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WimO

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Posts posted by WimO

  1. 6 hours ago, PEB14 said:

    I'll try this one as soon as I've finished CMRT SPW lessons scenarios!

    One first comment though: in the pdf file, you're writing

    Unfortunately, there is no identation in the following list, all 11 scenarios are using the same indentation. Similarly, I'm confused by the fact that you're writing about 9 to 14 scenarios whereas the list shows 11!

    Whoops, forgot to delete the line about the branches.

    The 11 scenarios listed are the core of the game, the trunk of the tree so to speak

    If the player has certain adverse outcomes early in the game then two historical events might be bypassed due to German successes early on. I decided not to show the branches to keep the two bypassed events a secret.

    The additional three scenarios reflect second attempts to capture a position by both the Americans and Germans.

    Guess I'll have to rewrite and repost the pdf. Thank you for catching that.

  2. Hi folks. I played through the whole campaign and found that it runs okay with the right amount of tension and risk. It is winnable and losable and also provides opportunities to alter history. It will not be to everyone's liking because some scenarios are more about contact avoidance, some require a lot of traffic management and nearly all require patience to endure the calm before the storm.

    I decided to post it right away and not delay any longer so that I can retire from CM and move on to other things. 

  3. I want to thank you all for offering to play-test. I spent many hours testing over the past two weeks before compiling into a campaign. As a result, the only thing being tested is the flow-through of the 4Rs, Refit, Repair, Resupply, and Rest. At this point the campaign is playing really well. Just had a very suspenseful "No Better Place to Die" with the survivors of "Angriffe der Grenadiere".  After I've done a first complete play-through and fixed the odd typo and mod-tag I'll be very happy to send it to the three of your first for a test before posting.  But be forwarned, since this campaign tries to be historical and present players with some of the real problems of maneouvre before action, it's not all combat. In fact two of the large to huge scenarios are about avoiding contact rather than fighting. Not everyone's cup of tea.

  4. Adding to this thread 4 years later.

    I created a large master map with many flavour objects.

    For scenarios based on that master map I created a series of smaller maps by cutting down the master map.

    Result - random misplacement of some but not all flavour objects and/or swapping of some but not all flavour objects. It did not happen with every map and this might be related to which edges were trimmed off and by how much. I could run a test but don't feel like it because the problem was resolved by redoing the flavour objects on the smaller maps.

    A word of advice to map makers: If you are making a master map that you plan to cut down later, then do not place any flavour objects on the master map.

  5. After come deep breathing, cuss'n and a walk around the house my obsessive personality had me have another look at it and ... I stumbled across the problem. The issue was the sequence that I loaded the compiler. As instructed I had the core units file, two scenario files and the requisite text file all in one folder ... but instead of selecting make campaign from a loaded core units file, I launched from the loaded first scenario. Consequently the campaign thought that the first scenario was the core units file.

    I redid it properly and voila! it all worked okay. Good. So now I'm back to work.

    Thank's all for the encouragement.

  6. I quit. Two weeks and over 160 hours of modifying my scenarios and play testing. Assembled just two as a mini campaign to play test and FUBAR! It compiles properly but refuses to pull in the called elements of the core units file as well as the intro Tactical .bmp an .txt files. FUBAR, FUBAR, FUBAR. I've had it with this program. No more frustrating hours. Going back to painting minis.

    Happy gaming to y'all.

    Signing off.

  7. 2 hours ago, Vacillator said:

    Please don't Wim, but that's easy for me to say.

    As for the 'old' scenarios you're re-working, having played a few of them H2H (even ones you said were not H2H 😉) always as the Germans (my opponent dictated this, but maybe that's a bad choice of words), I would say that the Germans have a pretty tough ask.  And history would agree.

    Yes, indeed the German's have a tough situation. Assaulting across the La Fiere causeway was a suicidal proposition for both sides. On the German side, the 91. Luftlande had a lot to deal with for a few days with concentrations of American paras all over their area of operations. GIven their numbers and the nature of the bocage terrain, it was an impossible task to totally eliminate the paras. It should be said though that in a number of areas it was a close call. I believe that the critical event was the holding of St. Mere Eglise coupled with the eastern end of the La Fiere causeway until the 90th Inf Div could come up from Utah.  The loss of either of those two objectives before the 9th of June would have blocked the 90th and eliminated the German movement problems.

  8. The Campaign title will be "Operation Boston - Objective La Fiere".

    I am working only on American vs AI. I will not be creating a German vs AI version. All of my previous scenarios are having to be reworked because of the carry over of casualties and such from scenario to scenario.

    It is easy to create a single scenario but difficult to create one that is balanced (in terms of victory points) and more difficult to create an AI program that appears reasonably intelligent and difficult for the player to screw up. Also a lot of tinkering is required to prevent the player screwing it up with a cease fire.

    That said, ...

    It is easy to create a campaign but extremely difficult to create one that is historical and simultaneously has the possibility of altering history. Add to that the same old AI programming and cease fire issues PLUS the casualty carry over.

    All of my previous scenarios have to be reworked.

    An example: I have been spent five days 8am to 11pm reworking just one scenario over and over, recording progress every 5 minutes to try to get three different variations of the same scenario to work.

    As for retiring - this really will be my last effort. Jut gotta get around to painting my samurai figs. Already too late for this years March "Hot Lead" wargaming convention. Aiming for 2024 (if my ticker lasts).

  9. I have just about completed creating my Operation Boston - Ojective La Fiere campaign. I found a cease fire humbug that I am unable to resolve. It goes as follows.

    The player is the defender in the current scenario.

    The player is sitting on the Occupy terrain objectives with the associated victory points.

    In turn one the player selects the Command "Cease Fire" and wins the scenario without even trying. Then jumps ahead to the next scenairo. It is an easy cheat that can be used any time.

    FUBAR!

    Any suggestions? Anyone?

  10. A few days ago I corresponded with George MC and following that created a few short test campaigns with varying percentages. These were run a number of times in author mode and confirmed the following which George MC and you folks have also posted above.

    1. The 4R's (Refit, Repair, Resupply and Rest) applied to any battle are the numbers listed under the following battle. e.g. the 4R's applied after battle #1 are listed under battle #2.

    2. The 4R's are applied against each individual trooper or vehicle KIA, WIA and MIA. This resulted in a great deal of variability at the squad and team level but converged towards the percentages set when moving upward through platoon, company, battalion level.  Interestingly that results in a 'probability' at the lowest levels effectively amounting to a replacement 'rate' at the highest levels.

     

  11. More questions about the 4 R's (Refit, Repair, Resupply and Rest). And yes, I have read the manual - carefully.

    1. When there are multiple units in the core file are the 4R's applied to the entire list of units or only to the units from the file that were engaged in the last battle?

    Example: A core units file includes 1/505 PIR and 2/505 PIR but only Able Company 1/505 PIR is in the current scenario. After the battle are the 4R's applied only to Able Company or to the entirety of the core units file? Knowing how this works really matters in scenario design

     

  12. The probability method can result in some campaign wrecking outcomes. For example, in my 82nd Airborne campaign under construction my core units file for the Americans is 1/505 PIR, 2/505 PIR, 3/505 PIR, 1/507 PIR, etc for a total of nine battalions plus armour, anti-tank and engineer elements. The German side of the core units file is similarly long.  Going from that, the American 1/505 and German III./1057 Grenadiere meet each other on a number of occasions. CM battle mechanics result in very high casualty rates. So imagine that after the first meeting both sides have suffered 50% casualties and the refit numbers are set to "x" for both sides. Between meetings 1/505 rolls less than "x" and gets a complete refit but III./1057 rolls higher than "x" and gets nothing. Consequently in the next engagement the Americans are at full  strength again and the Germans at half. To me that's a humbug.

    A Workaround? I am considering creating a false Core units file and just setting the starting strengths for each engagement myself. The downside of this is that players really good and really bad outcomes have less impact. 

     

  13. I am creating my first campaign for CMBN based in my individual 82nd Airborne in Normandy scenarios.

    The Campaign Script File includes four R's (Refit, Repair, Resupply and Rest). The values assigned to these are probabilities rather than rates and impact "UNITS" in the Core Units File.

    My Question: Using 1st Battalion 505 PIR as an example, my Core Units list shows it as 1/505 PIR. Are the four R's computed for the battalion as a whole or individually for A Coy., B., Coy, C., Coy etc?

     

  14. 2 hours ago, kohlenklau said:

    OK big mouth, what are you going to mod?

    I am going to try and finally make France 1940 in CMX2. I see where I know I can enjoy some certain battles. It just takes a ton of time to rename things and get them tested. Some stuff needs created or re-textured of course. I have buddies that I can ask or try by myself. 

    I have a vision of what it will look like!

    I gotta have the German army in tall boots, the 2 tone uniforms and helmet decals. No MG42's! No panzerfausts! Grey vehicles. Waffen-SS can have smocks and helmet covers. 

    French Army: well, we now have the Adrian helmet. and the kepi. We have French voices/names. We have some French AFV's. We have French buildings. I need French uniforms.

    British Army: I guess we have a lot to work with. maybe less so for 1940 British AFV's. 

    I predict I can get us an 83% success.

    Wow K! That would be amazing.

  15. Squad Leader, Advanced Squad Leader (ASL) vs CMBN, CMRT, CMFI, CMFB

    It is my impression that PEB14's experience and response to (frustration with) the CM titles appears to be 'typical' of long-term ASL players. I believe that I can reasonably make such a claim because two of my long time friends have also been regular (obsessive?) SL and ASL players from the first appearance of SL until today. One of the two quite playing CMBN after two games, the other still plays.

    In my opion the contrast is between ASL's god-like 'control' and omniscience which includes positional awareness, the protection and armor value, combat odds etc. In addition moves from here to there only cover a few hexes and arrival at destination takes no time at all.  CM on the other hand is emphatically far more realistic in terms of the many unknowns. Just like in real life. Traditional ASLers have a difficult time downgrading from omniscience to the many unknowns. My good friends have grown accustimed to the like the chess like 'control' of ASL and get frustrated when things don't turn out they way they do in ASL.

    The more I read personal accounts of Canadian soldiers in Normandie and Nederland, the more I learn that most combat takes place with uncertainty.

    Learning to love CM requires some degree of learning to surrender to the unkown.  That's how I look at it anyway. Your views may well differ.

    I love CMBN - warts and all. For better or for worse. Till death do us part.

  16. I suspect it is just a random game effect. By that I mean, that one vehicle happend to drive over a mine and the other vehicle missed, maybe 'just missed' driving over a mine. Don't worry too much about the weight. 

    An example: In one of my scenarios there is an A/Tk mine in the middle of the road. A PzKw III drives a long the road. Eight times out of ten it sets off the mine and the other two times it does not. If we recall that a CM active map area = 8 m x 8 m and that one mine icon represents a cluster,  who  knows exactly where the pioneers laid them? Thus a random factor. Very similar to a miniatures game. Vehicle drives over a minefield and a die is rolled to see if it 'hits'.

    13 minutes ago, arpella72 said:

    The other day I was playing a mission in CMFB and I sent a M8 Greyhound  followed by a M3  halftrack  and a MG jeep to do some recce. At a certain point the M3 was destroyed by an AT mine that, curiously enough,  wasn't triggered by the M8 that was leading the party. As far as I'm concern, AT mines fusses were designed to explode under certain amount of pressure/weight and I don't know if that issue is accurately modeled in CM games. The Greyhound weights 7,9 tones and the M3  halftrack between 8,01  and 8, 357 t (it wasn't fully loaded, just the crew). Did this made the difference?

     

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