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Found 10 results

  1. I suppose this could rightly apply to all CM titles. I really appreciate the equipment selection as well as the appearance selection in some titles. As seen below, a British Mech Infantry Battalion in Shock Force 2 has a variety of options in Quick Battle: However, as a quality of life improvement, it would be nice to know what the 4 APC options are for without exploding the OOB view and discovering through trial and error. I believe the ww2 titles do this already. In this example: Sniper Team Platoon HQ APC (Includes Company and BN HQ vehicles)
  2. 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
  3. I don't play QBs that often but every time I do I usually end up with "so that's what I got" after purchasing my units and the battle starts. I have a fair understanding, but the composition of squads, equipment, weapons, amount of ammo etc is impossible to keep in mind. When making scenarios in the editor there is the "deploy units" feature which basically is putting the purchased units where you want them on the map. The unit purchase for scenario making and QBs is identical as far as I can tell. In QBs there is the "preview map" feature. Would it be possible to port over the "deploy un
  4. So I was thinking that certain selectable battlefield parameters would make QB more interesting for attackers and defenders. My idea for one of these parameters is the possibility of reinforcements appearing at a selectable certain point in the battle. It would be really fun to see a meeting engagement spiral into a cluster-f*** mayhem. Another thing that is would allow is a kind of hold the line battle against waves of enemies. What do y'all think?
  5. I go to for a quick battle against the Germans and a limited selection of maps show up. My question is obvious; where's the maps gone?
  6. Hello this is an AAR of my quick battle with @Oleksandr It's a Russia vs Ukraine medium size meeting engagement. I haven't played much Black Sea (I mostly play Final Blitzkrieg) and I went with what I figure would be a standard force. I have four platoons of mounted infantry, 5 T-90AMs, six mortars, a mounted grenade launcher platoon, and an igla platoon and a Tunguska for AA. I don't have a very advanced plan. Essentially move forward and see how the match develops from there. But I assume the major objective will be the main contest and the minor objectives won't b
  7. Hello this is my first AAR. This is an AAR of a quick battle I fought against @sid_burn I have fought more recent battles against Sid but this is one of the more fitting battles for an AAR. I am attacking as Germans against Americans in a medium size attack. The map is well forested with all the objectives being accessible by forest from my right and there is some forest on my left. The map for the most part slowly declines but trees in front of the town obscure some los from the hill. This is my first time attacking Sid in a QB so I am unsure of what to expect. I expect infant
  8. I think I know what the answer will be but I would love to see BFC spend some time on reworking the Quick Battle automatic unit purchase logic. I played a QB yesterday with the "mixed" force setting and got given dozens of "Igla" surface-to-air missile troops, sniper teams, and engineers, but no regular infantry. To my mind, any setting that might logically include infantry (such as "mixed") should have a regular infantry unit as its core, and specialist teams like Igla missile and sniper teams should be a tiny proportion of the whole. I have got bored of playing the same battles over and over
  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. Timn's Rural Road The map has a rural theme, and is based around couple gravel roads, a farm, and some marshland. -Size: 2256x1392 - A mostly flat map with lots of subtle variations in elevation and a couple of low hills -very few buildings, most of which are centered around a farmyard -Lots of open fields -several thick patches of trees which are not vehicle passable -Quite a few less thick patches of trees which vehicles can pass through -A large marsh/lake area in the Northeast of the map -Several smaller strips of marsh -No landmark names Please feel free to use this
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