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Darth Panzer

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Posts posted by Darth Panzer

  1. On 1/14/2022 at 12:10 AM, Battlefront.com said:

    And a Happy (belated) New Year to you all!

    A few of you have pointed out we have a tradition of summarizing the previous year and letting you know what we've got planned for the new year.  Since I'm the one that started this tradition I guess I'm on the hook for keeping it going.  I wonder if Santa Claus ever regrets thinking to himself "maybe it would be nice to make some toys and give them out to a few good children", not realizing it would become a thing for a few hundred years.  Nah, I'm sure he's as happy to keep doing it as I am doing this.  It is good fun (though I wouldn't mind some elves, or at least a reindeer with a frick'n laserbeam on its head).

    To kick this off, let's review 2021 shall we?  It was a busy year for us for sure.  The big highlights were the release of the massive Fire & Rubble Module for Red Thunder and the carefully kept quiet Cold War Base Game.  The latter being our first release supporting Slitherine's PBEM system and laying the groundwork for the related Tournament system.  This on top of some significant work on CM2 Pro for our friends in the UK.  Yup, a lot of good stuff.

    With that out of the way, I've noticed you guys are pretty much a "that's nice, but what have you done for me lately?" sort of crowd (kinda an inherent gamer trait, eh?).  Therefore, I'll get right to the fun bit of outlining what's coming up in 2022.  I'm even going to narrow down the timeframe for each release.  Think of it as a bonus this year and not a new tradition to expect every year ;)

     

    Updated Cold War (early February) - this extends the newly implemented PBEM++ system to include Slitherine's automated Tournament system.  Yup, you can now play for fame, glory, and at times fabulous prizes in a structured environment! 

    Updated CMSF2 and Black Sea (1st Quarter) - both previously released Matrix/Slitherine CM Families will get the PBEM++ and Tournament systems as free updates.  Any bug fixes and what not that have come up from Cold War development will be rolled in as well.

    Normandy for Matrix/Steam (March/April) - the entire Normandy Family of games will be released on both Matrix and Steam platforms with PBEM/Tournament features included.  Coinciding with this will be a new Battle Pack focusing on early D-Day combat.

    Fortress Italy for Matrix/Steam (June/July) - all titles from the Fortress Italy Family goes out onto Matrix/Steam with the PBEM/Tournament features.  A Battle Pack is planned to be released at the same time, the specific focus not being fully nailed down as of yet.

    Red Thunder for Matrix/Steam (September/October) - as you might expect by now, Matrix/Steam with PBEM/Tournament features.  A simultaneous release of a new Battle Pack is also planned.  The Pack focuses on Kampfgruppe Mühlenkamp's attempts to keep the Soviets from moving westward in July 1944.

    Final Blitzkrieg for Matrix/Steam (December/January) - last, but not least, the final CM2 Family of games will be released for Matrix/Steam with PBEM and Tournament systems.  At the same time we'll release a new Module that will extend the timeframe through to the end of the war and introduce Commonwealth Forces plus the last ditch forces of the Third Reich.

     

    For those of you playing along at home, you might have noticed a bit of a theme going on here.  In case you haven't, it is that each time we release existing content on Matrix/Steam there will be new content made available for that particular Family of games.  By my count it's three Battle Packs and one Module.  But wait... there's more!

    We're still planning on doing an Engine 5 Upgrade that focuses on performance improvements.  No firm idea when this will be ready to talk about more, not to mention when we'll release it.  Oh, and it will be a free Upgrade this time around.

    At a time yet to be determined we're going to give Black Sea a long awaited Module of its own.  This Module will include US Marines, Ukrainian Airborne, and Russian Airborne forces with the usual awesome Campaigns and Battles that come with all Modules.  This Module is very far along in development, however we don't want to make guesses as to when it will be released right now.  We'll let you know soon enough.

    You guys might have noticed through the years that we usually keep a few things out of this traditional post as a surprise for sometime later on in the year.  So there's that too.

    And no traditional beginning of year bone would be complete without putting out some pretty picture bones to compliment the text.  In keeping with that, here's some vehicle shots from the Black Sea Module.

    Ah, but before I do that I want to say that we're looking forward to another great year with all of you.  We wouldn't still be here after 22 years without your enthusiasm and support.  Thank you for continuing to enjoy Combat Mission!

    Thanks!

    Steve and the rest of Battlefront!

     

     

     

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    looking forward to see what engine 5 has to offer.

  2. 9 hours ago, MikeyD said:

    Perhaps its my imagination, but it seems if you use the 'hull down' movement command instead of doing it on your own the opposing tank's first round will tend to go high and the second impact the ground in front of you before finding the range. The game seems to have built-in the initial rounds struggling to find their mark. If you move to the same position in the normal manner the chance on seen a ground impact ahead of you is negligible.

    This sounds correct as mentioned by MickyD.

  3.  

    Hi George MC

    Just finished your Scenario.... ( Great tank battle ) AAR...

    I positioned my Tigers at Point Ref 149.4, taking advantage of the higher hill side and working towards an Over Watch position near the center at ref 148.9.

    My Tigers noticed the large Heavy Tank column moving down the road over the heavy bridge near Ragachyeuka, as I positioned my Tigers in a V shape position at ref point 147.4. The tank duel began between the Heavy Russian tanks and the Tigers, after the battle 7 Heavy Russian tanks where destroyed and no losses to the German Tigers. Though 2 Russian Heavy Tanks did manage to escape down the road and out of visual site of my advancing Tigers moving towards ref 148.9.

    The German Stug IIIs did manage to take out one of the Heavy Russian tanks before losing 2 of their own, I advanced the remaining Stug IIIs towards the center of the map behind Malinova to engage any rear guard.

    Mean while Carius's supporting 5 tigers and his Tiger, held over watch on the higher elevation over looking Malinova and began to take out any remaining Russian tanks, mean while Wagners Tiger along with Euling's Tiger continued towards Ragachyeuka to support the remaining Stugs.

    End result full tactical victory for the Germans, with no Tigers lost.

    Really enjoyed this one and I have been playing Combat Mission since CM1 Beyond Overlord, so its nice to be back again.

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