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AndriiRev

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  1. Upvote
    AndriiRev reacted to Paper Tiger in Gung Ho, Hasrabit and other stuff   
    Let's have a little chat about where everything is at the moment with me and my work. As you've noticed, Hasrabit has not been completed yet and no progress has been made. I've been working on Road to Dinas instead and am beginning to encounter some of the issues that delayed Hasrabit. Namely that these two campaigns are OLD, and I mean really old. They were made when I was still in love with the European theatre in WW2 and many of my map designs were influenced very strongly by ASL scenarios. The inexperience really shines through with these two. Don't get me wrong, they both were innovative in some respect (Hasrabit used core artillery and Dinas had Red core units too.)
    Like pretty much everybody else who wasn't on the Beta team, I didn't really know how to make a good AI plan back then and I spent a lot of time making Quick battle maps which I used for Hasrabit. Almost ALL the Hasrabit missions have QB AI plans, namely that I painted large set-up zones for a group and let the AI deploy the units in the group according to the desired parameters. AI attacks used these large blocks as well. I was still using this in Dinas as well so you can imagine that this is completely unworkable now. This all started to change when I joined the Beta team to work on the CMSF Brit module and I was no longer working alone on projects. I got a LOT of very useful criticism from an Australian captain which really shaped what I was to produce in the future. By the time I was developing the NATO campaigns, I had evolved an entirely new system of making AI plans which I still use today. And I started using more sensible force ratios.
    The second thing these two campaigns have in common is that you're often attacking at ridiculous odds - attacker v defender ratio is 1:3. While I don't like making them like this anymore, I'm going to stick with it for these reworks because the REDFor is defending the entire map which means you'll always have a local superiority unless you are really far too aggressive. While AI triggers may alleviate some of these issues, overall, the AI is unable to react properly to the player's moves. In addition, your firepower is almost always greater so these numbers are not so much of a problem for me.
    As a player, I've slowed down quite a bit and am no longer able to manage much more than a company and some support assets comfortably in Real Time. I also don't particularly want to play a 3+ hour mission either. And Dinas in particular had missons with 2+ mech inf companies with armour in support. This is affecting testing as I just can't motivate myself to manage such monsters in RT. Which brings me to my next point.
    A fourth issue is the presence of MOUT elements in most missions which is not always enjoyable and can be a bit repetitive. Dinas has quite a few missions with small MOUT elements - for example, Sagger Point which features a very large hill with emplaced tanks and ATGM teams dug in with great LoS. But there's also a small village at the foot of the hill. Now, with two mech inf companies and tanks in support, this is doable. But I don't want to manage two companies + support anymore so am thinking about having the infantry clear the village and the tanks and support with artillery clear the hill. That's a rather long-winded way of saying that I want to tone down the difficulty of each mission and am concerned about the overall same-ness of many of the missions. A bit of MOUT is a good thing but not everywhere, all the time.
    A last point, but an important one, is that these are essentially fantasy campaigns. While a few of the maps are based on real world locations (Strong Stand and Hasrabit in Hasrabit), almost all of them are just made-up. In Dinas, I seemed to be obsessed with river crossings, for example and many of the missions are fights for control of such objectives. This was me still under the influence of some ASL scenarios I played with friends in the 90s. Dinas and Hasrabit are both completely fictional locations and the maps are just a product of my imagination and not on any geographical reality. For example, Lakes in Dinas might work in a northern Syria setting but anyone with Google earth can see that no such feature exists between the Golan and Damascus. There's absolutely nothing I can do about that so I'm just going to remake them and hope that folks just enjoy them for what they are.
    My plan is not to change very much with Dinas - I had already reworked some of these maps for Gung Ho! and I have expanded and redeveloped two of these maps for the opening two missions (Petani - Flintstones and High Chaparral - Orchard Road) so that they're not the same. But have resorted to the old Dinas maps for Sabatini (not Detectives) and Where Farmers Dare - (not Bridges) to preserve the feel of the original campaign. Besides, Red v Red is a bit better on smaller maps, especially with Infantry which doesn't spot nearly so well as Blue forces do.
    I have redesigned the villages and compounds on the maps to get away from the ASL blocks I used back then. I've found some real world villages in Syria as templates and you'll really see this when you play Petani, Orchard Road, Where Farmers Dare and The Tumah Crossing missions.
    For the time being, there will be no core artillery in the campaign and will instead give the player what he needs to get the job done. I might reverse this decision at some point.
    I've also replaced the T-72Ms with T-55MVs which, in spite of being older, are just better tanks to work with. Plus I like the look and sound of them.
    And that's where I'm at just now. Dinas will get finished first, then I want to rework the Scottish Corridor and then finally finish Hasrabit.
  2. Like
    AndriiRev reacted to Paper Tiger in Gung Ho, Hasrabit and other stuff   
    This seems to be an appropriate thread to post the following musings. Obviously things didn't pan out the way I expected them to and work on both Hasrabit and Retribution has stalled.
    Hasrabit is getting there but I have to admit I haven't enjoyed these missions nearly as much as I thought I would. They're just too damned hard and that's not fun for me any more. One hard mission in a chapter is fine but not all of them and that's been my problem, there are too many hard missions.
    The new opener is a cakewalk if you do it right but if you don't, it's a nightmare. I'm not going to change that as it should be obvious what the commander in charge is supposed to do. However, the new 'Ambush' mission is proving really tough to win. I've added air support to the mission but it takes absolutely ages for it to come in and that's not fun. I'm losing this mission quite badly and often during play-testing so the difficulty has to come down. By how much though?
    Strong Stand is finished and it's reasonably difficult but you get a LOT of fun toys to play with so I'm going to ease up the mid-game difficulty a bit and that's a day. The initial entry to the map will be challenging but that's fine by me.
    The new Guards Counterattack is a beast. I've redone the AI attack plan and it's much more challenging now, so much so that I've removed a whole mech company from the AI OB but it's still very hard to get a win so I'm going to have to ease up the difficulty here.
    Hill 142 is in a very strange place. The original was in a very bad condition so I've reworked it and now it's really tough to win. The trouble is that I'm struggling to find the hook for this mission, the feature that sets it apart from the others. It just feels meh to play.
    The Barrier is another weird one but I have found the hook. I just need to get the AI working properly.
    Now, Buying the Farm is my current favourite of the new missions but boy is it TOUGH. I really need to scale back the difficulty here but I want this one to be a bit of a stinker. But not frustratingly so. This is my chapter stinker and it's at the end of phase 1.
    Silence the Guns is probably fine as is and so done but I will need to add more time as it's a bit too tight.
    Heavy Metal is kind of stuck - I made an all-new map for this but that means that the original AI plans are lost so I've reverted to the old map and improved it so that I have at least the rudiments of an AI to work with.
    Sadara is in a similar condition to Heavy Metal - I've improved the map considerably, especially the town outskirts which look really good now but haven't done any real testing yet. I expect it will take a while to rebalance but the original AI still works and just needs to be improved. This is the Guards finale so it can be a stinker.
    Finally, we come to the finale, Hasrabit. I've greatly expanded the original map and reworked the town so that it resembles its real world counterpart. Like the previous two mission, no real testing has been done.
    So there's till quite a bit of work to do on this but I'll get through it after I finish the Montebourg rework or at least while I'm doing it but Montebourg is the priority for now.
    As for Retribution, we'll see. I'm finding Red v Red a bit too slow when using artillery and air strikes and I've grown to love them both in Gung Ho! and Montebourg. It's a nice idea and I've got some really good maps for this short-ish campaign and I haven't done anything with the Syrian Airborne formations so I'd really like to do this eventually.
    Now, let's touch on Dinas. I'd really like to revise both my earliest campaigns to take advantage of the changes to the game engine and if I real the community correctly, Dinas is a very popular one so I really should revisit it.  That will be a massive amount of work to do so it's later next year at best. But having just finished making up an new core unit file for the Scottish Corridor and importing and placing all the units, I know how much work will be involved. Dinas has a nearly a regiment of core units and some of the actions are huge so placing is going to take a lot of time.
    And that brings me to artwork - both Hasrabit and Dinas are completely fictional, as in the maps are all made out of my head (except Strong Stand and Hasrabit which are real places in Syria). I will have to redo the artwork for these campaigns completely as the original is definitely a bit naff now. Working with GIMP is okay now but it's certainly not fun for me so this is one of the things that deters me from working on this.
    So that's where I am with this. It's not forgotten. I just don't enjoy playing and testing really hard campaigns any more and just want to have fun while facing a reasonable challenge. After all, the REAL difficulty comes from the accrued losses in each mission over the span of the campaign.
  3. Like
    AndriiRev reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Screenshots taken on @dragonwynn Fallujah map. 
     




     
  4. Like
    AndriiRev reacted to George MC in Shock Force 2 Unofficial Screenshot And Video Thread   
    Things not going to plan in Brandenburg...
  5. Like
    AndriiRev reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Amphibious vehicles!!!!!!!!!!!!


  6. Like
    AndriiRev reacted to Mord in Shock Force 2 Unofficial Screenshot And Video Thread   
    Wiesel spits 20mm death.
     

     
    Advancing Syrians reluctantly accept the gift.
     

     

     
    Mord.
  7. Like
    AndriiRev reacted to snake_eye in Carentan Part I   
    To undercovergeek,

    Here after a Carentan map made from a German 1943 1:25000 one in 1951 by the US Army. No notable change from the 1944 time.
    Yes, the track has told by LLF should be rather straighten than curve.
    In Normandy the meadows were usually primary enclosed by the bocage and secondary by fences and more often wires when there were none.
    The live stocks were prevented to cross the RR track by these when it was near the level of the meadow. When the bank was steep it might not be a necessity to do so. In the swamp area North West of the Carentan exit, the track was raised to avoid it being flooded.
    That track was put on wood timbers to prevent it to sink slowly into the spongy ground. It is still underneath in place now days! That is, a real engineering feat.

    Don’t worry too much about all the details, because if you do so, you will have to do your map again for the yard and the town emplacement. I really don’t think that this will change that much the pleasure we should have playing it in a near future, I hope so.

    About the raised RR track, just one more thing,. The Germans train units horses wagons used it when they retreated from St Come du Mont to Carentan as long than it had been possible


  8. Like
    AndriiRev reacted to WimO in New Master Map at the Repository - Buron Environs   
    All of WimO's maps have been reuploaded as a single package. My scenarios likewise.
    Today, Kandu's Holland building reskins appeared on the CMMODS repository.
  9. Like
    AndriiRev reacted to WimO in Mission Boston - Objective La Fiere - Expanded: Two new (minor) variants.   
    I have just posted two variants to the original 82nd Airborne campaign at FGM's Scenario Depot. Both variants correct errors in my original values for Refit, Repair, Resupply and Rest. In the original I had place the values under the wrong battle numbers, i.e. they were all shifted one entry lower in  the list. This has now been fixed and the values changed as well based on further analysis.
    The version labelled v4RG, i.e. "Green" globally reduces rates of fire, casualties, spotting and reckless behaviour by reducing the values for Experrience, Motivation and Leadership more in line with the values proposed and  discussed on this forum, i.e. virtually all troop types Experience is now 'Green' with differences between types primarily depending on Motivation and Leadership.
    Should be interesting.
    Cheers,
  10. Like
    AndriiRev reacted to 37mm in Initial 'All in One' modpack   
    I've been taking a break from CM but, when I return to it, the CMFB AiO most needs updating... I want my Wintery Brits to have gloves, weathered vehicles & snow speckled uniforms.
  11. Like
    AndriiRev reacted to dragonwynn in CMBN Campaign: In the Fields Where the Poppies Grow (Revised)   
    After completing the Seven Days Campaign for CMCW, which is part of a 3 part trilogy following the legacy of Captain Charles Stevens  (In the Fields Where the Poppies Grow CMBN and Fields of Tears CMFB) (and his son Charlie Stevens in Seven Days CMCW), I decided to go and revise In the Fields Where the Poppies Grow. 
    It was my first campaign for CM and I made a lot of mistakes along the way. I had did an earlier revision but I still left issues unsolved. So this is an attempt to get the campaign up to the standards of the other two hopefully. Below is the information.
    In the Fields Where the Poppies Grow
    (Revised)

    This campaign is a complete revision of my first ever campaign that I created. Being a novice, I made a lot of mistakes, despite the campaign being well received by the community.

    So I have gone back and reworked the entire campaign, making what I hope, are some noticeable improvements.

    In the Fields Where the Poppies Grow is a semi-historical campaign following the 31st Tank Battalion, part of the 7th Armored Division, through the Battle of Normandy during August of 1944. It is an interactive campaign, the first part of a trilogy that continues with Fields of Tears in CMFB and Seven Days in CMCW.

    It follows the legacy of Captain Charles Stevens (In the Fields Where the Poppies Grow and Fields of Tears) and later his son Lieutenant Charlie Stevens (Seven Days) through the trials of war.

    In this campaign Captain C. Stevens is in command of A Company, 31st Tank Battalion and he must lead it through the later stages of the Battle of Normandy. Your job is to keep Stevens alive as his loss (2500 points) will effectively end the campaign, and still complete the missions.

    About the Campaign:

    It is a 10 mission campaign.

    In the original you had a command decision to make which was confusing to some players so I eliminated it.

    A draw will advance you in all missions.

    Mission Tree:
    1. The Crossroads
    2. When Angels Weep
    3. Tiger Tiger
    4. The Road
    5. The Bridge Over the Eure
    6. A View to a Kill
    7. Dance with the Devil
    8. Bunker Hill
    9. Encounter at Loire
    10. Chartres

    All the missions are from the original campaign, but have been heavily reworked and one renamed due to script issues.
    Improvements:

    1. All maps have been reworked, especially the annoying roads, and much more micro terrain has been added as well as flavor objects reworked.
    2. All mission dates and times are in correct sequence
    3. The command structure for all units is now correct as well unit names. The core unit commanders are all named from friends or actual participants.
    4. Mission objectives have been updated and expanded and the point system modified for better balance.
    5. Mission briefings have been reworked for better detail and there are now tactical maps for each mission as well. To follow the narrative of Captain Stevens, read the designer notes for each mission as I have updated these as well. They give you insight into his experiences.
    6. Artwork has been updated for all the missions.
    7. I have added a number of additional mods to the mods in the original campaign for better immersion. One not included in the download  but needed for the immersion of this campaign, is Lucky Strikes Hedgerow Hell mod, a must have for CMBN. All the other mods used are included in the download. Just drop into your z folder. All credit goes to the authors of the mods.
    8. AI has been reworked as well for hopefully a better challenge.

    My goals was to bring this campaign up to the standards of the other campaigns in the trilogy and I hope I have succeeded. In the download you will find the .cam file and the mod folder.
     
    As always let me know of any issues and I hope you will find the campaign enjoyable.
    https://www.dropbox.com/scl/fo/n8exclchbhzupfiokoqg2/h?rlkey=v5t7xumw8235ay0v1084jfztd&dl=0
     
  12. Like
    AndriiRev reacted to Murauder in CMBN scenarios collection   
  13. Like
    AndriiRev reacted to Murauder in CMBN scenarios collection   
    This collection includes 4 scenarios,which are remade from the tactical WW2 FPS game Post Scriptum. Based on the PS map I made them in the CMBN. I have played through these scenarios for many times, so they should be fine. Also I have made some different layers, but they are not quite historiclly correct, just for my own fun. Maybe I will release them later days. Now I am making a Carentan map, it will take some days to finish.
    Mega link:https://mega.nz/folder/6qZjyT5I#wkbgyWGKfTXYspTDbkZVbQ
  14. Like
    AndriiRev reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  15. Like
    AndriiRev reacted to Dmytro Gadomskyi in UA With Will and Iron   
    Scenario depot:
    https://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/cmbs-ua-with-will-and-iron/
    Situation
    27th June 2023
    Time 10.30 hrs
    Mission time 30 minutes.
    Weather Clear
    Wind Light, From North
    Ground Condition Dry
    The Ukrainian army began offensive operations along the entire front. The 28th mechanized brigade covers the right flank of the 3rd assault brigade and must support it with its auxiliary attack across the canal near Kurdyumivka.
    Mission
    A mechanized platoon on BMP-2 must capture the enemy's first line of defense as quickly as possible. After that, the platoon must cross the canal occupy the enemy's defensive positions, and gain a foothold on them.
     
  16. Like
    AndriiRev reacted to Dmytro Gadomskyi in UA The Libertate   
    Map: https://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/cmbs-ua-pro-libertate/
     
    Situation
    20th October 2023
    Time 11.00 hrs
    Mission time 30 minutes.
    Weather Light Fog
    Wind Gentle, From West
    Ground Condition Dry
    The Russian army punched a hole in the first line of defense north of Avdiivka with heavy losses. And now they are ready to break through the second line of defense.
    Mission
    The Ukrainian dismounted company of the 110th mechanized brigade, on the second line of defense, must repulse the massive assault of the enemy motorized rifle battalion.
    Friendly Forces
    Mechanized Company:
    1x Command squad.
    4x Mechanized infantry squad(dismounted).
    Anti-tank platoon:
    2x Jevelin team.
    2x Sniper team.
    2x Recoiless team.
    Mortar Battery:
    1x Headquarters team.
    1x Forvard observer team.
    6x 120mm mortars 2B11.
    Howitzer platoon:
    6x 155mm Self-Propelled Howitzer M109A7 "Paladin"

    Enemy Forces
    At 10:50, reconnaissance drones spotted the deployment of battalion-sized enemy motorized units with additional tank cover.
    Plan
    The plan is to fire three 155mm howitzers at the place of movement of the column in order to disable as much of the enemy's equipment as possible, and blind it with dust raised into the sky. After that, use Jevelin anti-tank missile systems exclusively on enemy tanks to destroy them. A few minutes later, redirect the fire of an additional three 155mm howitzers onto a minefield in front of the defensive positions to cut off the enemy's main forces from advancing.
    Mortars should preferably be used later on the right flank to blind enemy columns. Or you can use them to destroy enemy infantry that will leave armored vehicles to storm defensive positions. After the enemy approaches the first row of mines (about 500 meters to the positions), use spg-9 recoilless anti-tank grenade launchers on the enemy's light armored vehicles. When the enemy approaches approximately 200-300 meters from the positions, fire from all types of weapons, including RPG-7 grenade launchers and flamethrower systems. Simultaneously deploy snipers against enemy armored vehicles to disable critical elements and crew inside.
    Notes
    The creation of the scenario was inspired by the battle that took place on October 20, 2023, when the enemy column of Russian troops was almost completely destroyed before reaching the defensive positions of the Ukrainian Army. The map of heights and combat positions may not always reflect the real picture of combat operations, but thanks to a detailed study of this battle, everything was done to reproduce it as realistically as possible.
    Created by Dmytro Gadomskiy
  17. Like
    AndriiRev reacted to Paper Tiger in Updating Hasrabit   
    As some of you will already be aware, I've decided to fast track revising my ancient 'Hasrabit' campaign and I've been busy with it since last weekend. I tried out the very first mission, Ambush, and didn't like it and my initial reaction was to abandon the original opening map and create an all-new Ambush map. I started work on it on Wednesday and I finished it earlier this afternoon. It's really big and very detailed but, well, I suspect you can already see why this map isn't going to work in this campaign...

    It just doesn't look like any of the other maps in the campaign. It actually looks like the maps I made for the NATO campaigns. So I'm going to use this in Retribution which will come a bit later. I'm not teasing you by showing that in a thread purporting to be about Hasrabit, it's just that it's the end result of 3 days of work and I'm very happy with the end result. I'd LIKE to use it but the other maps would all look utterly incongruous beside it and I certainly don't want to redo them all.
    Hasrabit is an old campaign and so I'm not going to change very much with it because otherwise, what you'd get wouldn't be 'Hasrabit' - it would be a whole new campaign using similar forces. So it's going to be an update instead. I'm going to improve the old maps for sure and make them look more Syrian, adding water and bridges for example and redesign the compounds and villages so that they look much more realistic. And bye bye to the vast glowing fields of wheat, the lush, green grass and the dense forests that made the maps look more like NW Europe. I'll expand a few of them, particularly the ones with armour clashes but otherwise, they will all stay pretty much the same. I'm also going to stick with the totally made-up background story as again, this is Hasrabit and there's no such place or governorate and so I'm just going to let it be. 
    I've also decided to keep the original Ambush mission but take out the artillery strike on your starting positions and also remove all the trees and the mud which was everywhere and replace them with orchards. That huge yard will also get removed and redone with something that looks more Syrian. I suspect that the river will also have to go but we'll see how I feel once real play-testing starts because the bridges are a pretty bad bottleneck which the AI can't handle very well..
    Which brings me to what will definitely change - the AI. I was rather surprised to find that the AI attacks in almost every mission and that's going to be fun to do. The old AI plans are atrocious though as are the set-up and positioning of the AI's units. The player set-ups look really terrible too with very narrow set-up are areas with units all crammed together so all that will change. I now have 16 groups to work with and can give them far more orders with some special ones which were not in the game the last time I played. And, of course, some triggers.
    So, that's the plan as it stands. I've made up the new core units file and I've already started improving the existing maps. So, I'm going to import the new units and get down to some serious play in against the old AI plans and OBs before I rip them out so that I know the original intention behind the mission and try to stay faithful to it. I'll probably add shots of the 'finished' maps here as I go. I suspect that by the time I've finished this revision, I'll have relearned all the skills I formerly had and will be able to do a better job of the new campaign I plan to follow it with.
  18. Like
    AndriiRev reacted to 37mm in CMBN Initial 'All in One'   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    This is my initial effort for CMBN & its primary feature is a large collection of weathered vehicle & guns mods (almost entirely by @Aristoteles & @umlaut). It also features terrain mods by @SeinfeldRules, @Falaise & @patboy. UI mods by @Juju, @Marco Bergman& @Mord alongside loading screens by @umlaut. Infantry mods by Vincenzo21, @Damian45, @Vein, Jacquinot, @EZ, @mjkerner,  @Jorge MC, @nik mond& @Aristoteles. Building mods by @Tanks a Lot & @Juju as well as the ME effects package, ME soundscape, subdued @Taranis& HQS voices plus many others.
    It has integrated & default early summer & early autumn (using the [holland] tag) options as well as a couple of zip files which can activate a late autumn & late summer look.
    Additionally it comes with a vast quantity of content (hundreds of scenarios, scores of maps & 20 odd campaigns).
    Here's a taster of some of what you can expect...
     







    Here's the link for the CMBN 'All in One'...
    https://www.mediafire.com/file/bplqhvfkl4da5pq/CMBN_Initial_%27All_in_One%27.7z/file
  19. Like
    AndriiRev reacted to Phantom Captain in Preview: First FanMade BattlePack for CM Red Thunder   
    Tiger Trail...
    Night falls on the Nieman river and the glow from burning vehicles illuminates my troops as they advance.


  20. Like
    AndriiRev reacted to Mr.X in Preview: First FanMade BattlePack for CM Red Thunder   
    Fully working on the 5th and last campaign "Our Father". Some impressions from the City of Mogilev:

    Mogilev Town Hall before the war 
     

    And Mogilev Town Hall in the campaign on the morning of 29th June 1944
     

    Mogilev, St.Nicolas convent today
     

    St.Nicolas convent after the heavy fighting in July 1941, when Germans captured the city
     

    And the ruins of St.Nicolas during the campaign on the morning of 30th June 1944
     

    And  the German Airfield near Mogilev 
     

    Mogilev during WWII
     

    Mogilev during the campaign on 28th June 1944
     
  21. Like
    AndriiRev reacted to EZ in ezCMBN German Uniform Mod   
    ezCMBN German Uniform Mod
    If interested, you can find the last full set ezCMBN uniform mod at the below link. It is not packed in a .brz file, so after unzip you can see what is in the mod, just no helmets.
    Down Load Link
    https://www.dropbox.com/scl/fi/ib6l1fwzhs76vq75x701t/CMBNGermanUniforms.zip?rlkey=t1kxxdlbqauzc5d012v55iceo&dl=0
     
    ez
     

  22. Like
    AndriiRev reacted to Kuli in EZ Volkssturm Uniform Mod   
    Hi all, This is a mod that replaces the textures of the "Military Volkssturm" with textures that EZ made, all credit goes to him.
    Link below.
    https://www.mediafire.com/file/lagsk742ppebxqh/zzzz_Volks.rar/file


  23. Like
    AndriiRev reacted to George MC in Tank Tactical Problem Series (German)   
    I'm calling this one done now.
    I've created a wee handbook to go with the scenarios.
    @Bootie would you be  able to do the honours and upload to TSDIII please? I managed to lock myself out of my account and currently trying to reset my password...
    DONE - got back in and uploaded.
    Everything you need is in the zip file. There is a website blurb, accompanying website image then the zip file with the scenarios and the accompanying PDF.
    https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/cmrt-german-tank-tactical-problems/
    Many thanks!
    Cheery!
    George
     
     
  24. Like
    AndriiRev reacted to George MC in Tank Tactical Problem Series (German)   
    EDIT
    Thanks to @Monty's Mighty Moustache who picked up a briefing error in TTP No2. This has been amended and the attached zip file below has the updated file.
    This series of three missions is very loosely based on several of the ‘Tank Battle Problems’ detailed in the Nafziger publication ‘the German Tank Platoon in WWII: Its Training and Employment in battle’.
    Whilst the series of ‘problems’ outlined in the book appear to be pre/early war I have updated the fundamental concepts to a later period in the war i.e. 1944.
    The key intent of these tank tactical problems is to give the player new to using German armour an opportunity to use them in a more doctrinally ‘correct’ manner within the limitations of the Combat Mission game engine.
    This series complements the German halftrack (SPW)/panzergrenadier training lessons in the CMRT Battlepack 1 where the main focus is on using SPW in Combat Mission.
    For the tactical problem series the German player uses Panzer IVs. This tank was used in significant numbers during the war and though starting to become outclassed by 1944 by the Soviet T-34/85 was still a significant part of the tank strength of most panzer divisions. Though Panthers were slowly starting to form the main panzer strength in the panzer regiments. The player cannot rely on superior armour/armament to bully through this series as the Panzer IV’s armour is comparatively speaking, inadequate. 
    All the missions are best played as German Vs Soviet AI. 
    There are NO German AI plan. 
    Each tactical problem has a ‘Tactical Top Tips’ at the end of each briefing (under ‘notes’) which may help the player new to using tanks in Combat Mission get the most out of them.

    Plan is when done to convert them to Soviet versions so players can contrast.

    If you get a chance to give em a whirl I'd appreciate any and all feedback thank you.



    You download  https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/cmrt-german-tank-tactical-problems/
     
     
  25. Like
    AndriiRev reacted to Mr.X in Preview: First FanMade BattlePack for CM Red Thunder   
    Tonight, I have finished the „Partisans Land“ Campaign 👍🏻
    With the final version, it consists of 7 single missions. 
    The Player will command Axis security units, SS-Pioneers, Grenadiers of an special Assault-Battalion and soviet volunteers of the RONA-Brigade…
    I hope, there will be one more volunteer for the final testrun of this campaign 🙏🏻
     
    Up to now, 4 of the 5 campaigns of the BattlePack are running as a Betaversion 👍🏻
    The 5th campaign will hopefuly follow within the next two weeks.
     
    Special thanks to all the great testers, who are fighting their way through the desperate summer of 1944 at the moment 🙏🏻👍🏻
    Without your help, this huge project wouldn‘t have been possible!
     
    Regards
    Mr.X
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