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Found 12 results

  1. Quick Battle Campaign: Donetsk (Prototype) This is a field trial for an operation-based Quick Battle generator. After taking into consideration all the great systems that were recommended to me by the community, I've finally settled on an implementation. This thread will contain both the operational mechanics and the Quick Battle AARs. I apologize for the lack of flavour text, as this is a test. The objective of this trial is to get the balancing right, both for the QB settings and the Operational Metagame component. I'm starting this demo with 4 players (1 US, 1 UKR, 2 RF). You are welcome to participate as one of the players, and play against CPU, or a partner. If so, please post below -- as well as any questions you may have. Note: BLUFOR and REDFOR sides will be able to see eachother's "hands" in this trial. This way it is easier to compare, for balance.
  2. I've been messing around with CM:BS Quick Battles for my campaign system prototype. When a T90 emerges from a hilltop and begins to identify targets and compute firing solution, an M1A2 SEP or a M2A2/M2A3 gets a LASER WARNING. They automatically pop IR blocking smoke and reverse. This can save your skin, as I've seen T90s penetrate M1A2's lower glacis and cupola. However, I've had AFVs reverse in a weird way that exposes their side armour to the T90s. This happens often when there are trees, buildings or the edge of the map behind my AFV. The AFV will steer to the side, and become more vulnerable as a result. Sometimes, the automatic smoke launchers are triggered for a trivial threat -- leaving those charges spent, while a serious threat approaches. Is it possible to prevent my AFVs from automatically reversing and/or popping smoke on LASER WARNINGs? Or is this immutable TC protocol IRL?
  3. Hello, This is going to be an AAR of the Combat Mission Scenario: Going To Town as the Ukranians. I'm playing against a personal friend who I don't believe is registered on the forums. Before I start, thanks to @Rinaldi in particular for his advice with regards to making this AAR. I am new both to making AARs and playing as Ukraine, so I fully expect this to be rough around the edges, any advice would be appreciated. The Briefing I am a shattered Ukrainian Mountain Mechanized Unit who has been thrown into this town to halt an advance by a Russian Mechanized Unit. The time limit is 50 minutes and the skill level is set to elite. My own force (as you shall see from my OOB in a moment) is small, but relatively well trained and equipped. I have no ATGM units, nor do I have any artillery support. But command has managed to provide me with some vehicle support in the form of two BMP-2s, a T64, and a Tunguska to act as a fire support vehicle. I am also well equipped with machine guns and RPG of various models. My force ranges from veteran to regular in terms of experience, and all seem to be well off in terms of morale. My OOB is as follows: 2 Sniper teams 5 dedicated Machine Gunner Squads (3 light teams with RPKs, 2 medium teams armed with PK MGs) 4 3 man rifle teams with RPGs 1 RPO team 2 dedicated RPG teams 2 Grenade Launcher squads with ASG-17 3 2 man rifle squads armed with RPKs Vehicles: 1 T-64 Bulat 2 BMP-2s 1 Tunguska Here is an overview of the map, as you can see its a fairly large town. But, its split between myself on one side and the Russians on the other. There are two obvious routes into my side of the town. One along the main road and the other, smaller road on the right side. My plan is to concentrate the bulk of my forces on major road down the center, with a secondary force holding the less obvious road on the right. As you can see, I have concentrated the Bulat and Tunguska in the center to cover the main road. Joining them are various RPG and MG teams in the building. The idea behind my defense is to concentrate my forces in the forward buildings, which should allow me to gather good intelligence on the enemy force as well as hopefully engage any forces he sends forward. If things don't go my way, I have an easy line of retreat to the secondary buildings located at the southern end of the town square and at the department store. I doubt, given the state of my forces, that I can actually stop his entire force if he goes all in on a single attack axis. My hope is that he moves forward smaller groups that I can hopefully ambush from the buildings and overwhelm before retreating. Along the secondary road on the right. I have 2 BMP2s along with some supporting RPG and MG teams. Again the same basic logic applies. The forward RPG team can hopefully get some kills, and if not, they have an easy line of retreat to the line of buildings in the apartment store. Lets look at some close up screens of the defense I have set up. The main road: This is a minor tripwire force consisting of a light lmg team and a sniper squad that start locked in position. The defense along the secondary road: BMP2 in cover and RPG teams As you can see, this is heavily skewed towards an advance down the main road. Although much of my assets can be easily shifted to deal with a full on advance down the right road if absolutely necessary.
  4. Does anybody have a list of what gun shot wavs go with which weapon in game? Yeah, some of them are obvious but some are a bit obscure. Black Sea has a lot of WWII weapons sounds mixed in. I have searched the forums and used a Google search of BFC and am getting no hits. Any helps would be appreciated. Mord.
  5. This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. You can download from these locations: http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/rdm-first-clash-cmbs/ https://drive.google.com/drive/u/0/folders/0B0HhNCJWAbKmcUF0VHRERzdvYTA
  6. RDM – Rolling Thunder This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times. As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don’t get complacent or throw away your forces – you will need them. Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. DOWNLOAD: http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/rdm-rolling-thunder_v1/
  7. Does anyone have a list of the equipment (weapons, vehicles etc) available in Black Sea? The manual contains great information but I was wondering if there is a tabular format (Or a spreadsheet) that has already been created..
  8. Hello!. So to cut to the chase, i'm looking for a few battle's to be able to record for my channel and as such is there any gems on the forums ? or if anyone would like to message me with there own :). If it's good i'll give it's time of day and credit the creator :). An example of my content ( i'm by no mean's good but i do enjoy this game ) Cheers!.
  9. Howdy. Happy Friday. I have converted 85 of the Red Thunder QB Maps not found as duplicates in CM Black Sea over to be usable in CM Black Sea. All are ready to go as you can imagine. AI plans are not perfect as they are designed for WW2 combat, but they are workable and more content is always a bonus right? All credit for original creation and distribution of these maps goes to BFC. Download Link @Dropbox: https://www.dropbox.com/s/ilbru2acockn615/Red_Thunder_QB_Maps.rar?dl=0 Cheers.
  10. First black sea quick battle! Med size forces meeting engagement!I'll be the Ukrainians rushing headlong into the evil invading Ruskies. OUT OF MY PRECIOUS HOMELAND YOU RUSSIAN DOGS! *ehem* Custom rules in effect: APS on only 20% of eligable vehicles (rounded up)Map: Force TO&E: 1 depleted Mech rifle battalion (-1 company) in BTRs, with a platoon of Oblats attached! This gives me two companies of infantry supported by,-Some arty (bought some extra too! all off map, 2*3 tubes 120mm mortars, 1*3 tubes 81mm mortars),- Battalion support from an anti-tank platoon (Skiffs and recoilless rifles, re-enforced with two 'shturm' tank hunters) and a grenade launcher platoon (they say happiness is a belt fed weapon, but if that belt is 30mm HE then I think you should keep that 'happiness' in the bedroom)-And a Recon platoon (Irish Mine Detectors) - to which I've attached two RPG-7 teams in the hope of catching something big and scary unawares. Pictured: One Irish Mine Detector Each company command also as a Pvt Ivan with an Igla to scare away nasties and shoot down drones (do iglas work on drones?), and 1st Company get the shiny BTR-4E's instead of those crappy mobile tin targets the rest of the poor sods have. My strategy? Strength through numbers! I expect the game will appeal to the bloody-minded likes of c3k. Basic SOP is that 1st company with it's fancy taxis will be my assault force while 2nd company will form a blocking force on my right flank - securing the swampland which offers decent cover for my enemy's advance. The anti-tank platoon will be scattered at opportune positions on my side of the map, though the recoilless rifles will run down the left flank and (hopefully) secure that bridge from vehicle advance (though I don't expect them to last long). Grenade launchers will again be scattered, with at least two supporting 2nd company on over watch of the swamp. The idea is sort of 'bite and hold' - seize the major objective as quickly as possible, then defend it to the last man. I want the fighting up close and personal, where the Russian technological superiority (in terms of spotting and engagement range) is negated and my numbers count for more. If forces allow and the Russian attack is sufficiently bloodied I may consider pushing across the river with my reserve force, but given their technological superiority I doubt it. Each company will keep a platoon in reserve of it's main advance phew. 8,000 points buys a lot of Ukrainians! THE PLAN - Blue is 2nd Co. Red 1st CO. and Green supporting assets (namely AT and tanks) the crosses represent positions for the Skifff AT launchers, the rest are tac symbols. Why no tac symbols for the Skiff? Because they're complex to draw, and there are lots of them.Not shown are the scouts because I forgot, but basically there is a section and an rpg team pushing ahead of each main element, and a section scouting ahead of the recoilless rifles on the north flank. My intention is to push these scouts across the river into good OP's to ID and maybe even ambush the incoming Ruskies, maybe force them to slow up. Expected life expectancy upon making contact with the enemy: 30 seconds. CHARGE! Scouts forward! Your bravery will be remembered!
  11. Hello Combat Mission community, Lately, I have been craving a hardcore, strategy game that gives the player more command over their troops(unlike civ 5). I picked up the mobile game and the demo, and have had some great fun with them. I have decided to pick up one of the combat mission games,as they are expensive,I will get only one(for now). Just in case it isn't the game for me. Logically, you would want to get the newest one, which would be Black Sea. This would because it would have a bigger player base, and hopefully the newest game mechanics. However, before I do so, I wanted to ask the community if getting Fortress Italy would bring me more enjoyment. One thing I really liked about the mobile game, and WW2 games in general, is that tanks could take a beating. Sometimes your tank would bounce a shell and be able to swivel around and fire a shot off, positioning played a huge role, and I felt placement was the key to wining battles. The advanced tanks in Black Sea, seemed as if, who ever spots the enemy first usually wins, maybe I have not played enough. But, in the 2-3 hours I played on the demo, thats what I saw. Another concern I have about Black Sea, is that Im not sure how infantry focused it is. I like having some tank/IFV/troop transports, but, I really love having to sneak your men into a flanking position to minimize causalities. I would like your opinion on the best CM game, and if you think I would enjoy an older WW2 game versus Black Sea. If so, how many people still play online in the older games, such as Fortress Italy.
  12. Prefer Quick Battles, like to buy my own forces. Drop Box, will try just about anything.
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