Every DAMN time I watch a let's play/tutorial video of Combat Mission Normandy I just drool :uglystupid2: I tried, a couple years ago, the tutorial and after a couple hours, a few beers (and a fireball shot) I crawled into the fetal position and cried for my mommie. :pullhair:
I love the looks of the game, the scale, the sounds, everything.....except the learning curve. I know there are scads of tutorials out there and I've watched my share. I also know that if I kept at it, cried some more, I'd eventually be good enough at it to NOT suck so bad.
So, do I make another attempt, OR....is there something coming out soon(ish) that you think might be able to take it's place?
EDIT : this posted really sounds like a 'WAAAAHHHHHHHAAAA" poor me post, but it's also a cry for help! :tickedoff: But seriously, does anyone here know of a game that is similar in feel to CM (that isn't so damn frustrating) or a new coming down the pipe that might compare to it?
Back to watching more videos :crazy2:
Thanks
Honestly I dont mean this to be a negative response but Combat Mission is great because it forces you to use real world tactics. You get punished for running in the open and assaulting a tank or taking too long to cross exposed LOS ground and letting arty fall on you.
All the tactics and battles you read in WW2 books come to life in CM in a way no other game can replicate including heroic moments like a lone squad member making it into an enemy strong point/bunker and taking them all out, as well as less heroic ones like your team leader with a +2 modifier getting whacked thereby promoting his cowardly underling who immediately decides to break and take the platoon holding the key defensive position with him to the rear thus loosing the battle (not that I am bitter about this).
Keep plugging away at it and like real life infantry tactics think how you would act if you were in their boots
Con
Part of the fun of these games is supposed to be in doing, failing dramatically and learning. There is a scenario I keep playing in CM Normandy that I repeatedly get shredded in when playing as the allies. I keep trying to take advantage of the terrain in different ways to avoid the decimation of my units. I try to shift artillery and mortar strikes. I try different avenues of approach. I try smoke. I try diversions and feints. I try different combinations of armor and infantry, etc.
We have the luxury of playing these games and failing horribly without it actually costing anyone their life. Just think...real commanders do not have that luxury, yet they make the same mistakes we are apt to make when analyzing the terrain and making assumptions of likely enemy positions and unit compositions; the difference is when they make those decisions it really matters. Most of them will carry on, despite the very real, heavy price that was paid. We just get to reload. Don't let it get you down.
The only other game like CM:Normandy that I'm aware of is Graviteam Tactics, and the UI alone will make you cry.
I suppose the Men of War titles are sort of like CM...I mean not really, but sort of.
I'm not aware of anything like CM coming out. My recommendation is to suck it up and put in the time.
There's always CMx1...
(https://www.pcdome.hu/gallery/1758/image55g.jpg)
Nothing I am aware of that will take Combat Mission's place. However I find I rarely play it simply because of the fact that I cannot coop with friends.
Playing vs each other is fun but in this modern world of pc gaming we live in I find coop gaming VS real people or AI to be much more complex and rewarding.
Much like team sports are more fun than 1v1 sports. I also find the engine that battlefront are using to be clunky as hell, the terrain hurts my eyes.
There are a couple of contenders for the "better interface" and "easier" than combat mission however;
Close Combat 3D is supposed to be coming some time this year iirc. But development for this again has been really slow
http://www.matrixgames.com/forums/tt.asp?forumid=1254
Art of Combat - Anzio 44 - no idea when this will come as development seems really slow
http://tacticalartofcombat.com/index.html
Steel Division 44 - ok maybe not a pure wargame, but this is going to be a lot of fun coop.
Gates of Hell - A mow2 squad assault clone. If you liked squad assault, which I do for the models and the coop/mods. This could be your thing.
Battle Academy 2 does it for me. I really feel like BA2 is the turn-based answer to Close Combat, where you are rewarded for making tactically sound decisions.
The graphics are simplified and there's a lot of abstraction in the terrain, which I find to be enjoyable and removes some of the micromanaging from Combat Mission.
It also has cooperative multiplayer (scenarios) and cooperative multiplayer random skirmish mode, although its PBEM.
Quote from: Con on April 03, 2017, 04:43:38 PM
Keep plugging away at it and like real life infantry tactics think how you would act if you were in their boots
I think this is one of the real keys to CMx2. When giving orders to units, always think, "how dangerous does it seem like this would be in actual combat?" If it seems like it'd be dangerous to do 'in real life,' then it will be dangerous to do in Combat Mission.
I don't think Graviteam Tactics has the kind of sheer unforgiving combat that CMx2 features. I often give fairly reckless order to infantry in Mius Front -- storming foxholes and trenches, that kind of thing. The risks usually pay off. In Combat Mission, if I treat infantry the same way, they get absolutely slaughtered.
Also -- and I seem to be the only person who thinks this -- but I really think the UI in Mius Front is excellent -- *far* better than CMx2's incredibly clunky UI, which is badly in need of an update. Graviteam Tactic's UI is strange, in that it's not really like anything else you'll see in other games. But once you figure it out, it's actually a very flexible, elegant tool.
Agree with Sandman. CMx2 pixel troops have poor sense of self preservation. :DD Extremely bad during the Shock Force days but now somewhat improved. But still...
They require some baby-sitting unlike other games who knows when to duck and take advantage of "micro terrain" which is somewhat non-existent in CMx2. As a commander, I would think these guys are smart enough to do tactical things autonomously. But no, they will wait for your command. They will blindly follow orders to the death. They are brain dead as a squad and only has minimal set of programed tactical behaviour (am I too harsh?). On the bright side, this is a tactical doctrine afficionado's dream because you get to see and control every detail and watch the consequences unfold. You get to flex your mind in concocting clever solutions for the tactical problems presented to you. You don't only play as commander but you also play each squad / section leader and vehicle commander.
GT pixel troops on the other hand are trained to do micro manoeuvres, spread out, take cover, vary formations based broad commands and Rules of Engaement that the player sets. More of a real command simulation. The brain work is more high level as you trust that your pixel troops can do the job with minimal micromanaging. Downside is the details are lost and things can get really frustrating for the player since it can get quite chaotic (full real time, less details presented).
So both models has their merits. Depends on what type of game you want to play.
GT models is the future of the simulated tactical wargame, cant wait for the day that this game can be evolved into: having the details of CM combat, turn based WEGO multiplayer with the same C&C rules of Flashpoint Campaign *dreaming*
Quote from: acctingman on April 03, 2017, 04:00:10 PM
I love the looks of the game, the scale, the sounds, everything.....except the learning curve. I know there are scads of tutorials out there and I've watched my share. I also know that if I kept at it, cried some more, I'd eventually be good enough at it to NOT suck so bad.
What do you think is the most challenging aspect, the mechanics of the game or the difficulty of the battles? The UI is unique but it isn't supposed to be rocket science once you experiment with it a little. Start with small battles, platoon/company sized, before moving into the bigger ones. Remember that in this game you can shoot before you can see the enemy. My approach in the series, especially in Black Sea where firepower is almost unlimited, is to lay down suppressive fire and havoc to every damn building or bush that I even suspect to be infected with the enemies. And don't get engaged with all your troops at once, if you don't have a reserve your options are very limited.
Quote from: Con on April 03, 2017, 04:43:38 PM
Honestly I dont mean this to be a negative response but Combat Mission is great because it forces you to use real world tactics. You get punished for running in the open and assaulting a tank or taking too long to cross exposed LOS ground and letting arty fall on you.
All the tactics and battles you read in WW2 books come to life in CM in a way no other game can replicate including heroic moments like a lone squad member making it into an enemy strong point/bunker and taking them all out, as well as less heroic ones like your team leader with a +2 modifier getting whacked thereby promoting his cowardly underling who immediately decides to break and take the platoon holding the key defensive position with him to the rear thus loosing the battle (not that I am bitter about this).
Keep plugging away at it and like real life infantry tactics think how you would act if you were in their boots
Con
Completely fair point and 100% accurate.
However, when you want to use real world tactics and can't, that's when frustration sets in.
I haven't played in some time but two examples spring into my head immediately
- Can't order a tank to fire one shot of smoke - he fires all his smoke shells in the 60 second phase
- The most infuriating for me and it destroys the "real world tactics" point - you can't aim at an enemy unit on the second floor of a building because you can't see the base of that building
I love the games and I've bought most. But every time I want to use a Sherman to provide smoke cover and he blows all his smoke shells or if I want to provide suppressive fire to the 2nd level of a building to silence that MG so my boys can advance or fire and manoeuvre and I can't because I can't see the base of the building, it frustrates me. The first one is rare, I'll be honest. But the second point has raised it's head on a few occasions.
Having said that - they are the best games at that scale that I'm aware of and I've had far, far more hours of fun than I have frustration.
An alternative is to play real time but that's also leads to some problems.
I used to really enjoy real time but on the advice of others I reverted back to turn based and actually much prefer it.
Quote from: JudgeDredd on April 04, 2017, 02:24:23 AM
I used to really enjoy real time but on the advice of others I reverted back to turn based and actually much prefer it.
Me too.
Quote from: sandman2575 on April 03, 2017, 09:31:47 PM
Also -- and I seem to be the only person who thinks this -- but I really think the UI in Mius Front is excellent -- *far* better than CMx2's incredibly clunky UI, which is badly in need of an update. Graviteam Tactic's UI is strange, in that it's not really like anything else you'll see in other games. But once you figure it out, it's actually a very flexible, elegant tool.
I agree with you. GT is odd at first, but I find it more immersive (not really the question here) and lately I've been playing it much more than CM2.
I find the GT interface complex, but very good. The game has a lot more detailed options like posture, reaction, etc. that require a more detailed menu system. To me, its not the interface that is hard to master, but the large number of options available to manage units. If people remember, a lot of people starting out with CM also complain about the complexity of the CM system.
The whole problem for me with GT is their is no potential human interaction. Period.
I just think single player is boring in this kind of game. I am so used to human interaction in games now.
Sometimes a game grabs me so hard that single player is worth it... I will put mius front on my steam sale wish list though. If just for a comparison to operation star.
I found operation star too confusing to see what was going on and everything seemed very small scale even though it is 1:1 iirc. I mean things like 3 Bren carriers assaulting and platoon of infantry. Everything just seems so tiny in GT games. I dunno. they really need a zoom system like the Eugen guys have.
QuoteI haven't played in some time but two examples spring into my head immediately
Can't order a tank to fire one shot of smoke - he fires all his smoke shells in the 60 second phase
The most infuriating for me and it destroys the "real world tactics" point - you can't aim at an enemy unit on the second floor of a building because you can't see the base of that building
Yep agree but there are some workarounds that help this problem (but dont solve them)
I give the tanks a 30 to 45 second pause command before firing smoke. Prevents using it all up in the 60 second WEGO turn and adjust my other troops command accordingly (actually I usually just wait until the next turn starts by that time the smoke had just fired and not fully developed and then give infantry the move/assault commands etc).
Enemy on second floor on a base not spotted building is a nightmare (really breaks my immersive feel of the game). Options in descending preference - Check LOS to see where base of building can be seen and move there - not optimal but best results - Put infantry on face and fire arc command with the arc just targeting the building - then need to trust that the AI will reaction fire faster when they "spot" troops on the second floor - indirect arty fire on point command hope to score enough hits to drop the building or suppress it enough.
Con
Yeah, some of the LOS issues in CM can be pretty infuriating. My other pet peeves include the inability to direct infantry to lob grenades (you can do it with smoke grenades, so why not the others?). Most of all, the ridiculous deadliness of unbuttoning. Unbuttoning as a tank commander, or manning a half-track MG, is a death sentence in CM. And I'm not talking about unbuttoning / using MG in obviously dangerous, close-quarters situations. Anywhere. If there are enemies within a km of an unbuttoned tank commander, they will infallibly start shooting at him, often with sniper-like precision. And TC reacts far too slowly. Argh!!
Thank you all for the comments O0
I'm going to give the demo another go. I mean really put some time into it. After that I'll figure out if I want to take the plunge. In the meantime, I think I'll buy BA2. LOVED the first one and it suits my casual play style. Also, I have yet to fire up JTCS. Maybe I need to sink my teeth in that some before I move onto a bigger monster! :bd:
In case you haven't watched these :
Armchair General CMBN Tutorials
https://www.youtube.com/playlist?list=PLCD7D720F4A4B4364
Part 1 of 6
Thanks Pete, I have watched those. Great videos. Watching them is what makes me all pumped up to try the demo again! :uglystupid2:
Have you ever tried Panzer Command: Ostfront?
http://www.matrixgames.com/forums/tt.asp?forumid=855
Similar to Combat Mission, but based on a miniatures rules set. Plan yer orders and go.
Not many CM players like it for some reason, like it's ever going to replace it ::), but I like it. Straight forward UI. It's a fun set of scenarios and there was lots of user made stuff for it.
Plus, Ostfront has at least one dynamic campaign. O0
Also check out John Tiller Panzer Battles demo. More tactical than PC, and seems like a scale I can really enjoy!
+1 for PzCommand Ostfront. Yes, the graphics are pretty dated by this point -- a lot closer to that screenshot of Combat Mission above than to current-day CMx2 -- but it is indeed a very good game. And it features something that I haven't seen in comparable games: Barbarossa-centered campaigns set in '41 and early '42 (pre "Fall Blau"). I really like this and wish CMx2 and Graviteam Tactics would move in this direction historically.
Quote from: Barthheart on April 04, 2017, 10:43:45 AM
Have you ever tried Panzer Command: Ostfront?
http://www.matrixgames.com/forums/tt.asp?forumid=855
Similar to Combat Mission, but based on a miniatures rules set. Plan yer orders and go.
Not many CM players like it for some reason, like it's ever going to replace it ::), but I like it. Straight forward UI. It's a fun set of scenarios and there was lots of user made stuff for it.
Does this game have a less steep learning curve than CMx2?
Are there mods for PC: Ostfront?
If you are going to invest the time, you might as well stick with CM. Nothing wrong with Panzer Command per se, but its not that much easier than CM to learn. I play(ed) CM2 and PC a lot and can't see puttng yourself through the learning curve of a dead end game, when CM2 is still support.
Seeing as the intellectual effort and time is a concern, my suggestion is sticking with BA. Its a lot simpler and results are probably not far off being reasonable. Just doesn't look as realistic. But if that's not a concern, stick with it.
Quote from: acctingman on April 04, 2017, 01:23:27 PM
Does this game have a less steep learning curve than CMx2?
Are there mods for PC: Ostfront?
My impression is yes, a less steep learning curve than CMx2. A free demo can be downloaded from Matrix Games, so you can try for yourself!
Don't know about mods, but the game was built to be massively mod-able, and customizable. So, I expect so.
I have a love-hate with CM.
Love wego, the action replays can be so tense, and like a movie. Love detail, like armour penetration model.
Hate scripted campaigns,
Hate lack of AI. The great map makers seem to make more and more scenarios like puzzles to make up for it. Little tricks like putting ground floor of enemy positon bellow ground level.
CM has AI quick battles. Do a meeting engagement and it's almost zombie time. It's one of those things, once I saw it it's hard to in-see. Even their promo pre-release vid shows brain dead.
Check AI tank use/movement after around 1:24 in
Panzer Command is defiantly worth considering. Get it when there's a sale, there is a ton of content and a battle and campaign generator. The graphics are old and the infantry model needs work but the armor model is solid. You also have a choice on turn timings and SOP settings for each unit.
Quote from: Tuna on April 04, 2017, 11:56:44 AM
Also check out John Tiller Panzer Battles demo. More tactical than PC, and seems like a scale I can really enjoy!
The Normandy game in that series is interesting. There are some very odd non-historical items silently added to some of the scenarios. For example,
KG Meyer, which was wiped out on D-day, turns up to cause trouble later. AND in the ever-redone and re-done Villiers Bocage scenario, 7th armored somehow penetrates the boundary between 2nd Pz and Pz Lehr (+ I SS Corps) -- which was true -- without the Americans having taken Caumont -- which would have been impossible.
Quote from: JasonPratt on April 04, 2017, 01:59:42 PM
Quote from: acctingman on April 04, 2017, 01:23:27 PM
Does this game have a less steep learning curve than CMx2?
Are there mods for PC: Ostfront?
My impression is yes, a less steep learning curve than CMx2. A free demo can be downloaded from Matrix Games, so you can try for yourself!
Don't know about mods, but the game was built to be massively mod-able, and customizable. So, I expect so.
Ostfront is minatures boardgame-ish.
Quote from: fabius on April 04, 2017, 02:38:07 PM
I have a love-hate with CM.
Love wego, the action replays can be so tense, and like a movie. Love detail, like armour penetration model.
Hate scripted campaigns,
Hate lack of AI. The great map makers seem to make more and more scenarios like puzzles to make up for it. Little tricks like putting ground floor of enemy positon bellow ground level.
CM has AI quick battles. Do a meeting engagement and it's almost zombie time. It's one of those things, once I saw it it's hard to in-see. Even their promo pre-release vid shows brain dead.
Check AI tank use/movement after around 1:24 in
What version are you talking about? That video is just a moment in a scenario and hardly the be all end all of how the AI performs. Secondly the video isn't very current.
You do have a point though: in scenarios it matters much wether the designer has put in the time to make several battle plans for the AI or did not.
The scenarios which have multiple plans feel a lot more like a surprise and challenge indeed.
Still, the QB mode doesn't feel like a zombie apocalypse to me at all. I've had quite a few nice battles in there.
Not the latest version.
Should qualify my QB experience.
1. Meeting Engagements.
2. Mostly with all infantry battles. For two reasons, one I have a thing for infantry.
Two, challenge because once I've won the AFV battle against AI it's mostly just mop up time for me.
Which QB are you talking, final Blitzkrieg or in general.
I'd also say this for balance. Despite dislike for what I perceive as lack of AI; and scripted campaigns; CM has given me some of the most memorable game moments. And really shines in 2 player PBM.
The AI must be scripted for each QB map too. In early iterations, map creators missed this part. Even with an AI Plan in the map, sometimes they just don't work and sit still. Sometimes the AI plans are too simple. Best chance of getting a good game vs AI is by playing an assault scenario. Sometimes even automated force selection is broken. QB vs AI is definitely hit or miss (I'm talking about CMBS). Multiplayer QB experience is superb.
http://community.battlefront.com/topic/119542-quick-battle-is-broken/
Yep. The AI is brain dead, always has been. Best to assault against the AI so the AI does not have to actually do anything.
PBM is extremely slow and unrealistic. Each Turn of 1 minute taking an hour depending on how much time each player spends. Or even days if your like me sometimes and it takes you a week to send the turn email back!
Quote from: Destraex on April 05, 2017, 05:30:52 AM
Yep. The AI is brain dead, always has been. Best to assault against the AI so the AI does not have to actually do anything.
PBM is extremely slow and unrealistic. Each Turn of 1 minute taking an hour depending on how much time each player spends. Or even days if your like me sometimes and it takes you a week to send the turn email back!
yup, same as myself, I play PBEM only, and I have much little time to be on the PC, sometimes it takes almost a month to finish a battle of 30 minutes total, but still it is the best and most enjoyable way for me to play a tactical wargame.
Thats only if you allow that time to happen. In the few MP games I played with friends we set limits on time to give orders. CM just isn't built to run in real-time. It has few of the tools needed to manage a complex game in real-time, like a jump list for events, scripting your units actions (although they have added a few capabilities here), or SOPs for unit reaction and postures.
I am confused. Is this the same Combat Missions as "Combat Mission: Barbarossa to Berlin" and "Combat Mission: Afrika Corps"? I have both of those games, manuals and everything, but never played them. What is the difference with what you guys are talking about?
Quote from: solops on April 05, 2017, 10:16:37 AM
I am confused. Is this the same Combat Missions as "Combat Mission: Barbarossa to Berlin" and "Combat Mission: Afrika Corps"? I have both of those games, manuals and everything, but never played them. What is the difference with what you guys are talking about?
Different games, same series. The games we are talking about are much more recent and have been given a total face lift and update. They were probably rebuilt from the ground up. The engine has undergone several major updates over the years, as well, so most of the current CM games are at version 4.0.
All I can say about CM is that it has proven to me that I am spectacularly over qualified to have been a senior British officer. I would have fit in perfectly during such outstanding successes as Goodwood and Arras, or heroically defending Greece in 1941 or North Africa in 1942.
All I need is for CM 1916 to come out and I would no doubt be the equal of Haig.
Quote from: dinsdale on April 05, 2017, 07:01:45 PM
All I need is for CM 1916 to come out and I would no doubt be the equal of Haig.
LOL! Scary... :DD I take it you don't scout out an area before you move into it? ;)
That game has taught us all.... many.... things. It likes to teach with a big stick to whack the hell outta you when you don't pay attention. :coolsmiley:
Definately!
I still get beaten by that stick often!
Well your never going to find a perfect game that perfectly models battle. You will always have odd things like not targeting the second floor if you can't see the base...but that's pretty minor. Don't get discouraged, it's supposed to be hard. You can do everything right and get stomped just like in real war. And just like the real thing, a lot is chance and luck. You come over the rise and take out that panther with a shot into its side. One second earlier and it's the front pointed at you. A missed shot and he gets one off. It happens
I much prefer graviteam tactics because of the graphics, sounds and general immersion. It also follows strict ballistic models and such; but like Jarhead said, if the UI in combat mission gives you trouble, graviteam's will put you in a catatonic psychiatric break. I've been playing for a year and I'm still not 100% sure on some things
So keep trying. CM is as realistic as you are going to get in a tactical game so yeah, is hard
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.
Quote from: Yskonyn on April 07, 2017, 01:31:59 AM
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.
I believe they're there. Command effects and communication are more elaborate. Though I'm not sure about how detailed they have implemented relative spotting.
Quote from: Yskonyn on April 07, 2017, 01:31:59 AM
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.
Yes on command and morale/suppression. They even represent having to spool wire and wire getting cut for comms back to HQ.
I wish Combat Mission had cooperative MP.
I used to play CMBB coop a lot with a friend. We each had control of specific set of units. When we finished our orders, we would email the turn to the other and one of us would run it. It took a few emails, but let us do it with WEGO. We kept the battles small. We also tried using rules about comms, but it seemed to be more of a pain in the ass than anything useful.
Tried the demo night before last.
I'm just not sure I'll ever get this game :tickedoff:
I was hoping you could sim a game, AI vs AI, but nope. I know, weird, but it would be cool to pick each sides forces and watch it unfold!
I too like play AI vs AI a lot. Especially if you can plan out the entire AI moves and see how they execute. I use Steel Beasts and CMNAO in exactly that way a lot.
wait....you mean you can have the AI sim against itself in CMx2???
CMNAO is Command: Modern Naval and Air Operations. And if think CM is too much, don't bother with CMNAO.
C'mon Ryan, it's CMANO :P
I thought Cmbb was the best
ok, so in Combat Mission Normandy you CANNOT have AI vs AI, correct? I'm pretty sure I read that somewhere in the interwebs :uglystupid2:
Quote from: Yskonyn on April 07, 2017, 01:31:59 AM
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.
Yes to all. As mentioned, the information flow is more detailed and alaborste than CM. You have a commander and radioman who connect their equipment. When they're running around your likely to lose contact. They have to spoil the wire and set up the equipment to start getting out radio traffic. Like CM games, units need to be kept together. Usually within shouting distance since most don't have radios
Troops have moral juts like CM
I think Graviteam games are actually more realistic and certainly better looking than CM games. But the UI...damn.
Quote from: Boggit on April 06, 2017, 12:16:37 AM
I take it you don't scout out an area before you move into it? ;)
Scouts? Scouts are just poorly equipped infantry :)
I was pretty good at Shock Force, and the 1st generation games. For reasons not entirely unknown to me, I'm consistently terrible at Normandy. Every map feels like there's no flank, that I'm going over the top at the enemy, and I'm not good at picking out depressions/hills for cover.
Quote from: demjansk1942 on April 07, 2017, 04:38:29 PM
I thought Cmbb was the best
Agreed - I think it's the best
still actually.
I have Normandy and Red Thunder, never play them compared to Cmbb. I really loved Cmbb, so easy to play and less fluff.
Everyone with the required modules should check this campaign out:
http://community.battlefront.com/topic/124791-cmbn-british-campaign-for-king-and-country/
The first mission is a very well done depiction of a beach landing in CM. To my knowledge never before has one been made, let alone so well.
His other campaign for CMRT should be top notch as well, but I haven't played it yet.
Quote from: Yskonyn on August 01, 2017, 06:15:08 AM
Everyone with the required modules should check this campaign out:
http://community.battlefront.com/topic/124791-cmbn-british-campaign-for-king-and-country/
The first mission is a very well done depiction of a beach landing in CM. To my knowledge never before has one been made, let alone so well.
His other campaign for CMRT should be top notch as well, but I haven't played it yet.
Thanks Yskonyn. Downloaded, and stuck the mod folder in my Z folder, so hopefully will be OK. :bd:
There is a couple of Omaha Beach scenarios - one is a standalone from the Saving Private Ryan Campaign, although you can play it in the campaign too. IIRC I downloaded them from "The Few Good Men". If You can't find them PM me and I'll email the files over to you.