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Artkin

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Everything posted by Artkin

  1. Points of interest: #1 The highest terrain in the area, this is a valuable position to have units on. This position overwatches every crossing point that we have. It will be essential to either secure or suppress this location if I have any hope of crossing the river intact. #2 This large area is perfect for hiding a company of infantry in. These houses won't have good LOS on our avenues of approach, but they could be a danger to our forces crossing. It will be important to at least scout this location out. If there are troops there they can be easily hit with 105mm. #3 A church sits here with a tower that is very tall. If this is occupied then my opponent will be able to see all of the troops I mass in the high suburbs. #4 This location will probably have to be flattened one way or another. This looks like a great place to defend from. If the first line of buildings are destroyed then it would be easy for my opponent to retreat and hit me when I'm vulnerable again. I will avoid this location for now, I know it will be heavily occupied. The approaches to this crossing site is without cover. Our forces will have to bombard it with artillery and assault it with panzers. These are the crossing points: Our forces will advance to contact and the regimental commander will make a decision on how to proceed over the bridges when our forces have achieved overwhelming fire superiority.
  2. Terrain Analysis: I admit I didn't do too much of this, being the scenario designer. On that: I placed all the troops for this one, but it was a while ago... I have forgotten where I placed everything by now. 5th Panzer Divison's native FW-189A1 element was able to snap some photos of the river we will be attempting to cross. The photos didn't come out too well, our field CP has holes in the roof from all the shelling lately. If that's too hard for your eyes here are some more normal pictures. The first two are the view from my starting location. Left, and then right. Left: A sprawl of walls, open ground, and windowless industrial property. If I want to get over the train tracks it will require pioneers to blast through walls. For the most part this looks good for observation, but not really to fight from. Right: A sprawl of suburbs on a tall hill. Each house is walled off one way or another. This kind of terrain is ideal for pushing infantry through. Footbridge: This map is filled with firing positions. I will have to be extremely cautious if I want to preserve my infantry.
  3. File available on demand. Conscript MG34 team conflicted after setting up
  4. Sure, however, I will take it please. claiver francias oui
  5. I would love to take a look at it! Can you set up a db link please?
  6. I have been enjoying this one a lot. So much that I want to share it. I will show how I dissect this tactical dilemma my way from the beginning. Whether it's right or wrong, this is how I approached this scenario and why. The location: We are fighting on the map Summer In The City by The Forger. The map is originally for CMBS, but I've ported it over to CMRT since it's that good. Here is the particular section we are fighting over. I start in the East as the German attackers and Sgt. Grunt starts in the West as the Soviet defenders. The theme is a 1942 battle during the winter months. Forces are around 1700 men per side. The Soviet force consists of the 2nd Guards Rifle Brigade backed by elements of it's parent formation; 3rd Guards Tank Corps. While this is a motorized brigade, I removed the trucks for the standard infantry squads. While this brigade may look dumb and harmless to the untrained truppen's eye, these badass mot. infantry battalions come with 4 infantry squads per platoon along with snipers totaling around 40 men each. This - when used right - nearly evens the firepower against German platoons. Additionally I expect the Soviets will have substantial armor support in the form of T-34/76. This will probably employed in a counter attacking force somewhere down the line. The German Force is as follows: Both panzer companies each have 12 PZIIIG Short barrel, 4 PZIIIM L, 5 PZIV L and 1 PzIIIN stubby. The support company and HQ section add 6 PzIV L and 2 PzIIIN stubby. Altogether 24 PzIIIG Short, 8 PzIIIM Long, 16PzIV Long, and 4 PzIIIN Stubby. 52 tanks supported by a pioneer and anti-air platoon. 1/14 is fully mechanized with 3 companies of panzergrenadiers supported by a stummel and mortar platoon. 14th pioneer company is a typical motorized pioneer company with one flamethrower per platoon. 14th cannon company has 4 on-map 150mm grille howitzers split between two platoons. 89th Pioneer is in halftracks. 1/288 is stationary and pretty much useless, but is there for moral support. 4/288 has 6 anti aircraft guns 53rd panzerjager is armed with 14 marder II's. And I have 12 guns of 105mm, and 6 of 150mm off map.
  7. Oh snap I'm mixed up then. I must be thinking of the file not showing up in a helper program if the numbers were wrong.
  8. There wasn't something weird done with the naming of the file? The .ema can't have numbers in it before the 001 (Whatever turn you're on). This is honestly the most stable game (series) I've ever played. Once you pack on certain broken mods things can get a little weird with stability.
  9. That second shot looked like it was going to be a headshot. These concripts are honed in! Hope I dont lose them soon.
  10. I have never seen that first bug of yours despite cmrt being my most played title
  11. I bought a huge physical Stalingrad map from Vento Nuovo and started working a little. If you want photos of a particular section, let me know! You can view the map from their website. It's the "Collector" version.

    CM-Red-Thunder-2022-07-27-17-47-53.png

    CM-Red-Thunder-2022-07-27-17-50-55.png

    1. Show previous comments  4 more
    2. Artkin

      Artkin

      Yes as am I. The japanese/Italian thing isn't too interesting to me. And the way the game plays, Stalingrad would be a perfect setting for it. I look forward to seeing your ortana map, and hopefully during the day servers will be populated.

    3. benpark

      benpark

      They are rarely very populated, but the game is fun in single-player as the AI is decent (and being worked on fairly consistently). I also turn off the icons most of the time. I keep asking the dev to just show the objectives, but I may be the only one interested in such strangenesses.

      The fun thing when MP is populated is that you have a squad with you, as do the enemy players. Icons "off", you lose track of who is human. Chaos.

    4. Artkin

      Artkin

      Yep, I have that bound to my middle mouse button for quick access. This game has a lot of unique touches that so many shooters missed out on before. Trees, lightposts, sandbags, houses all falling apart. The animations for the AI is strange, but the AI itself is pretty good stuff. They track by fences, post up on all floors of the houses. When you throw grenades or whatever you are shouting just like them. The less individual you feel, the more you will participate closely with your squad.

      I was blown away by the inventory system, that's another unique touch. It's simple too which is great. For the larger 6000x6000 maps the inventory system must really shine. I know I had to go digging around for ammunition once already.

      I also played WWII Online and was really impressed. That game couldn't be Easy Red, but Easy Red could easily incorporate all the good stuff from WWII:O.

      Too bad about the popularity, hopefully it will get better, Steam has a lot of positive reviews

  12. Hahaha thanks. It's as crude as it gets but should work mostly fine with my ruleset. Having an operational layer in CM could be this simple and I would be happy. Have you considered changing your click function to something different? Like using spacebar instead of clicking? I think this is why they make different mouse designs. It would probably benefit you on the cheap. Without you we couldn't even have the mock Stalingrad map. I look forward to something like that.
  13. They are pretty much only Master Maps and a couple smaller ones. Bitvagorod was a scenario I think. , the idea is to let the downloader play with it. I was considering following TIK on Youtube and copying his Stalingrad series day by day, but it just wouldnt work out great with this improv map. I was planning on making a campaign (On the map) myself and maybe posting it online and see if others would be interested. I was thinking of giving the Germans a couple Jäger divisions and an armored, leaving the Soviets to defend with a similar amount of 1942 kit. Thank you, honestly I just slapped these together real fast.
  14. Fast mockup of Stalingrad: It's about 6 x 15km Map key: 1. Marzdorf 2. Pyritz-Repenow 3. Seregelyes 4. Eiterfeld 5. Szekesfehervar 6. Pettend 7. Pyritz Lettnin 8. Sinimaed Hills 9. Batzlow 10. Summer in the City 11. Backs to the Wall 12. Berlin West 13. Berlin East 14. Berlin East 15. Rebels in Odessa 16. Bitvagorod 17. Summer in the City
  15. The focus shouldnt be pumping out another CMx2 title IMO. Anything Eastern should be packed with CMRT. I would love to see Fall Blau to Kursk, when the Germans were just beginning to get crushed. I think 1942-43 will offer a bit of everything, and would be pretty balanced too. BT-5, 7 and KV-1, KV-1S, wide range of vehicles. T-60 and T-70 tanks. Germans would have so much good kit too. 37mm at gun? Let's go!
  16. How about the base in Lyiv where volunteers were killed?
  17. The A-10 is an interesting thought considering we still see aircraft operating very low in altitude. We haven't seen a lot of Russian manpad footage, but there wasn't much in the sky to begin with. I wonder what UA thinks of using 30mm DU on their own soil.
  18. Surely a lot of men were lost in the Battle of the Bulge, but the US and British weren't scraping the barrel for manpower like Russia was. It was a different situation for them
  19. This is the version I would expect them to receive. Maybe the Air Force doesn't think many will be deployed to the Pacific in the future if something were to happen? I didn't think there was much importance in jet wreckages until we pulled a F-35 from the sea floor. I guess there's not much to lose with a 40 year old platform.
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