Child pages

Table of contents

Related pages

Related websites

Overview for non-players

Improvements / differences in the gameplay of each game of the series

  1. Background: This is useful to know what you can and cannot do in each version of the game.
  2. CMx1
    1. Summary: I'm kind of surprised at how little there seems to be that is different between CMBO, CMBB, and CMAK. The main differences between the games seem to be the units / visuals, while the gameplay/UI differences are just tweaks that would only really be important for people to know about when playing at a very-competitive level.
    2. CMBO - This is the original game. It's still possible to list its improvements over ASL, though.
    3. CMBB
      1. Battlefront - New features in CMBB
        • Note: The link above has a long list of changes. Below are the changes that I think are more important to be aware of.
        • Artillery
        • Optics
        • TacAI - Minor improvements, but nothing that would dramatically shift the outcome of most missions.
        • Close Air Support - no longer have a 10% random chance of scrubbing a mission
        • Weather and Terrain
          • Fires often start "small" and have no effect on gameplay. But they can grow (and spread) to large fires which cause all units to exit.
          • Trees are taller now, especially pine trees.
          • Units move through pine trees faster than heavy woods (due to less underbrush) and LOS is a little bit clearer through pine trees too.
          • Some terrain has visual "doodads" for "height", e.g. grass, brush, rubble. These have no implications on the game engine but are for visual depth only (i.e. the terrain modifiers do not change by presence of doodads)
          • Night when the weather is other than "clear" is considered "extra dark", and the maximum visible range is 75m or even less depending on weather.
          • When a line of sight passes through a good bit of concealing terrain, infantry units are harder to spot than previously.
          • Minefields can be reduced or eliminated by shellfire (though this will not be explicitly shown - you just have to judge roughly by how many craters you see, and hope).
          • Warm temperature reduces fatigue-recovery rate by 15%. Hot temperature by 40%.
          • Base chance for MG to jam is reduced somewhat overall, but is then increased at the following temperatures:

            • Extreme Cold: +100%

            • Freezing: +25%

            • Warm: +50%

            • Hot: +200%

        • Buildings
          • Large stone and factory buildings are harder to destroy.
          • Small-caliber guns are less likely to cause significant damage to buildings.
          • For internal LOS calculations, rubble is considered taller than before.
        • Vehicles
          • Standard grenade attacks versus tanks are reduced in effectiveness.
          • Buttoned vehicles have a blind spot for infantry (who’s not targeting the vehicle) within 15m provided the infantry is not in the front 60-degree arc centered on the turret facing.
          • Nearby artillery strikes cause vehicle morale effects.
          • Crews bail out of soft-skin vehicles much faster.
          • If vehicles reach "Broken" morale state, they may retreat off the map if that provides a nearby escape from a threat (similar to what infantry does).
          • Unbuttoned crew are more likely to be hit by small arms fire.
          • Halted vehicles rotate their hulls more slowly.
        • Orders - Hiding units with covered arcs will UNHIDE as soon as they know a spotted enemy enters their covered arc. This is a handy way to trigger an ambush. HOWEVER, note that covered arcs do not FORCE your units to fire on any and all enemies inside the arc. Your units will not waste ammo on lousy shots.
        • Fatigue - Fatigue seems to be a more serious issue in BB than in BO.
          • Recovery rate from fatigue is reduced by lower global morale. So when forces are beaten up, you’ll find that your ability to conduct mobile operations is curtailed. Defensive capability won’t be harmed much, but attacking gets progressively harder to do. This helps lead to a "natural end" for a battle.
          • Fatigue for running is increased.
        • Defense
          • The defenders on "Assault" missions now have the option to create fallback foxholes for their infantry in addition to the units' normal foxholes: Press ALT-F to enter fallback foxhole placement mode. Click the map to place the foxholes you like, and click a foxhole to remove it again if you make a mistake.
        • Misc
          1. SHIFT-Q hides play-aid graphics – great for taking screenshots!
      2. 2002.09.27 - GameSquad Forums - Combat Mission 2: likes and dislikes
        1. I haven't played the game in any depth yet, just the demos so far. I have looked over the mechanics and numbers though and these are my impressions.

          PROS:
          1. new infantry movement - very badly needed. No longer will we suffer moronic troops following waypoints to their obvious death before arriving.

          2. improved to hit, to kill and penetration tables - desperately needed. Hopefully common place cmbo impossibilities have been removed. How often have you seen a buttoned up enemy tank moving fast across open country, gun and viewport bouncing around, instantly spot your tank, that fired and missed, even though it's 800 mtrs away and camo'd in a thin screen of trees and hull down. Meanwhile it spots, rotates turret, acquires and places a one shot kill and all within 10 seconds.

          3. covered arcs - very needed. Finally the ability to hide and ambush at the desired range and not having to reveal hidden guns that previously automatically gave away their positions when an enemy half squad showed itself 600 mtrs off.

          4. improved artillery - I haven't looked at this yet but any improvement is a good thing.

          CONS:
          By the fire power factors (fp after this), here are my first impressions.

          1. feeble German rifle units - in CMBO the heer and Brit rifle were quite feeble and few of my opponents ever picked them, instead choosing the strongest inf they could buy. In CMBB in 1941 the average Russian rifle squad is 172 to 185 fp while the standard German rifle is 124 fp. A sizable difference there and at first glance I'll give a big edge to the Russians.
          While on the subject of fp differential, the Russians have abundant cheap SMG units ranging from 7 to 11 man squads at a huge 350 fp to a terrifying 550 fp! There isn't a German unit in the game, particularly in 1941, that can stand up to this. Of course I haven't played this out yet but my money is on the Russian SMGs.

          2. a greatly pared down MG34 - the MG42 light and heavy is 50 and 155 fp while the MG34 is 36 to 120. Does anyone know the historical truth of these guns? Was the MG42 that much better?
          My understanding is these are basically the same weapons with the '42 tweaked and improved. They both had cyclic ROFs of 1200 rounds per minute though, so I wouldn't give the '42 that big of an edge. This has the effect of making the German rifle even weaker than in CMBO.

          3. no nationality traits and generic qualities in terms of morale, training, discipline and leadership to all units of all nations.

          QUESTIONS:
          1. was the MG42 that much better than the MG34?
          2. at 40 mtrs the MP40 is equal in fp to the MG34. Considering about 450 RPM for the MP40 and 1200 RPM for the MG34 would this be accurate?
          3. the Russian SMGs (PPD and PPsh) are rated at 46 fp and 50 fp making them even more effective than the Thompson. Is this accurate? Are the Russian SMGs that superior to the MP40 at 36 fp? I always thought the thompson was equal to or better than any SMG of that era.
          4. there's nothing in 1941 that can touch a KVI or II frontally except the 88mm AA gun and obviously those won't be racing around the battlefield. How did the panzer units deal with this historically? I'm guessing they relied on out manuevering the KV's to get flank and rear shots with their 50mm L\42's?

          Overall the fp numbers seem to give the Russians a big edge. Imagine several Fusilier COs facing off vs several Brit rifle COs. There's a big advantage to the Fusilier in fp - 324 to 161 or 163 fp. This edge is potentially greater in CMBB, particularly if SMG heavy battles are played. Here we're looking at 324 vs 550 = 226 fp, or worse: 550 to 350 vs 124 = 426 / 226 fp differential!!
          If completely unrestricted QBs are played I can see the Russians using vast numbers of dirt cheap SMG units. Apparently unit restrictions may be necessary.

          In 1941 the Germans blew away the Russians, capturing vast numbers and gaining much ground. This was done with superior tactics of blitzkreig on a large scale, pincer operations, destroying rear communications and causing great panic, etc, etc.
          In a tactical level sim like CMBB this success is very difficult to portray, particularly without nationality traits. The on-paper numbers are quite misleading and given the current values one would think the Germans would have had their asses kicked in 1941 rather than the opposite. These numbers will probably give quite different results in QBs than what really occurred.

          Just my first impressions, likes and dislikes; feel free to rebut.

    4. CMAK
      1. ...it introduces new desert environments and terrain types, as well as features like multi-turreted vehicles and dust clouds from explosions and moving vehicles. (Source)
      2. A guy in the forum: Fewer improvements - adds dust, tweaks a few parameters, more new units, adds multi-gun tanks. (Source)
  3. Differences between CMx1 and CMx2
    1. CMx1 has a larger maximum map size.
      1. The great advantage that CM1 has over CM2 is the huge maps.  These huge maps allow for mobile recon using the large number of interesting recon vehicles available to all sides (esp the Brits). (Source)
    2. CMx1 has a random-map generator.
  4. CMx2

Inaccuracies / Differences between CM and reality

General
CMBO

Differences between CM and tabletop / board games

Misc thoughts on the game

Tutorials / Tactics / How-To's

Manuals

References

Videos

One-off / individual articles of written advice (eg forum / blog posts)

Collections of advice / websites

Tutorial scenarios

Unit/element-specific information

Unit statuses

How to create custom missions

Tutorial Missions

  1. Unit-specific missions:
  2. Group-size-specific missions
    1. Squad (4-12 men)
    2. Platoon
    3. Company(?)
  3. Have multiple missions for each unit type to cover different major abilities.
  4. Aim to have each mission take 15-30 mins.

Removing annoying sounds

After-Action Reports (AARs)

YouTube

User-generated content

Scenarios / Missions

CMBO

CMBB

Alternative play-styles

Limiting yourself to a realistic perspective / "Franko's True Combat Rules"

Multiplayer

Answers to misc questions

Active ways to find opponents

Sites no longer up

Settings to use

CMBO

CMBB


Gamey tactics

Vocabulary

Advice from players known to be knowledgeable

Miscellaneous players

JasonC

Misc forum posts


Operational Principles for All Time

  1. your whole army can readily destroy any small portion of the enemy force. If you could arrange to do this many times in sequence, you'd easily win. War is about not fighting fair, and the fundamental original way to be unfair is dead simple. Gang up.
  2. it is easier to gang up on people if you surround them and their friends are far away. Little separated clumps that don't support each other are fresh meat, dead already and just don't know it yet.
  3. therefore, to live and support each other, a side's forces need to stop the enemy from "running rings around them". Hence, lines. If you don't have one, see 2 then 1 - the enemy is going to kill you effortlessly.
  4. just because the enemy has a line right now doesn't mean he still will at the end of your combat phase. Blow holes faster than he can close them, and you get to go to 3, and you win.
  5. to patch holes, reserves are needed. Somebody not absolutely needed to hold the line in his own sector is free to move where he is needed. Others can't or they just move where the hole is, they don't close it.
  6. "overprotected" points or sectors can supply reserves to either side of themselves. They can also attack in their own sector.
  7. multiple options are good. Taut ropes barely enough to do the job will get cut.
  8. someone is hammering and someone is getting hammered. Someone is calling the tune and someone is being forced to dance in response. This is called "the initiative" and other things being equal you want to have it, not give it away to the other guy.
  9. the single most important thing is always to keep your own force alive and in being effective at supporting each other. The second most important thing is killing the enemy. Terrain, objectives, scenario victory terms and rules don't matter. If your force is alive and the enemy force is dead, you will win regardless.
  10. have a plan. Use options for yourself and forced reactions on your opponent to "command both armies" and steer to some way you can win. You can be sure your enemy has a plan, and if you don't have one, his will wind up coming true almost by default.

Summary of Jeffrey Paulding's 'Armchair General' series

Summary of advice given

General advice

Attacking

Defending


Episode summaries

Episode I - Key Concepts for Combat Mission

Episode II - Attacking a fortified position

  1. Planning for the attack - 0:21
    1. Begin by reading the briefing.
      • Pay particular attention to:
        • Any information about enemy forces.
        • What indirect support you have available.
        • When and what reinforcements will be arriving.
    2. Look over the battlefield and form a plan.
      1. Have the objective area highlighted.
  2. Movement to Contact
  3. Use of Engineers
    1. Engineers are used to destroy obstacles.
    2. Engineers are very valuable, so it is important to keep them dispersed, and only bring them up as you need them. (4:00)
    3. If you hit mines, move your engineers to them to have them mark the mines so that future infantry don't hit them. Engineers can't mark mines until you find them 'the hard way'. It takes a few minutes to mark the mines. (6:20)
  4. Use of Supporting Fires
    1. The most effective way to eliminate antitank guns is with mortars. (4:35)
    2. When calling for fire, he looks for a spotter that 1) can see the target area, and 2) will get the best response time from the indirect fire unit. (5:30)
    3. For small targets, he usually uses a short-duration shoot at a slow pace to save ammo. (5:40)
    4. He doesn't use 'Emergency Fire' unless firing at a TRP because otherwise the chance of hitting the target is too low (5:55).
    5. From time to time you should unbutton your tanks to allow them to search for enemy positions. If they come under fire they'll button up automatically (9:00)
    6. When using indirect fire on a large target (like a trench system) in preparation for an assault, he uses a medium or heavy bombardment at a more-rapid pace. (10:00)
  5. Combined Arms
    1. While it's unclear whether there are AT guns around, he has his tanks sit hull-down behind a ridge and provide supporting fire with their machine guns and main guns from afar, while the infantry advances and spots AT gun positions.
    2. He has an FO team follow his infantry as they advance so that the FO team can call for fire on enemy positions as they reveal themselves.
    3. When HMGs arrive as reinforcements, he spreads them out and uses them as long-range support to suppress enemy forces. (6:50)
    4. After each turn, figure out which of your squads are getting fired at and from where, and, if necessary, shift supporting fires to suppress those enemy units. (7:00)
    5. Use your infantry to spot enemy positions, and then have your tanks use 'Area Fire' to suppress those enemy positions. (9:10)
      1. NW: One mistake I made on a recent similar mission was to have my tanks / supporting MGs suppress suspected enemy positions from the very start, which depleted my ammo too quickly.
    6. Keep your tanks behind your infantry and at least 200m from suspected enemy infantry positions to protect the tanks from enemy AT teams (Panzerschreck, Bazooka, etc.).
  6. How to Maneuver
    1. Once the obstacles across the bridge are cleared, he has the mortars create a smoke screen on the opposite side of the bridge and advances the rest of his infantry company across the bridge (6:40).
    2. If you are taking too many casualties because you do not have sufficient fire superiority, have your infantry stop and hide until you can regain fire superiority. (7:20)
    3. After destroying all observed enemy AT guns and taking the opposite side of the river bank, he advances his tanks across the bridge to provide supporting fire against the enemy's second line of defense. (7:30)
      1. NW: It isn't made clear what determines when the "coast is clear" and it's safe to move the tanks across. The bridge seems to be only maybe ~500m from the fortified position, and I would've thought that the enemy would have AT guns hidden there to attack tanks as they cross the bridge. I guess it's relatively safe because that position is to the front and further away? Now that I think about it, the AT guns that were knocked out were positioned well to the side, so that they would have flanking shots at the tanks as they cross the bridge. I guess what I'm not sure about is how dangerous these AT guns are to a tank at various ranges and angles.
    4. His first company was used to assault up to the enemy's fortified position, at which point he brings up his second company for the final assault(?). (9:40)
      1. NW: It isn't clear whether he uses both the first and second company together or if he just uses the second company.
    5. He has his infantry stop a few hundred meters from the enemy's fortified position to wait for an artillery barrage before their final assault. (9:50)
      1. NW: It looks like around 200-300m.
    6. He gives his infantry a "hunt" order as they get within 3m-10m of the trench system, but has them doing short rushes before then. (10:30)
    7. NW: Strangely, he has his tanks advance alongside his infantry for the final assault. I guess they get better visibility that way?
  7. Conclusions
    1. We could have suffered far higher casualties if we had lost our tank support or if the enemy indirect fire had caught our infantry bunched up.
    2. If you are to remember one thing, remember this: When attacking, the key is to be patient. Never be in a rush to die.
      1. NW: I agree with what he's saying here, but because of the tight turn deadlines you're given in some CMx1 missions, you really need to know how to schedule the movements of your forces so that units aren't generally waiting too long for any other unit to get into position.

Episode III - Key Principles of the Attack

Episode IV - How to Conduct a Fixed Defense

Episode V - How to Conduct a Hasty Defense

Episode VI - How to Fight

Advice from players of unknown sophistication

Websites

Articles / Forum threads

Videos

My thoughts

Questions

Questions for Jeff Paulding

Lessons learned

CMBO

CMRT

Specific Missions

CMBO

5th Glosters go east / 5th Grenadiers

A Ranger Challenge

Combat!

Played as the Allies

Periers-Roaring Rescue

Son

The Farm

Wittmann's Last Hour

Played as the Allies

CMBB

CMRT

Demo mission


My mod ideas

An automated way of generating new maps using new map-design algorithms

Todo

  1. Create a Python program that can click on the screen.
  2. Create a Python class to represent the scenario(?)
  3. Use the class to click the necessary parts of the UI to create the scenario.
  4. Create a GUI that provides the users with options for the resulting class.