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Hardradi

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  1. Upvote
    Hardradi got a reaction from Warts 'n' all in The Road to Montebourg revision for v4.0 is available   
    Same problem as Warts, I can't get the touch objectives.
  2. Like
    Hardradi reacted to Xorg_Xalargsky in FIle install discrepency   
    You should be ok by just copying the file. After all, for all intents and purposes, CM2 games are composed of two parts : the executable and the .brz files.
  3. Upvote
    Hardradi got a reaction from Glubokii Boy in Soviet Infantry Battalion Attack   
    You could try Jason D Mark's, Island of Fire, it was recently re-released. Half way through it switches and provides more detail from the Soviet perspective at the level you are looking for. Bloody Streets looks good.
    Thanks, it available cheap on Kindle at the moment.
    Yes, similar format. You have a LOT of reading to do. 😃 The books are massive. Watch out for book 3 is split into two parts/books, I was caught out by this. Some good third party maps and/or a magnifying glass are useful. There was a website that I used that had all of the Wehrmacht maps day by day but they seem to have taken them all down.
  4. Like
    Hardradi reacted to Erwin in Book outlining Partisan Ops (for scenario generation?)   
    Reading an excellent book "Bloodlands" by Timothy Snyder. 
    While describing the East Front situation in general, it has a large section on Partisan and Anti-Partisan groups and their actions and Snyder outlines the operations of Partisan leaders like Bielski and Zorin and the Anti-Partisan formations under Kaminskii, Dirlewanger and Erich von dem Bach-Zelewski.  
    Interestingly the book outlines how the Partisan groups were often fighting each other as the various ethnic Communist partisans hated the nationalist Ukrainians and Polish partisans etc. while the Jewish partisans had their own agenda.
     
  5. Like
    Hardradi reacted to benpark in Soviet Infantry Battalion Attack   
    Norbert Számvéber's books are really good sources for a lot of what's happening in 1945. In Hungary, for the most part. Well researched, well formatted, and informative at the scale needed for this work.
    There's another Hamilton book- out of print, but good for this level of information.
  6. Like
    Hardradi reacted to General Liederkranz in Soviet Infantry Battalion Attack   
    I agree with @Hardradi and @Freyberg. A steamroller attack on a 250m front, focusing on presenting overwhelming firepower and moving fast enough to keep ahead of the German artillery, works. This does require lots of micromanagement and Target Light commands, but to me that's entirely realistic--platoons are going to have standing orders to lay down cover fire on suspected enemy positions, not just to shoot at identified enemies. The game engine can't do this so the player has to. The force ratios are fine, especially since if you attack on a narrow front you can avoid engaging some of the Germans from the front, or at all.
    I flubbed up my first play through, mainly because I was new to CM and should not have started with this scenario. The one thing I think could have been improved--and the one place where I benefited, but realistically, from having played it before--is that there should be some pre-battle intelligence for the Soviet player. They historically would have this and it really helps in picking a general target area for the rockets.
  7. Like
    Hardradi reacted to Freyberg in Soviet Infantry Battalion Attack   
    I played that campaign a long time ago and really enjoyed it. The river crossing was the mission I enjoyed the most and the one that sticks in my memory.
    It was engaging - there was plenty to do, with mines and interlocking defences to pick apart - but I didn't find it that hard. The Soviets have plenty of troops, plenty of time, and you just keep piling it on (carefully of course) until the German force crumbles. As @Erwin said, you need to choose a flank (I went down the left flank first, but sent a smaller force down the right flank, then reinforced it from the left when I had broken through there).
    I found it historically educative, engaging, challenging but achievable, and fun. Admittedly this was quite a few years ago - perhaps subsequent updates to the game engine have upset the balance...
  8. Like
    Hardradi reacted to Erwin in Soviet Infantry Battalion Attack   
    I have played "Hammer's Flank" and well recall the challenges and frustrations of the first river crossing mission.  I agree that the SU76's seem very inappropriate as assault AFV's.  One needs to consider and use them as nothing more than mobile guns that have to be babied and put in keyhole positions so as to safely provide point HE support.  
    However, by massing the Russian forces against a section of the enemy flank - I recall massing on the left using the light bridge - one can win this scenario with much less difficulty than for example many of the infamous "Courage and Fortitude" campaign missions in CMBN.  I have played many missions in CM games where I had to save and restart several times, but "River Crossing" was not one of them.  Perseverance is called for...  In many hard scenarios, one may think one is doing badly, but though courage and fortitude one should push on despite the pain as the enemy may well be suffering more than you are.
  9. Like
    Hardradi got a reaction from General Liederkranz in Soviet Infantry Battalion Attack   
    I like playing war games and this is the best tactical 3D game I have found so far. Sure it has flaws like most things and sometimes it frustrates me.
    I have reviewed my battle results screen. The odds are 3:1 (649men:200men) in this battle, in the attackers favour. Plus they have armour support.
    Your first paragraph above is not factually correct. This undermines your whole view. I can easily pick apart many of your other points from a GAME perspective but I will leave it there.
  10. Like
    Hardradi got a reaction from General Liederkranz in Soviet Infantry Battalion Attack   
    I recently played through the first three battles of this campaign and I am working through the fourth battle at the moment. The first and third battles are tough principally from a micro management and attention to detail point of view. I also found spotting very difficult.
    The campaign is playable. The enemy forces are not too strong. You can achieve the best victory results as long as you are willing to micro manage your forces. If anyone wants/needs a write up of how to win the first and/or third battle then let me know.
    EDIT: Cant help with how to conduct a historical attack by a Soviet battalion. 
     
     
     
     
     
  11. Like
    Hardradi got a reaction from Lethaface in Soviet Infantry Battalion Attack   
    I like playing war games and this is the best tactical 3D game I have found so far. Sure it has flaws like most things and sometimes it frustrates me.
    I have reviewed my battle results screen. The odds are 3:1 (649men:200men) in this battle, in the attackers favour. Plus they have armour support.
    Your first paragraph above is not factually correct. This undermines your whole view. I can easily pick apart many of your other points from a GAME perspective but I will leave it there.
  12. Like
    Hardradi reacted to sburke in Large Factory?   
    Short answer no.  You can do what ever you want modding them, blanking out walls to make them transparent. Doesn’t matter they will always act as adjacent buildings with weird pathing and LOS between modular sections. So no you will never really make a good barrikady Factory complex unfortunately. It might look good, it won’t play good. 
  13. Like
    Hardradi reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten   
    Due to some interest in the "Remove some helmets" mod the mod was released prior to the actual scenario.  The scenario is waiting on Fire & Rubble.  There is a tagged version for the scenario Alarmeinheiten and a no tag version.  The announcement is linked below. 
     http://community.battlefront.com/topic/135876-tsd-iii-tpg-ii-the-cm-mod-warehouse-update-area/?do=findComment&comment=1821546 
    And the actual link for it at CMMODS IV:
    https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-infantry/mos-remove-some-german-helmets-mod-for-cm-ww2-titles/
    Thanks @Bootie!!!
  14. Like
    Hardradi reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten   
    Decision Scenario.
    This is not a campaign in a traditional sense.  The 2nd and final scenario is one three hour battle fought on a 13.5 square kilometer map.   The first scenario is a decision scenario where the player decides on the type of vehicles he wants to bring into the fight.  The scenario is set in September 1944.  The choice is between mostly common vehicles or a mix of common, uncommon, limited, rare & unique vehicles for September 1944.
     
    The player is taken to the decision scenario where he can view the vehicle types.  Not necessarily the number of vehicles but generally one from each type. 

    The player has a HQ unit on the map that he will use to make the decision.  For the more common TOE the HQ team enters the west (left) building.  For the mixed TOE the HQ team enters the east (right) building.  Cease fire is then selected.  
     
    The vehicles on the west side of the map are mostly common for the time.

    The vehicles on the east side of the map are a mix of vehicles just for the fun of playing with different vehicles. 

    After the decision is made the HQ team is sent into the appropriate building and cease fire is hit.  
      
    When the battle scenario begins the player will have his selected equipment on the map (some vehicles will show up as reinforcements). 
         
  15. Like
    Hardradi reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten   
    Alarmeinheiten (Alarm unit) is an almost complete new scenario for CMRT.  It is actually a mini-campaign but with only one actual, three hour long, battle scenario.  The first scenario is a “choice” scenario where the player is able to choose some of the vehicles he will command in the “real” battle scenario.  It includes ammo dumps so it is recommended to play on Iron or Elite. 
    Description: Command a German alarm unit (Alarmeinheiten).  Maneuver the alarm unit in multiple attacks and counter attacks across a 13½ square km map.  Axis vs Soviet AI only.    
    The original idea was to attempt to get many of the rare and seldom seen vehicles into the scenario.  Upon reviewing the scenario @Sgt.Squarehead pointed out that while it might be fun it would not be realistic to have so many different rare and limited vehicles fighting together in the same units on the same section of front at the same time.  As a result, the “choice” scenario was created.  The player can choose mostly standard and common vehicles or many limited and rare vehicles.  The three hour long battle scenario will then be fought with the choice made in the first scenario.  The four AI plans are the same for both.  Only some of the player's vehicles are different depending on the choice.                
    The scenario was inspired by @theforger excellent CMFB Mission to Maas scenario which I recommend.  See link below.
    https://www.thefewgoodmen.com/tsd3/cm-final-blitzkrieg/cmfb-mission-to-maas-v2/
    The map used for the scenario is a modified Der Ring Der Five Panzer map made by @George MC.  George gave permission to use his map which is about 13 square kilometers.  Der Ring Der Five Panzer is an excellent scenario which is so huge it plays like a static campaign.  I recommend this scenario.  See link below.
    https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/der-ring-der-5-panzer-division/
    The scenario currently has three of four AI plans completed.  It also has placeholders for partisan units and an SS unit.  It should be ready for release soon after CMRT Fire & Rubble is released. 
    Some of the recent screenshots posted in the CMRT screenshot thread have come from testing this scenario.  Below are a few more screenshots.
    A dust trail from the alarmeinheiten on the move responding to a Battle Position in danger of being overrun.

    Elements of the alarmeinheiten approaching the assembly area prior to a counter attack to relieve a besieged Battle Position. 

      
  16. Like
    Hardradi reacted to holoween in QB points   
    As an example. This Position was only marginally more expensive by adding the foxholes yet it took an M1A2sep platoon and a striker platoon around 15min to clear on the assault and quite a bit more time to scout out which made a significant contribution to me eventually winning the match.

  17. Like
    Hardradi reacted to Lt Bull in QB points   
    I believe placing a limit on the number of QB points is a way of ensuring the game won't crash and be overloaded by the additional processing/RAM power required (CPU and GPU). However, I  can not think of a sensible reason for why the game does not allow players the complete freedom to just manually determine the precise number of points each side should have in a QB.
    Anyway, I was somewhat inspired by your telling of how you try to use the QB battles to configure battles to play out various battles in a user run H2H campaign, and have updated/enhanced my previously released "Bull's CM QB RATIOS" table (discussed in the thread QB Battle Force Points tables/charts) to Rev2.
    I have now gone the final extra few yards and have now tabulated every possible combination of QB battle that is possible from CM QBs in one consolidated table, listing the QB force points allocated to both sides, the total of those points, the resultant force ratios, and of course all the QB parameter setup information required to achieve the battle of choice (battle type, size, force modifer).  Of course you need to be able to open the file in Excel (or equivalent) to filter and sort the table as you seem fit to find the battle setup you want.  Column values are colour formatted from smallest possible (green) to largest possible (red).
    eg.  Preview of top of table sorted by force ratio (note: although only the five ME battles at the top of that list precisely give both players "even points" to spend ie. force ration of 1).  However, you can see that there are other battle setups which differ in points allocation by only a few percentage (ie. ratios between 1 and 1.1 (or between 0% and 10% points differential) which players may agree to consider irrelevant in setting up an otherwise "balanced points ME", if that is what they want.

    This table alone should provide anyone everything they need to know about what is and what is not possible to achieve with the CM QB parameters, and how to achieve them.
  18. Like
    Hardradi reacted to umlaut in Blind troops   
    I have been debating with myself whether your comments deserve an in depth reply. I have decided that they don´t:

    Your sad lack of civlized language and ditto abilitity of watching the video and reading my decriptions in this thread has convinced me that you are clearly not genuinely interested in an answer. It seems to me that you belong to the tiny group of forumites who percieve even the slightest indication of criticism of the game as some sort of heresy. And so, let´s shoot the messenger.
  19. Like
    Hardradi reacted to Aragorn2002 in Blind troops   
    Nor does your comment. Knowing Umlaut he investigated this situation very thoroughly before he posted it. Apart from that everyone can still do as he damn well pleases at this site. Just discuss it, or if you think it's nonsense, don't discuss it.
  20. Like
    Hardradi reacted to umlaut in Blind troops   
    My apologies. I´d completely forgotten that I wasn´t a certified bug reporter. Next time something like this happens, I´ll just keep it to myself.
  21. Like
    Hardradi got a reaction from Howler in Evade towards enemy   
    I think its always been there but rare compared to this bocage problem.
    This morning in a FB urban battle a single soldier hiding behind a tall wall ran towards the enemy and my artillery barrage. He panicked when a shell landed on the other side of the wall ran towards the enemy stopped in open ground and was shot by the enemy.
    There was another time where one of my ammo bearers in a two man team just ran straight at the enemy in a RT battle even though he was under no duress. Similar to what you have described.
  22. Like
    Hardradi reacted to mjkerner in Any Chance for a New Afrikakorps game?   
    If Market Garden had worked, though, Monty would have been regarded as brilliant. As it was, it was a close run thing. Consider the unfortunate coincidence of the 9th and 10th SS refitting in the area, or if the 1st Airborne had conducted a coup de main directly on the bridge with an LZ on the south side on the first lift. What amazes me about MG, and in fact the entire war, was how quickly the Allies were able to mount operations? Planning and logistics masters, AFAIC...all without computers, mind you.
  23. Like
    Hardradi reacted to theforger in Mission to Maas   
    Huge scenario covering Peiper's advance through La Gleize to Stoumont. German vs Allied. Could try H2H but untested. 4 x2.3km map, my interpretation. Any comments good or bad taken on board. 
    Mission to Maas.btt
  24. Like
    Hardradi reacted to Sgt.Squarehead in CMBN: Road to Nijmegen: Heuman Lock Bridge Bug   
    Sadly fella, I really don't know.....I could never get the de-compiler to work.  
  25. Like
    Hardradi reacted to Aquila-SmartWargames in CMBN: Road to Nijmegen: Heuman Lock Bridge Bug   
    I´ve played it a couple of months ago and while the mission ends in a tactical defeat due to the bugged bridge at least the campaign can be continued.
    I believed that decompiling a campaign ends up with losing metadata. So is there a way to decompile, modifiy, and recompile a campaign without this downside?
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