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Combat Mission II Interactive Dynasty
I will soon be running an interactive dynasty using the turn-based (hybrid) wargame Combat Mission II. This is a World War II game which simulates tactical battles and operations (linked battles) on a squad and individual vehicle level. The player has even more extensive control over fire & movement than in Steel Panthers (the game used in DataKing’s dynasty).
Turns consist of plotting orders (movement via walk/run/crawl if personnel or fast/hunt/seek hull down if tank, etc.; fire at various targets; fire smoke; hide; etc.) for each unit or vehicle. Cover (slopes, buildings, woods, etc.) plays a large part. Command ranges determine the effect of leaders (platoon/company). Once orders are submitted, the computer plays out the turn (1 minute of battle time) in real time 3D, from any and every angle imaginable. It’s simply an awesome game. The Russian Campaign is the theater of operations. At this point, I am looking for several volunteers to commit to joining the fray. Once I get some commitments, we can finalize some options. These will include: * Which side to play (German or Axis Minor, or Russian) * Attacker or defender, and what type of engagement (meeting engagement, probe, assault on prepared positions) * The make-up of our battle group (armor, infantry, halftracks, AT guns, etc.) * Chain-of-command issues If you have inclinations about any of these, state them in your post. Also, feel free to ask any questions. I intend to proceed with the battle on a steady but not overly quick basis. Emphasis will be on player interaction, flavor, discussions, and command decisions. Lack of input will compromise your unit’s safety, so be ready to contribute. If possible, we can retain a waiting list of interested players to fill in when needed. I am posting a duplicate of this thread in the General Discussion. * * * * * List of Participants (capped): The Afoci Calis SirFozzie pskov MrBug708 sachmo71 samifan24 DeToxRoxDVHStyle Blade Qwikshot RealDeal DataKing Travis kingfc22 blade6119 GoldenEagle Tasan tucker342 Waiting List: None, at present |
Ready to die.
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In.
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I'll sign up here as well as the other thread just in case. :)
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I'm on board
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I'm in on this forum too.
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I forgot to add in my opinions.
My vote would be for being the Germans. Might be more interesting to have us on the attack or do a meeting engagement. I think we should go with a Combined Arms force, little bit 'o everything. What were you planning on going with point-wise? Or were you waiting to see how the turnout was before deciding that? Also, did you have a year in mind? Early or late? This should be fun. |
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Yeah, I wanted to see how many folks signed on before I thought about the points. It'll also depend on the type of engagement we want to do. I'd prefer to lean toward early in the war, or perhaps 1943 at the latest, but I am open to other opinions. |
dola
Here is the website at Battlefront.com if you'd like to check the game out (and there is a demo): Combat Mission II |
sign me up
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Oh heck yeah, I'm all over this. Sign me up, Cougar.
I think we'd be better off taking the role of the Germans. It's easier if we're a comparatively small but highly-efficient unit, rather than trying to control gobs of poorly-equipped cannon fodder. And it's more fun when you're outnumbered, if you ask me :) ). I'd prefer early on in Barbarossa, particularly if this is something that might turn into a long-running campaign. As far as the make-up of the unit, I'd like to see armor and supporting mechanized infantry, a panzer unit. It's more fun to be the 'tip of the spear' then some poor mop-up unit. |
Yeah playing as a Panzer Company (Batallion maybe?) on the advance would be very cool. I would think that 42-43 would provide the best for a one off battle (more balanced) but of course if this turns into a long campagn then start at Barbarossa.
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Id love to play
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Reporting as ordered, van Cougar. :)
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In either case, there's no "campaign mode" that takes you from the beginning of Barbarosa to the end. CM is built to be more one-off than that. I don't think the Russians are all that poorly equipped, either, even early in the war, not judging by the AARs I've read for CMBB games. |
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Need feedback
Okay, we’ve got a good number of folks signed up, so we’ll get rolling soon. First, I’d like to run a few things by everyone. I’d appreciate it if each of you would provide input (or state that you don’t care) on the following options. Cut and paste these questions.
Side: German Axis Minor (Finland, Romanian, Hungarian, Italian) Russian The game is set-up to fight individual battles, or a series of linked battles called operations which are fought over the same ground (these can be intense and very enjoyable). We can do a pre-set battle/operation (this is the only way we could do an operation, but the order-of-battle is pre-determined), or we can do a battle of our own creation (which allows us to customize our battle group). We can always continue with additional battles if this catches on. So… Historical operation or Customized battle All of the following choices also have “random” as an option. In most instances, I recommend selecting random. 1. Location: Finland, North, Central, or South. I have no real preference, although Finland is a very different kind of battle and I’d recommend against it. 2. Force Mix: combined, infantry, mechanized (trucks/halftracks), armor, or pure armor. This determines the cap on points that we can spend on types of units. For example, selecting infantry allows for a lot of infantry and much less armor. We will also select a “division type” (infantry, armor, etc.) which will provide further focus for what types of units we can get (and their cost in points). Unless you have strong feelings about this, I will probably determine this on my own based upon the types of units you each want to play. 3. Quality (of troops): high, medium, or low. This will raise/lower the cost, but affects their morale. I usually go high, but medium is okay too. 4. Battle type: assault, attack, probe, or meeting engagement. This determines strength ratio of attacker to defender, as well as placement of objective flags (they are in the middle for a meeting, but hard to achieve in an assault). Assaults and attacks also allow the defender to dig-in, add minefields & bunkers, etc. I’m open to any. 5. Map type: large town, town, village, farmland, or rural. This affects how many buildings are involved. Different cup of tea in a rural countryside versus a street-by-street battle. Tree coverage, hilliness, previous battle damage, time and weather will all be determined at random. Also, please give me your desired unit type. Infantry platoon? Armor? Armored cars? Halftracks? AT guns? Mobile artillery? Also, let me know if you have any questions about the game or dynasty so we can get them taken care of beforehand. |
1. Central
2. Armor (Blitzkrieg the russkis) 3. Medium or HIgh 4. Random 5. Random I'd like to be Armor if at all possible. |
I'd like to play as the Germans
1. South (Ukranian plains?) 2. Armor 3. High 4. Assault or Attack 5. Countryside with a few dotted buildings, so village? |
I'd vote for the Germans.
I'd actually vote for operation also, as I've never played an operation in CM, be interesting to see how it works. I would prefer a historical scenario also. The Operation might be too tough to match up with the force composition we want, so whatever works. 1. Central 2. Random 3. High 4. Random 5. City (Nothing like some good house to house fighting..) As for unit type, I'd go with Infantry or Armor..not too picky. I'd actually probably prefer Infantry, but whatever is needed more I'm cool with. |
Can I still get in? I missed the main thread the first time by.
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die Deutschen !!! 1.zentral!!! 2.der Panzer!!! 3.groß!!! 4.egal welche!!! 5.die Landschaft!!! Aufheben!!! Ich bin der Berliner!!! |
I think I'll cap the initial list of participants at this point (Tasan, you're in). Anyone else is welcome to sign on for a waiting list.
Looks so far like it's the Germans in the central with armor and high troop quality... |
Cool.
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1. Central
2. Combined 3. High 4. Random 5. Random |
If I still have a chance, I would love to sign up!:)
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dola-
I guess I'm on the waiting list, that's fine. I'm ready for action anytime you need me!:) |
German
1. Random 2. Random 3. Random 4. Assault/Attack 5. Random Armor is fine |
German
1. random 2. combined 3. medium 4. assualt 5. large town unit type - armor or mobile artillary |
First off I have no real preference for which side to play as. I would like to play a historical battle, though. The other questions:
1) No preference 2) Your call 3) Medium 4) Probe 5) Town I'd like to be an infantry platoon unit. |
Germans
Customized South Armor High Assault Farmland |
Side: German - customized battle
Location: North (The drive towards Leningrad!) Force Mix: Armor Troop Quality: High (or medium, but no greenies!) Battle Type: Attack Map Type: Farmland Desired Unit Type: Assuming we're going with armor (and a lot of guys will probably prefer to be driving the panzers) I'll handle a group of follow-up troops in halftracks. After all, someone has to choke on the panzer fumes! :) |
Your call on all of the above man, I'm just happy to be along for the ride.
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Customized battle.
1. Location: South. 2. Force Mix: combined 3. Quality (of troops): high 4. Battle type: meeting engagement. 5. Map type: farmland |
Still awaiting input from Airhog, Blade, blade6119, GoldenEagle, RealDeal, & The Afoci, but some things are pretty clear already:
1. We will be playing as the Germans in a customized scenario (“quick battle” in game terms). 2. We will be representing combined elements of a panzer division. 3. Troop quality will be high 4. Battle type will be random (since we have no consensus whatsoever!). 5. I’m leaning toward farmland as the terrain type. Here’s a possible lineup of unit types and assignments. Nobody panic if you don’t want this, it’s just a starting point for discussion: A platoon of armored cars [sachmo71] Various medium armor (PZ-IIIs & IVs) [ DeToxRox, pskov, SirFozzie, Tasan] A jagdpanzer or two (tank killers) [Travis, Blade] Mobile artillery and/or an assault gun or two [kingfc22, The Afoci] Several platoons of panzer grenadiers, some in half-tracks and/or riding in on the tanks [Calis, DataKing, samifan24] Mortars [MrBug708] One or two heavy weapons platoons (or perhaps engineers with satchel charges & flamethrowers) [Qwikshot, blade6119] Unassigned: Airhog, GoldenEagle, RealDeal |
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Im appy to join qwikshot with heavy weapons, or travis with his tank killers. |
I will go where ever. I have no real preference.
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Thanks, guys - I've updated the tentative assignments, and modified the heavy weapons to include the possibility of engineers. They are always handy for close-in work in towns.
I'm leaning more toward "random" on the terrain type as well. |
I am good with everything stated above...
I would love to either be on a jagdpanzer or in a platoon of panzer grenadiers. Looking forward to this! |
Updated.
Still awaiting input from GoldenEagle, tucker342. 1. We will be playing as the Germans in a customized scenario (“quick battle” in game terms). 2. We will be representing combined elements of a panzer division. 3. Troop quality will be high 4. Battle type will be random (since we have no consensus whatsoever!). 5. I’m leaning toward random terrain type. Here’s a possible lineup of unit types and assignments. Nobody panic if you don’t want this, it’s just a starting point for discussion: A platoon of armored cars [sachmo71] Various medium armor (PZ-IIIs & IVs) [ DeToxRox, pskov, SirFozzie, Tasan] A jagdpanzer or two (tank killers) [Travis, Blade] Mobile artillery and/or an assault gun or two [kingfc22, The Afoci] Several platoons of panzer grenadiers, some in half-tracks and/or riding in on the tanks [Calis, DataKing, samifan24] Mortars [MrBug708] One or two heavy weapons platoons (or perhaps engineers with satchel charges & flamethrowers) [Qwikshot, blade6119, RealDeal] Unassigned: GoldenEagle, tucker342 |
PLEASE READ: Here’s a bit more on the game and what’s involved for a unit.
As noted before, units are plotted for movement/fire and then the game plays out in one-minute turns. The units will perform some things on their own if left alone, but of course we don’t want that! Command & control is very important. A unit within the command range of its leader will respond much quicker to orders, and will perform better in terms of morale and actions. You can get things accomplished with haphazard command & control, but it is not a good policy! Units are rated on a variety for things. A few of them are # of men & equipment, # and types of ammo, morale, type of cover, in/out of command. Okay, let’s start with infantry (I’ll cover vehicles in a later post). Each of you infantry types will be representing the platoon leader. In the case of panzer grenadiers, that will ordinarily mean that you are responsible for your personal command squad and three other squads of troops (the base German squad is 10 men). They are armed with rifles, machine pistols, light machine guns (LMG), and grenades. In the case of a heavy weapons platoon, you will have various teams of 2-5 men and might have LMG and HMG, mortars, panzerfaust teams (the German bazooka), and flame-throwers, although I’m not sure on the exact make-up. Engineers have fewer squads but they are heavily armed and add flame-throwers and satchel charges, which are quite effective on tanks and buildings. For ALL of these squads/teams, you do not pick and choose weaponry; you either select an identified target (example: a Russian infantry squad), target “area fire” (for example, firing at a building even if you have not spotted anything in it), or simply letting the unit decide on its own. The game’s AI is pretty sharp for this. You can also set “ambush” ranges or areas that the unit will wait for. Other than that, however, the unit itself will use its weapons and ammunition as it sees fit. Ammo DOES play a key role. Once ammo is gone, the unit will only fire sporadically in its own defense. Movement can use a variety of speeds. Run is the fastest, but exhausts the men quickly. It also exposes the unit to enemy fire – you don’t want to get caught running in the open! Walking is next (pretty straightforward). Sneaking is moving slowly using cover. Crawling is the slowest form of movement. Most important rule of thumb for infantry (other than to stay in command range): use cover! All kinds of stuff is available in this game, ranging from buildings of various strength, pine woods, woods, scattered trees, brush, walls, fences, wrecked vehicles, smoke, fire, etc. Be very cautious about advancing under fire without cover. It is a quick ticket to casualties. If you are riding in on tanks or in halftracks, this is both a blessing and a curse. You are much more mobile, but if the vehicle is hit you will take heavy casualties. One squad or two teams can ride on tanks or in halftracks. Any specific questions from you infantry-oriented guys? |
Oh bring on the tanks, they blow up like nice over-ripe tomatoes!
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PLEASE READ
Armor and other vehicles is a little trickier. One thing that I have found in this game is that it is very easy to be over-aggressive with tanks and half-tracks…and if the enemy has anti-tank guns or armor out there, BLAM! You lose your vehicles too damn fast. So… WSUCougar’s first rule for vehicle commanders: BE CAUTIOUS! Don’t plunge ahead into the great unknown. Use cover, and especially high points like hills and ridges. Use teamwork. When it doubt, wait a turn to see what develops. Movement types are available as follows: fast, regular, hunt, hull-down, reverse (there is one more type but I’m drawing a blank and don’t have it in front of me). Fast is best for roads and firm open ground (not in wet! you’ll get bogged.). Sometimes you can make a dash for it across gaps, etc., but this is not advisable. Regular is good for moving in less-then-ideal terrain. Hunting is moving cautiously while looking for targets (not available for some types of vehicles). Hull-down means moving to a spot and looking for an ideal alignment where the tank’s lower hull is hidden by the crest of a hill, ridge, wall, whatever. This reduces the profile of the tank for the enemy to target. It is sort of the “sweet spot” of tank combat. WSUCougar’s second rule for vehicle commanders: RARELY EXPOSE YOUR FLANKS! The armor on a tank is best in the front, and worst in the rear. Many enemy shots (especially smaller caliber) will ricochet off the front armor. Don’t leave your ass hanging in the breeze for long, or it’ll get shot up. Tanks, tank-destroyers, assault guns, and some armored cars and half-tracks usually carry both armor-piercing (AP) and high-explosive (HE) shells. AP is intended for armored targets; HE for infantry, buildings, etc. Some vehicles will carry a few smoke shells as well, which can be used to block enemy line-of-sight or cover one of your own units. Finally, one of the cool things about the game is that spotting and identifying enemy units is never a sure thing. You may start by only hearing tank noises! You may just see “Gun” – it could be a little pop gun, or a heavy AT thumper. Or the ever popular “Tank?” Weak 1920’s version, or state-of-the-art T-34/85? Getting into position to see what you’re facing is half the game (and can be intense). |
Mortar huh?
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engineers or mortars for me
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I'll stick with Mortars for now
(Sorry RD) |
WSUCOugar: I am going to have to decline to play this time. It does seem very interesting, but due to t ime commitments, I feel that I may slow down this game and I dont wish to do that. :)
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tucker342, you are now active! |
you might want to pm that news WSU
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