effort:

    2nd battalion is able to reduce the remaining strongpoints and force a breakthrough, taking relatively few losses in the process.
    Of the 40 tanks lost in the attack, 30 are from 1st battalion in their effort to smash through the MLR.
    Brief Analysis:
    Could this have gone better for the Soviets? 

    I think there are two answers to that question.
    1) The entire scenario is a forced breach against a solid defense, so heavy losses are inevitable. A big part of the Soviet dilemma is choosing where to take the inescapable beating, or put nicer, spend the combat power. In this case I chose to spend 1st battalion breaking the enemy main line of resistance. The result was 1st battalion getting destroyed, but it was not in vain. 1st battalion reduced enough of the strongpoints that 2nd battalion was able to blow through and achieve a breakthrough with minimal losses.
    2) The fires plan could also have placed the smoke in a way that would have isolated all but one strongpoint (as opposed to leaving two open). By blinding all but one, it would have made the initial direct fire engagement with my tanks less one sided, but would have created more difficulties later. I've drawn up another graphic of this modified fires plan, this one:

    The downside to this is that while it shields the attacker at first, it also puts them in a tough spot that they still have to fight out of. With the far right strongpoint reduced, that still leaves the center and rear right strongpoint to deal with, and the far left strongpoint can still put fire into the kill zone (engagement area) as well, which means follow on forces are more at risk.
    There are a few tweaks I'm planning to make (the addition of another battery of 152mm 2S3's as noted in the revised fires plan graphic) and I am also waiting on a friend of mine to finish a playthrough to see those results. This will hopefully be revisited and given a more detailed AAR in the future, but for now I thought this would be a fun pocket sized AAR. 
  2. Like
    IICptMillerII got a reaction from Lethaface in Mini-AAR: A Soviet Breakthrough   
    Here is a quick and dirty AAR for a scenario I've been working on for Combat Mission Cold War. It should be noted that this is a test run through of this scenario. It features two Soviet tank battalions in the attack against a US cavalry troop, with me playing as the Soviets. The goal for the Soviets is to force a breakthrough. High losses are expected but acceptable if a breakthrough is achieved.

    The goal of the initial fires and maneuver plan is to compartmentalize the battlefield by isolating the far left and far rear enemy positions with smoke, while pummeling suspected strongpoints with massed artillery fire before reducing them with massed direct fire

    The results are rough.



    The enemy strongpoints along their main line of resistance are reduced, but it costs the entirety of 1st battalions tanks to do so

    2nd battalion (having arrived as reinforcements) is tasked with carrying on the attack to affect a breakthrough

    To support their efforts, the artillery fires are pushed deeper into the map to suppress known/suspected enemy strongpoints. The town will be bypassed unless an AT threat remains, in which case 1st battalion's infantry will assault and clear the town.
    And the result of the effort:

    2nd battalion is able to reduce the remaining strongpoints and force a breakthrough, taking relatively few losses in the process.
    Of the 40 tanks lost in the attack, 30 are from 1st battalion in their effort to smash through the MLR.
    Brief Analysis:
    Could this have gone better for the Soviets? 

    I think there are two answers to that question.
    1) The entire scenario is a forced breach against a solid defense, so heavy losses are inevitable. A big part of the Soviet dilemma is choosing where to take the inescapable beating, or put nicer, spend the combat power. In this case I chose to spend 1st battalion breaking the enemy main line of resistance. The result was 1st battalion getting destroyed, but it was not in vain. 1st battalion reduced enough of the strongpoints that 2nd battalion was able to blow through and achieve a breakthrough with minimal losses.
    2) The fires plan could also have placed the smoke in a way that would have isolated all but one strongpoint (as opposed to leaving two open). By blinding all but one, it would have made the initial direct fire engagement with my tanks less one sided, but would have created more difficulties later. I've drawn up another graphic of this modified fires plan, this one:

    The downside to this is that while it shields the attacker at first, it also puts them in a tough spot that they still have to fight out of. With the far right strongpoint reduced, that still leaves the center and rear right strongpoint to deal with, and the far left strongpoint can still put fire into the kill zone (engagement area) as well, which means follow on forces are more at risk.
    There are a few tweaks I'm planning to make (the addition of another battery of 152mm 2S3's as noted in the revised fires plan graphic) and I am also waiting on a friend of mine to finish a playthrough to see those results. This will hopefully be revisited and given a more detailed AAR in the future, but for now I thought this would be a fun pocket sized AAR. 
  3. Upvote
    IICptMillerII got a reaction from Aragorn2002 in Mini-AAR: A Soviet Breakthrough   
    Here is a quick and dirty AAR for a scenario I've been working on for Combat Mission Cold War. It should be noted that this is a test run through of this scenario. It features two Soviet tank battalions in the attack against a US cavalry troop, with me playing as the Soviets. The goal for the Soviets is to force a breakthrough. High losses are expected but acceptable if a breakthrough is achieved.

    The goal of the initial fires and maneuver plan is to compartmentalize the battlefield by isolating the far left and far rear enemy positions with smoke, while pummeling suspected strongpoints with massed artillery fire before reducing them with massed direct fire

    The results are rough.



    The enemy strongpoints along their main line of resistance are reduced, but it costs the entirety of 1st battalions tanks to do so

    2nd battalion (having arrived as reinforcements) is tasked with carrying on the attack to affect a breakthrough

    To support their efforts, the artillery fires are pushed deeper into the map to suppress known/suspected enemy strongpoints. The town will be bypassed unless an AT threat remains, in which case 1st battalion's infantry will assault and clear the town.
    And the result of the effort:

    2nd battalion is able to reduce the remaining strongpoints and force a breakthrough, taking relatively few losses in the process.
    Of the 40 tanks lost in the attack, 30 are from 1st battalion in their effort to smash through the MLR.
    Brief Analysis:
    Could this have gone better for the Soviets? 

    I think there are two answers to that question.
    1) The entire scenario is a forced breach against a solid defense, so heavy losses are inevitable. A big part of the Soviet dilemma is choosing where to take the inescapable beating, or put nicer, spend the combat power. In this case I chose to spend 1st battalion breaking the enemy main line of resistance. The result was 1st battalion getting destroyed, but it was not in vain. 1st battalion reduced enough of the strongpoints that 2nd battalion was able to blow through and achieve a breakthrough with minimal losses.
    2) The fires plan could also have placed the smoke in a way that would have isolated all but one strongpoint (as opposed to leaving two open). By blinding all but one, it would have made the initial direct fire engagement with my tanks less one sided, but would have created more difficulties later. I've drawn up another graphic of this modified fires plan, this one:

    The downside to this is that while it shields the attacker at first, it also puts them in a tough spot that they still have to fight out of. With the far right strongpoint reduced, that still leaves the center and rear right strongpoint to deal with, and the far left strongpoint can still put fire into the kill zone (engagement area) as well, which means follow on forces are more at risk.
    There are a few tweaks I'm planning to make (the addition of another battery of 152mm 2S3's as noted in the revised fires plan graphic) and I am also waiting on a friend of mine to finish a playthrough to see those results. This will hopefully be revisited and given a more detailed AAR in the future, but for now I thought this would be a fun pocket sized AAR. 
  4. Like
    IICptMillerII got a reaction from S-Tank in Mini-AAR: A Soviet Breakthrough   
    Here is a quick and dirty AAR for a scenario I've been working on for Combat Mission Cold War. It should be noted that this is a test run through of this scenario. It features two Soviet tank battalions in the attack against a US cavalry troop, with me playing as the Soviets. The goal for the Soviets is to force a breakthrough. High losses are expected but acceptable if a breakthrough is achieved.

    The goal of the initial fires and maneuver plan is to compartmentalize the battlefield by isolating the far left and far rear enemy positions with smoke, while pummeling suspected strongpoints with massed artillery fire before reducing them with massed direct fire

    The results are rough.



    The enemy strongpoints along their main line of resistance are reduced, but it costs the entirety of 1st battalions tanks to do so

    2nd battalion (having arrived as reinforcements) is tasked with carrying on the attack to affect a breakthrough

    To support their efforts, the artillery fires are pushed deeper into the map to suppress known/suspected enemy strongpoints. The town will be bypassed unless an AT threat remains, in which case 1st battalion's infantry will assault and clear the town.
    And the result of the effort:

    2nd battalion is able to reduce the remaining strongpoints and force a breakthrough, taking relatively few losses in the process.
    Of the 40 tanks lost in the attack, 30 are from 1st battalion in their effort to smash through the MLR.
    Brief Analysis:
    Could this have gone better for the Soviets? 

    I think there are two answers to that question.
    1) The entire scenario is a forced breach against a solid defense, so heavy losses are inevitable. A big part of the Soviet dilemma is choosing where to take the inescapable beating, or put nicer, spend the combat power. In this case I chose to spend 1st battalion breaking the enemy main line of resistance. The result was 1st battalion getting destroyed, but it was not in vain. 1st battalion reduced enough of the strongpoints that 2nd battalion was able to blow through and achieve a breakthrough with minimal losses.
    2) The fires plan could also have placed the smoke in a way that would have isolated all but one strongpoint (as opposed to leaving two open). By blinding all but one, it would have made the initial direct fire engagement with my tanks less one sided, but would have created more difficulties later. I've drawn up another graphic of this modified fires plan, this one:

    The downside to this is that while it shields the attacker at first, it also puts them in a tough spot that they still have to fight out of. With the far right strongpoint reduced, that still leaves the center and rear right strongpoint to deal with, and the far left strongpoint can still put fire into the kill zone (engagement area) as well, which means follow on forces are more at risk.
    There are a few tweaks I'm planning to make (the addition of another battery of 152mm 2S3's as noted in the revised fires plan graphic) and I am also waiting on a friend of mine to finish a playthrough to see those results. This will hopefully be revisited and given a more detailed AAR in the future, but for now I thought this would be a fun pocket sized AAR. 
  5. Upvote
    IICptMillerII got a reaction from Simcoe in Mini-AAR: A Soviet Breakthrough   
    Here is a quick and dirty AAR for a scenario I've been working on for Combat Mission Cold War. It should be noted that this is a test run through of this scenario. It features two Soviet tank battalions in the attack against a US cavalry troop, with me playing as the Soviets. The goal for the Soviets is to force a breakthrough. High losses are expected but acceptable if a breakthrough is achieved.

    The goal of the initial fires and maneuver plan is to compartmentalize the battlefield by isolating the far left and far rear enemy positions with smoke, while pummeling suspected strongpoints with massed artillery fire before reducing them with massed direct fire

    The results are rough.



    The enemy strongpoints along their main line of resistance are reduced, but it costs the entirety of 1st battalions tanks to do so

    2nd battalion (having arrived as reinforcements) is tasked with carrying on the attack to affect a breakthrough

    To support their efforts, the artillery fires are pushed deeper into the map to suppress known/suspected enemy strongpoints. The town will be bypassed unless an AT threat remains, in which case 1st battalion's infantry will assault and clear the town.
    And the result of the effort:

    2nd battalion is able to reduce the remaining strongpoints and force a breakthrough, taking relatively few losses in the process.
    Of the 40 tanks lost in the attack, 30 are from 1st battalion in their effort to smash through the MLR.
    Brief Analysis:
    Could this have gone better for the Soviets? 

    I think there are two answers to that question.
    1) The entire scenario is a forced breach against a solid defense, so heavy losses are inevitable. A big part of the Soviet dilemma is choosing where to take the inescapable beating, or put nicer, spend the combat power. In this case I chose to spend 1st battalion breaking the enemy main line of resistance. The result was 1st battalion getting destroyed, but it was not in vain. 1st battalion reduced enough of the strongpoints that 2nd battalion was able to blow through and achieve a breakthrough with minimal losses.
    2) The fires plan could also have placed the smoke in a way that would have isolated all but one strongpoint (as opposed to leaving two open). By blinding all but one, it would have made the initial direct fire engagement with my tanks less one sided, but would have created more difficulties later. I've drawn up another graphic of this modified fires plan, this one:

    The downside to this is that while it shields the attacker at first, it also puts them in a tough spot that they still have to fight out of. With the far right strongpoint reduced, that still leaves the center and rear right strongpoint to deal with, and the far left strongpoint can still put fire into the kill zone (engagement area) as well, which means follow on forces are more at risk.
    There are a few tweaks I'm planning to make (the addition of another battery of 152mm 2S3's as noted in the revised fires plan graphic) and I am also waiting on a friend of mine to finish a playthrough to see those results. This will hopefully be revisited and given a more detailed AAR in the future, but for now I thought this would be a fun pocket sized AAR. 
  6. Upvote
    IICptMillerII got a reaction from Grey_Fox in Mini-AAR: A Soviet Breakthrough   
    Here is a quick and dirty AAR for a scenario I've been working on for Combat Mission Cold War. It should be noted that this is a test run through of this scenario. It features two Soviet tank battalions in the attack against a US cavalry troop, with me playing as the Soviets. The goal for the Soviets is to force a breakthrough. High losses are expected but acceptable if a breakthrough is achieved.

    The goal of the initial fires and maneuver plan is to compartmentalize the battlefield by isolating the far left and far rear enemy positions with smoke, while pummeling suspected strongpoints with massed artillery fire before reducing them with massed direct fire

    The results are rough.



    The enemy strongpoints along their main line of resistance are reduced, but it costs the entirety of 1st battalions tanks to do so

    2nd battalion (having arrived as reinforcements) is tasked with carrying on the attack to affect a breakthrough

    To support their efforts, the artillery fires are pushed deeper into the map to suppress known/suspected enemy strongpoints. The town will be bypassed unless an AT threat remains, in which case 1st battalion's infantry will assault and clear the town.
    And the result of the effort:

    2nd battalion is able to reduce the remaining strongpoints and force a breakthrough, taking relatively few losses in the process.
    Of the 40 tanks lost in the attack, 30 are from 1st battalion in their effort to smash through the MLR.
    Brief Analysis:
    Could this have gone better for the Soviets? 

    I think there are two answers to that question.
    1) The entire scenario is a forced breach against a solid defense, so heavy losses are inevitable. A big part of the Soviet dilemma is choosing where to take the inescapable beating, or put nicer, spend the combat power. In this case I chose to spend 1st battalion breaking the enemy main line of resistance. The result was 1st battalion getting destroyed, but it was not in vain. 1st battalion reduced enough of the strongpoints that 2nd battalion was able to blow through and achieve a breakthrough with minimal losses.
    2) The fires plan could also have placed the smoke in a way that would have isolated all but one strongpoint (as opposed to leaving two open). By blinding all but one, it would have made the initial direct fire engagement with my tanks less one sided, but would have created more difficulties later. I've drawn up another graphic of this modified fires plan, this one:

    The downside to this is that while it shields the attacker at first, it also puts them in a tough spot that they still have to fight out of. With the far right strongpoint reduced, that still leaves the center and rear right strongpoint to deal with, and the far left strongpoint can still put fire into the kill zone (engagement area) as well, which means follow on forces are more at risk.
    There are a few tweaks I'm planning to make (the addition of another battery of 152mm 2S3's as noted in the revised fires plan graphic) and I am also waiting on a friend of mine to finish a playthrough to see those results. This will hopefully be revisited and given a more detailed AAR in the future, but for now I thought this would be a fun pocket sized AAR. 
  7. Upvote
    IICptMillerII reacted to George MC in Battle pack resources   
    Hi all
    I've created this post to make available some resources that may be of use to players.
    I've attached the Five Days One Summer campaign flowchart - so you can see where you are going, if you wish. If you'd rather not see into the future then best not read it.
    I've attached the Tigers at Ogledow campaign flowchart - again possible spoilers here so if you'd rather not know, don't look!
    Also I've attached a SPW Training Missions Tactics and Lessons document. This document provides a deeper overview of the doctrine and tactics taught (and used) by German armored panzer grenadier units equipped with the Sdkfz 251 halftrack and its variants (referred to as a Schützenpanzerwagon or SPW) in the later part of the war, around 1944. Its main intent is to provide additional background to the series of scenarios and missions in the battle pack for Red Thunder, in particular the series of three SPW ‘Lesson’ series scenarios. My thanks to @domfluff who reviewed this and provided tactical insight, oh and it was his idea originally.
    Five Days One Summer Wiking panzer grenadier mods - I've added a wee package of mods I used for the grenadiers in the Five Days One Summer. I basically assembled others excellent mods to create a look which is in the Wiking Mods GMc Mix . Main changes are grenadiers are in light battle rattle - no extraneous kit, crusher caps are M43s and senior officer has a 'Wiking' cuff band and a M43. My thanks to the talent and good will of Aris, @EZ (WSS Senior Officer and WSS camo uniforms), @Frenchy56 (Crusher and side caps to M43) @kohlenklau (No-gear mod - the campaign is mod tagged 'no gear') @Lucky_Strike (Senior officer peaked caps to M43s). I used Aris' Soviet tank mods, his Soviet faces and VM's summer Soviet uniforms.
    Five Days Campaign Overview_v1.pdf SPW Training Missions Tactics and Lessons_FINAL.pdf
    1831305623_FiveDaysOneSummerMods.rar
    Tigers at Ogledow Campaign Overview_v1.pdf
  8. Upvote
    IICptMillerII reacted to S-Tank in RT Unofficial Screenshot Thread   
    Some screens from my ongoing playthrough of Broken Shields.
     

  9. Upvote
    IICptMillerII reacted to Bartimeus in Operation DUR (scenarii pack)   
    Lead a battlegroup from the nation of your choice(British, Canadian, German or Duch) in order to break through Syrian defense. 
    It's a large battle against well prepared and train Syrian, you will have 4 files and you can chose with which army you want to tacle this : 
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf2-operation-dur-hvsia/
     
    enjoy ! 
  10. Upvote
    IICptMillerII reacted to Lucky_Strike in Christmas 2022 Scenario Challenge   
    Yes we're all desperate 😣 But praise where it's due. Anything you can deliver, just anything, please ... 😉
    Don't know - with the state of our economy this could be gainful employment, pay per click ...
    I don't understand how this (the contour generator) wasn't included, and at least a randomising paint brush for terrain features, or the random map maker as @Vergeltungswaffe mentioned. It's kind of a no-brainer IMHO - sorry BF but in this instance I really think this was a corner cut too many. 
    Let's hope it's noticed.
  11. Upvote
    IICptMillerII reacted to Butschi in Script to automatically set the elevation in the editor   
    I decided to have a small intermediate release. It is also officially version 1.0.0. 😊
    https://github.com/DerButschi/CMAutoEditor/releases/tag/1.0.0
    The main change is that I added a tool to convert official German digital elevation models into a CMAutoEditor compatible format. You can find it in the folder data_conversion. It has several command line arguments:
    --dgm-dir (required): path to the directory in which you stored the dgm*.xyz.gz files --bounding-box (required): xmin, ymin, xmax, ymax coordinates of the box you want to extract. The coordinates have to be in the coordinate system the data points are stored in (e.g. for NRW EPSG:25832, i.e. UTM zone 32N). There are lots of tools in the internet with which you can convert from latitude/longitude to UTM, e.g. here. --contour (optional): set the distance between contour levels. 5 means you will have a contour line every 5m in elevation. You will get a two output files, one with a value for each square and another one with elevation value only for contour lines. --output-name (optional): a common name for output files. You will get several output files with a name that starts with this string. --water-level-correction (optional): xlow, ylow, xhigh, yhigh Sets the low and high point for water level correction (see below for an explanation). There will be four output files: output-name.csv, output-name_contour.csv, output-name.png (a heat map of the elevation values. units are CM squares.) and output-name_contour.png, which has contour lines of the data you extracted.
    The actual data is availble separately for each German federal state, e.g.
    North Rhine-Westphalia
    Hessen (Fulda, etc. ...)
    Brandenburg & Berlin
    ... I just realized that only the data from North Rhine-Westphalia is in .gz files, the others seem to zipped. I'll make that work in the next update. Oh well.
     
    Water level correction:
    This is an odd one. While you are all well aware that water usually flows downhill, rivers in CM are actually lakes, i.e. every square belonging to the same water body has the same water level. In reality, this is of course not the case. But on the map I am currently experimenting with, the difference in elevation along the river is roughly 6m. This leads to the river looking fine at one side:
    mg]https://i.imgur.com/DNrYDfO.png[/img]
    And being in a deep ravine on the other side:

    Water level correction is still a bit experimental but it should in principle get rid of this. You provide the lowest point of the river on the map (UTM coordinates) and the highest point and the tool will calculate a calculate a plain and lower the higher side (and all the other terrain accordingly) to the level of the lower side.
    Contour Lines:
    @Bulletpoint
    I added this option because there were concerns about performance and stair-step effects. And of course it takes much less time to only set contour lines. I tested versions and could not observe any difference in performance. And for stair-step effects...
    Every point set:

    5m contours:

    10m

    Doesn't look precisely stair-step effect free to me... Am I doing something wrong?
    Ah, one final thing: I changed the license under which the code is published. I can't really see how this affects you but I don't want anyone thinking I'm sneaking an evil ninja license in 😉. You can do whatever you want with the code, you can even sell maps you made with it (as long as BF is ok with it, that is). I only speak broken legalese but I thought the new license might be a bit more fitting for community made stuff: the only restriction is, if you modify the code and make something new with it, you have to make it open source just like the original one.
    Right, have fun making maps! 🙂
     
    .
  12. Upvote
    IICptMillerII reacted to Butschi in Script to automatically set the elevation in the editor   
    And since I've already shown you a bit of the map, here's a litter teaser:

    No new features, I just like the autumn looks on this map. Btw. this where I grew up. Well, at the base of the hill in the background in the middle. 😉 
  13. Upvote
    IICptMillerII reacted to Butschi in Christmas 2022 Scenario Challenge   
    Yes, correct. In OpenStreetMap a forest is a polygon with some tags that mark it as a forest. CMAutoEditor has currently two options for such cases. It either randomly chooses a tree type and density individually for each square within this polygon or an identical one for all squares. The latter is useful for other farmland, for instance. The tool works in a way that you can configure what should go into an area of a specific type. So, if the map contains different grassland types you can have differently looking areas. For forests there are, e.g. tags that say 'broadleaved', so you could select only specific tree types instead of the general mix.
    Ok, let's not derail this thread, here is a little sneak peek (mildly cherry-picked of course but everything generated automatically), I'll make a dedicated thread once the code is good enough to present.

  14. Like
    IICptMillerII got a reaction from S-Tank in CMCW Unofficial Screenshot And Video Thread   
    These are incredible shots! I especially like the second to last one. Almost looks like a different game. 
  15. Upvote
  16. Upvote
    IICptMillerII reacted to Butschi in Script to automatically set the elevation in the editor   
    So, just to give you a quick update, everything below refers to importing stuff from OpenStreetMap
    Wot Is Done Already:
    Forests, randomized tree types and densities, tree types configurable, weights for types and densities configurable Bushes as above Grass as above Farmland as above water etc. (basically everything that is just a polygon in OSM can be done in this way) Wot I'm Working On:
    roads, Roads, ROADS!!! I became a little obsessed with them. By now I'd like a word with the sadist at Battlefront who decided that doing the road tiles the way they are was a good idea. Most designers don't bother, because it is a royal PITA that you can't just combine most of the tiles, because the widths don't fit (so, you can't go from W<->E to NW<->SE directly, there has to be a tile in between. Not even the official Line Drawing Tool in the editor does it right. Oh well. After rather excessive use of graphs and shortest path finding in there and so on, I found a solution that works. I am just fixing edge cases. And then I will have to destroy it because while correct most people will not like the sometimes resulting wiggly roads instead of just diagonal ones. I guess I'm going insane! 🤪 Once that's done though, railways and streams will be easy to implement and fences and walls should also be relatively straightforward. Wot May Come:
    Areas (like forests, grass, etc, see above) with configurable cores/borders, such that you can have forests that are more dense on the inside or have different ground, fields with crops but just plowed ground on the edges (randomly) walled or fenced areas - good for having fences around fields, hedges around residential areas, ... Houses, but only types, I can't do 3D-view Flavour Objects (which you will have to fine tune yourself, no automatic stuff in 3D-view): Bus stops where there are bus stops on the map, power poles, etc.) Well, that escalated quickly from nice little project for a weekend or two...
  17. Like
    IICptMillerII got a reaction from Ithikial_AU in Two tweaks to make CM the perfect tool in operational games.   
    The single biggest roadblock to using CM in a larger campaign context is that making maps takes a lot of time and even more effort. If maps could be generated in a reasonable amount of time (say, a single sitting or two) then you could run decent linked battle campaigns without any other tweaks. The main bottleneck is the scenario editor. 
    Being able to edit battlefields would be great as well. Carrying over battle damage, or just continuing a fight on the same map with fresh forces would be nice. 
  18. Upvote
    IICptMillerII reacted to Rinaldi in Cold War: The (Massive) Narrative AAR   
    Not dead, just busy. Sorry all. Had some trouble storyboarding this one too. Let's continue.
    ____
    Rally Point Zulu, 1600 hours, July 16th. Southwest of Schlüchtern.
    CPT Sharp watched the vehicles enter the clearing in the woods. They came in at first in drips and drabs, waved in by MPs to camouflaged positions beneath the trees. He had already been at the rally point for about an hour, the result of hurried orders the night before to take his Company across the divisional boundary line. His triangular “SPEARHEAD” insignia made it obvious he was not where he normally should be, to be sure, but it was the presence of 11 squat, evil-looking tanks with their angular cheek plates that truly made his command stand out. For the tired GIs rolling in, it was the first sign that something was up. The next indication that the game was afoot was the image of the COL, their Brigade commander, standing on the engine deck of one of the tanks. Fists balled on his hips, he stood like a statute as his battalion coiled into the perimeter, eyes following one vehicle at a time. 

    Sharp had initially thought the unit had been truly roughly handled, given how the initial men coming in had looked extremely disorganised and spread out. By 1630 however, entire platoons, and then companies, were rolling into the rally point. He made a quick count of the companies. The Alpha and Bravo callsigns looked to be down about a platoon of vehicles but clearly remained combat effective. Charlie and Delta looked a bit worse for wear, with several of the platoons down to only two vehicles each, one M113 coming in with an entire squad riding on top of it, Soviet style. Overall, 2-8 INF looked to have weathered the first 48 hours of fighting phenomenally well. A CPT of similar shape and build to himself was moving between the companies, hurriedly organising cross-munitions loading and refuelling, sharing a quiet word with the company leaders. Sharp was watching the man intently when he sensed, more than saw, the COL approach him.
    “There’s your man. CPT Booth. We’ll speak to him.” the COL spoke in practical monosyllables. His stern countenance and greying side-hair did nothing to mask the obvious fatigue and strain.
    “Where’s the LT COL, sir?”
    “There is none.” A tightening of the jaw. Clearly a sore subject.
    “Further, you are to take a platoon equivalent of your tanks and have them liaise with the C Company commander. They are to escort the unit to The Citadel.”
    Escort? The CPT was about to inquire but the COL, sensing the question, pre-empted him.
    “Soviets scattered company sized air assault units to hell and back all over the MSR. Once your detached tanks have reached the Citadel, they are to refuel, and begin running ROADRUNNERs of Brigade trains forward. Now, come with me…”
    What followed was the most “fragmentary” FRAGO Sharp had ever received. All semblance of good order and TOC-based SOP clearly thrown away by the expedients and urgency of the situation. The orders were entirely verbal, and CPT Booth received them almost without emotion, utterly passive. A few quiet questions from him, and in less than 3 minutes, the briefing was complete. It took another 5 minutes to organise a quick movement-to-contact, hashing out a map-based scheme with an overlay draped across the hood of a jeep. It was all so insanely hurried, that Sharp could feel a building pressure in his sinuses. It was insane, but it was nevertheless a scene being repeated all over the FRG, from the Baltic coast to the Alps.
    Their orders were simple: NLT 1700 hours, 2-8 INF (-) to move towards Schlüchtern and ascertain the goals and strength of the Soviet second echelon. If possible, fix and destroy the lead elements, observe, report, retreat. Destroy key communications infrastructure.
    A raid, a classic counterpunch. Unsurprisingly, Sharp’s unit would form the main punching power of the ad-hoc force, right in the centre of the line. CPT Booth organised his unit into three rough company teams. 

    1LT Noonan would lead B Team essentially unchanged, but newly reinforced by two replacement M60A1s and crews. Their objective was to probe towards Elm, on the right flank, secure it and shoot up the lead elements of any force that approached it. CPT Sharp, with a platoon of infantry cross attached from A/2-8 INF would advance through the village of Drasenberg to secure the hamlet of Gromfritz. This would secure a massive central ridge that dominated Route 66. They were to form BPs and engage by fire any lead Soviet elements they encountered.  CPT Guidry would lead A team; his own company less a platoon of tanks and infantry, and establish an ambush at an underpass, securing the TF's right flank.  The scheme was, in all reality, a guessing game. Sharp also noticed with trepidation that it left a massive gap in a forest series of side roads that could squeeze an enemy unit between his team and Noonan’s. Booth was banking on the Soviets sticking to doctrine. It made him uneasy; he would absolutely try to squeeze part of his own unit through there. He knew, though, that Booth’s assumption of risk made absolute sense. The Soviets were fighting and thinking in SOPs and frontages, and nothing suggested that was going to change. The plan, of course, was set to parry what was the presumed Soviet objectives.

    Successfully parrying their attempt to regain momentum after Neuhof could create opportunities for further exploit. Delay, delay, delay the COL had stressed in his brief talk. The Soviets couldn’t afford it. Their mission was to create one.
    1700 Hours, July 16th. Route 66, Forward Edge of the Battle Area, near Elm.  
    They were shortly to be in sight of their objectives, free from the claustrophobic environs of the tree-lined roads they were marching up in extended columns. The first sign that the enemy was near were the sign of Hinds, flitting just above the canopies in the distance. Whatever they were looking for, they were not particularly vigilant. Though .50 cals and Vulcans tracked the targets, they passed on without incident. 2-8 INF fanned out as they exited from the treelines, the individual companies heading for their targets.

    Radio silence lifted, as planned, and Sharp ensured one of his radios was monitoring the Battalion net. He was immediately greeted by a clearly frustrated Noonan trying to prevent his company from fragmenting in the difficult terrain. The inexperienced company leader was clearly suffering from the pressure. Sharp just prayed he would settle down before any contact, which was so clearly imminent. He didn’t want his flank twisting in the wind.

    More satisfactorily, at 1706 the reports came in from Guidry that his unit was at their destination and deploying in ambush. That’s one flank secured, at least. A small sense of relief. The slow winding-up of tension briefly paused. Sharp continued to scan from his cupola, straining every nerve as his unit wound its way up towards their first checkpoint. Adding to the pressure was the knowledge that the ersatz-CO was riding with him. The battalion net continued to squawk with terse reports and replies, 2LT Clausen, from Noonan’s team, was in position in the high ground to the left of Elm. The pieces were falling into place.

    In his own sector, things were going equally well. They had passed through Drasenberg without incident, slowly leapfrogging in sections of tanks and APCs through it. They had won the race for the high ground.

    Then, a burst of chatter:
    “Bravo Two Tango reports contact with enemy BMP. Am engaging”
    “Roger Bravo Two. Continue to report. Bravo Two push your tracks into Elm, hustle” came Booth’s response.
    Contact! Sharp looked down at his wristwatch, a modern digital watch his old man had bought him a year before, its chunky plastic band being perfect for the hazardous interior of a M1 tank. It was 1708 hours.  He looked over, his right-flanking callsign oriented its turret ever so slightly more to the right, but otherwise, the fight was Noonan’s concern.


    “One times BMP destroyed. Visual on platoon sized element of enemy tangoes. Continuing to engage” calm and collected, Bravo team’s tank platoon leader continued to narrate the battle. Sharp listened intently, as was everyone else on the net. 

    By 1711 enough information had come in for Booth to issue orders. Largely superfluous as they were, they reconfirmed the initial scheme. B Team were to put up a shield at Elm, where they had clearly hit the enemy CRP, and therefore the likely main enemy axes of advance. Guidry was to stay firm with A team.

    Sharp, for his part, had slowly been leapfrogging his company team; three Abrams moving near-silently along the reverse slope of the hill whilst the rest of the company waited just behind Drasenberg. His lead platoon leader, 1LT Rose, had already reported a good approach route. He quickly issued hurried orders via the company net; confident Booth’s command track would have the wherewithal to follow his lead. With a defensive fight developing in front of Elm, it was clear that his Company team was going to remain the main offensive element for the battle. 

    The attack on Gomfritz was to be a straightforward matter of fire and movement. With a platoon grouping of Abrams in overwatch, an infantry platoon was to push through the forest to determine if the village was devoid of the enemy. The remaining four Abrams would push around the “blind corner” on signal of the infantry. It was a good plan for something come up on the spot. It never got put to the test. Just as the first group of Abrams nosed into their BP, the company team net exploded with simultaneous contact reports from the callsigns. 

    Then came the reports that the enemy was burning. First it was one T-64, then another. Sharp moves himself and a wingman up, cognizant that the enemy would try to push through the fire if they could not identify the source of it.

     A handful of contacts quickly matures into an entire tank company. Sharp, peering “eyes down” out of his cupola spots a trio of BMP-2s flitting out of sight, working his flank. He knows the BP covering the right flank should be able to pick them up and doesn’t even bother handing off the contacts. “Gunner: Sabot, tank” he roars into the internal communications set, slewing the turret with override.
    “Identified!” his gunner confirms. He lets go of the controls. A blinding flash from the muzzle. 

    “Target!”
    His gunner, dependably, starts identifying targets on his own and “fighting the turret”, leaving Sharp freedom to command his abbreviated group of Abrams. The T-64s, belatedly, begin to slew their turrets. They were aware. Sharp begins to micromanage the jockeying of his individual callsigns.
    Even as Sharp is fighting the lead elements of the T-64s, the dismounted infantry had begun pushing through to Gomfritz. They hear the roar of enemy engines even over the sound of battle and duly report it to Booth, who passes it back down to Sharp. More enemy armour was clearly heading their way. It was time to press the attack.

    Sure enough, another platoon of Soviet tanks appear and, skirting slightly to their left, continue to try and gun around Sharp’s flank. They dip out of sight, but not before another T-64 is turned into an inferno.

    Sharp had no intention of letting any enemy armour through. Four Abrams push up, line abreast, and catch the remaining Soviet tanks in the flank at alarmingly close range. 


    Even as Sharp is savaging the enemy armour, 1LT Rose reports three BMPs destroyed. The enemy motor rifle platoon had carefully attempted to work its away through dead ground but, as it exited a draw on the far right flank, was quickly picked up by Rose’s tank section. They were all knocked out in a single volley, a frightening testament to the new tanks fire control system. 

    Immediate exploitation was out of the question, however. Sharp and his three wingmen were looking over their handiwork, when he suddenly saw a green dot in the distance. It hung, lazily, in front of his eyes. He was confused for a moment too long – what was he looking at? Then, a wave of heat, a bright flash, and a mild-rash-like pain on his left cheek as he turned instinctually to avoid the projectile.
    An ATGM. They had just been hit!
    He was alive. Was the tank operable? He didn’t bother to check first, instead ducked inside the turret and fired off his defensive smoke mortars while roaring into the internal comms for his driver to reverse. The tank moved, evidently none the worse for wear. Even as Sharp moved to preserve his mount and its crew, a wingman identified the source of fire and knocked it out. A query came in from Rose; was all well? 

    Sharp peered over the cupola. His face still stung, but it didn’t seem particularly bad. What the hell had happened? He soon had his answer: the .50 calibre was gone. Eviscerated by a direct hit. He decided not to question how the chemical jet from the missile did not kill him. It would be the closest call he would have in this terrible conflict, though of course he would not know it at that time.
    What the close call did signal for the immediate time was a halt to Sharp’s advance. Until the infantry had secured Gomfritz and established an artillery observation post, he could not risk exposure to other ATGMs with his precious MBTs.      ***
    Sharp’s focus is entirely on Gomfritz and the targets to his front. As his tanks’ cannons bark, the background noise of the Battalion net fades into the distance. He does not hear the rising crescendo of battle near Elm, illustrated by the increasing strain evident in the voices of B Team’s callsigns. Elm has become a raging inferno. The Soviets FSE have arrived and, turrets oriented towards the threat, try to pass through the survivors of their CPR. The Tank section appears to be excellently positioned, able to enfilade their targets sky lined on the hill. Another T-64 burns. All appears well.

    Then from the dust and fury comes a booming report. A M60A1 burns, shuddering from the impact. No hatches open. Alarmed, the section leader (the Platoon NCO) jockeys out of position. The Soviets roar on, now no longer under fire from their flank. 

    They remain under fire, however, from the front. ITOWs deployed in exposed hasty positions nevertheless possessed dominating fields of fire and make the most of it. Burning enemy bonfires begin to build up on the high ground to the right flank of Elm.

    Sensing danger, 1LT Menard roars out of his hide with his wingman tank under the cover of the ITOWs to try and blunt the Soviet advance at close range. Taking positions on the fly in his jolting cupola he directs his section to a low hedge separating cabbage fields; they do not have long to wait. T-64s come over the slope and are hit at “cannot miss” range. Menard’s knees sag slightly from this hair-raising encounter. If he had more time to ponder what he had just ordered and executed, he would’ve bailed out of his vehicle and never looked back. The line between courage under fire and irrationality was a fine one. 

    Ensconced and hidden in a hedge near the ITOWs was B Team’s FIST. In alarm, he sees what appears to be the main body appear along the road running directly into Elm.


    It is not long before 155mms are working overtime to pummel the approaches to Elm. The Soviets, as always, push through it with determination. The FIST can hear over the dull crumps the hiss-pop of the ITVs continuing to engage. Quite a number of the BMPs that push through the indirect fire are knocked out by this re-engagement.

    The next set of BMPs try to follow in the footsteps of the CRP, perhaps believing the way remains open. By this point Menard’s PNCO has taken a new, hasty, battle position and is once again able to enfilade them. Another pair of BMPs is flamed between the tank fire and the ITVs. 

    Noonan’s team is giving the Soviet tank battalion a destructive beating, but it’s not enough. The Soviets continue to push simultaneously towards the high ground to the northeast and down the centre road. B Team simply cannot keep up the rate of fire necessary to stop the Soviets cold. The ITVs are forced to pop defensive smoke as the BMP-2s begin to identify and fire back with their 30mms at their assailants.

    With the high ground finally under Soviet control, things begin to unravel quickly. Menard’s PNCO and another member of his crew are wounded heavily when his vehicle is struck by return fire, even as they attempt to jockey out of position. 

    Driven by outrage more than courage, Menard attempts to repeat his previous feet, waving SGT Marx forward with him into a counterattack. All goes well initially, with Menard’s gunner destroying a T-64 from the gallop. Marx then identifies a T-64 to the northwest, across the valley. Slewing the turret on override, he knocks it out as well. Even as Marx’s loader hefts another sabot into the breech, he could see for himself the turrets of several other T-64s slewing in his direction. 

    “How did –“ he doesn’t have time to finish the thought before a Soviet round slams into the turret of his tank. The resulting pressure blows him out of the turret where he shortly regains consciousness. Marx’s legs are spattered with shrapnel and all he can focus on is crawling. One arm over another. He does not notice the rest of his crew following his lead, nor his new platoon leader and his crew also crawling, dragging a loader whose face was reduced to a bloody pulp, from their own tank. 

    ***   Noonan had heard enough. One by one his call signs had either dropped off the air suddenly or reported they were retreating. The pressure was on. It was going to have to come to close quarters. He grabbed his M16 and ordered the ramp down on his M113. He waved at his RTO to grab a few LAWs for good measure before they departed.   The Soviets were breaking in. 1st Platoon’s first squad had been wiped out, dying in place from a lethal combination of shrapnel, high explosives and machinegun fire which tore their fighting positions apart. The first Soviet BMPs had practically driven right up to the buildings and, when a LAW fired too hastily missed, had ripped into the buildings with everything they had.     2LT Leblanc had arrayed his squads in depth, mutually supporting one another. As quick as the 1st Squad’s end had come, revenge was not long in waiting. 2nd Squad opened fire with its Dragon and LAWs. Soviet riflemen came out of the lead BMP, even as it burned, the last four all human candles doing a grotesque dance. By the time the surviving Soviet infantry had organised themselves, their assailants had disappeared, falling back past the 3rd squad to a new position.      So it went. The Soviet infantry were simply nut numerous enough to effect more than a break in. It appeared to Leblanc and Noonan that the situation might have been finally stabilised when the unmistakeable squeal of tracks against pavement began to compete with the crescendo of battle. The Soviet armour was going right into Elm! Noonan knew he needed more bayonet strength if he was going to hold against rampaging armour.
    “Bravo Two to Bravo Two-Two”
    “Bravo Two-Two, send it.” 2LT Clausen’s voice responded immediately.
    “Enemy MBTs have entered our BP. Punch out to your north and hit them in the flank.”
    A pause, this time.
    “Bravo Two-Two acknowledges. Out.”
    Noonan knew it was a tall order. He was out of options that he could directly select. His next call was to Booth. There was a promise of an Abrams section – but would they arrive in time? 


    Clausen had been posted in ambush covering the forested route that could see a Soviet unit deploy in the gap between Sharp and Noonan’s company team. They had passed the minutes in unease, listening to the sounds of battle travel up the ridge to their left, roaring in the valley to their right. Privates gripped their rifles tight and fidgeted with the undergrowth. The whispered orders to remount came as a relief; action meant agency. Soon the M113s were cautiously groping their way along a rail line, riflemen and Dragon gunners hanging out the cargo hatches, straining every nerve.
    In Elm, things were falling apart. LeBlanc’s careful to-and-fro with the enemy could not keep up with the Soviets reckless urgency. The junior officer had just personally stalked and disabled a T-64 with part of his 3rd Squad, volleying LAWs into the vehicles side and rear, and spraying down nearby Soviet infantry, when he saw yet another tank roar through an allotment, crushing forgotten vegetables and crashing through a fence. They were being flanked. The M113 was just around the corner. There was time. They clambered aboard, and LeBlanc was roaring at the driver to advance when there was a bright red flash.     The T-64 had worked its way through several backyards and had barrelled out at an intersection just to the East. Locking a track the commander guided his gunner onto the M113. A terse “ogon!” followed. The 125mm crashed out.     LeBlanc was dead.
    Now bereft of a leader, the remaining dozen men made a dash for Company HQ, where they hoped they could make a last stand under the remaining ITV’s field of fire. Even as they ran the Soviets, like sharks in bloody water, ran amok. All was chaos.     That chaos saved the remaining infantry of B Team, however. Amazingly, the Soviets seemed less concerned with finishing the job than they did trying to push right through Elm. It allowed the survivors to use every item in their arsenal they had left. One eagle-eyed SPC, seeing a Soviet tank with its cupola hatch open, manages to toss a fragmentation grenade in. He has little time to exult, his squad leader swiftly hustles him to the next scrap of cover.
    Slowly, but surely, the survivors of 1st Platoon find their balance. Noonan and his HQ thicken the anti-tank fire with their LAWs. The Soviets push to the southern edge of Elm, but no further. Derelict T-64s meters away from the Company HQ demonstrate the high watermark.      The final remaining company of Soviet armour make the break for the eastern flank of the town, despite the congested terrain. The Battalion HQ follows with them. It is the definition of a forlorn hope. They meet fiery ends as they make their end run, when 1LT Rose and two other Abrams suddenly appear on their flank. The Soviets are savaged, but its not entirely one sided. The tank battalion’s attached ZSUs put up a fierce resistance, spraying the Abrams down with 23mm with such violence that it strips the turrets entirely. Fire control and thermal imagers are disabled and require resets. One of Rose’s NCO has to resort to boresighting, staring down the barrel. At such close range, they cannot possibly miss. It’s all over in minutes.        A few enemy tanks push past, roaring through the fiery gap. It is a paltry amount, and the shattered survivors are not able to effect any type of effective breakthrough. They are ultimately policed up by Cobras patrolling the immediate rear areas of the TF.
    B Team has received a severe drubbing but has mauled the lead element of a Soviet tank regiment. The battle is over. The counteroffensive is not. 


     
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    IICptMillerII reacted to S-Tank in CMCW Unofficial Screenshot And Video Thread   
    A few more from the same batch as the last ones I posted. 

  23. Upvote
    IICptMillerII reacted to Chelentano in New Compaign: ,,March of Retribution,,   
    I'm back and ready to present you the second mission of the compaign.
    https://www.dropbox.com/sh/270o21qb84bo2bh/AAAM6oHaMthNOTeN1r-I14kda?dl=0
     
    We received a message that the paratroopers had taken the Hanji airfield by 5 o'clock in the morning and were already transferring their main forces there. After that, our aviation and artillery began to strike enemy positions along the entire border with the Southern ***. 7 operational-tactical P-17 missiles were fired towards the capital. 2 Tochka-U missiles were also fired at Namad. Only that our engineers using the Soviet UR-67 made a passage in the escarp and in a minefield…
    The invasion has begun. Lead a reinforced battalion of the Guards Division and break through the enemy defenses.
    Mods:
    As a nice bonus, the enemy troops (Syrian reserve infantry) use a new uniform. It was taken by me from the Vietnamese fashion. For use, it is desirable to remove other mods of the Syrian infantry.
    Also, AK texture was replaced with G3, and RPK with FN MAG. Unfortunately, there is no way to change SVD and RMB, because both factions use them.
    You can safely do without this mod, because it does not contradict the terms of the compaign.
    I don't know yet whether I will change the first mission or leave it the same.
    All work will also be posted here: https://www.thefewgoodmen.com/tsd3/category/cm-shock-force-2-2/cm-shock-force-2-scenarios/
    Work on the third mission continues.
    I wish you a good game.
  24. Like
    IICptMillerII got a reaction from Bubba883XL in is this the hedgrow bug v4????   
    The bug has been patched and fix. The patches are being tested now to ensure nothing else is broken. 
    As one of the original people who pointed out the 4.0 HE bug (anyone remember the video?) I know that it can be frustrating waiting for a patch. But, I also know that the bug is 100% fixed, having played the patch that addresses the issues. The bug is squashed, and the patch is coming. 
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    IICptMillerII reacted to Free Whisky in Visiting history: I made a video comparing a WW2 scenario to the real-life location   
    Hi everyone! I've put out a new video where I compare a combat mission scenario to both the historical events that are portrayed and the actual real-life location. I thought I'd post this on the General Discussion board as it's also kind of about Combat Mission scenario design and research in general.
    As it's about a Market Garden scenario, I've slept a quite few hours less the past few nights in order to get this video done in time for Operation Market Garden's 78th anniversary on saturday the 17th of september. I hope you'll find it interesting; spending the day basicly giving myself a battlefield tour and filming the locations of the scenario that I just played was amazing. Geeky, for sure, but amazing 😁.
    Props to @Pete Wenman who is the author of this scenario for his excellent research and scenario design.
     
     
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