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The much awaited conclusion to the Battle of Narva! Mission 3 is not particularly exciting, so it's been folded in to Mission 4 which... well, IS particularly exciting.

If you like artillery bombardments, this should float your boat. Or sink your city. One of those two.

I had a blast with this and all the data has gone off to Fight Club so they can track XYZ. If you haven't seen the kind of spreadsheet that CM:Pro kicks out they run to a couple hundred thousand lines and- to me at least- are pretty impenetrable. But people who have stronger excel-fu can crunch those numbers and come out with interesting results.

Also fun was being able to follow the battle along via Google Street View: the map is accurate enough you can get a really good feel for what's going on.

Of course, this is a kind of filler video because I've had a busy week. I've sorted out the second Tournament map and accompanying video for Slitherine and Fight Club's JL28 STAFFEX has come to a close.

Plenty of lessons learned. The end result probably works out to a draw: the Chinese have been foiled (or foiled themselves) in their attempt to invade Luzon, but Blue has gotten a good kicking in the process.

Definitely changed up my concept of modern air-maritime warfare: there's nowhere to hide, battles essentially come down to missile attrition, but there are basic basics that hold through, like concentration and flank protection.

Really looking forward to the AAR, it'd be super-interesting to turn the battle into a War Room-esque faux-historical video.

Anyway, with all that stuff out of the way, this coming week its back to Syria to punch down Route Eagle with the Marines and tackle mission 5. This looks like it could be a tough nut, but there are two hours on the clock and the Marines have plenty of firepower. I think.

Files

Operation Baltic Shield Mission2 3+4: Combat Mission Professional

Comments

Douglas Burns

I wonder how this campaign could have played out against a human opponent? The decision (or lack thereof) of the Donovian push across was perplexing. I'd imagine a human player would have made life a lot more difficult for you

UsuallyHaplessVideos

It would have been a lot more difficult. But as always, massively time consuming. It's a trade-off.

Douglas Burns

For sure! My apologies it wasn't intended to come off as a complaint, massively enjoyed the video!

Philip Decloux

I second Jester96 in curiosity with regards to playing this with a human attacker. The best campaign AAR are those where the human player is attacking most of the time. When it's ALL defense against AI plans it can be a little dull. That said, the last mission featured the artillery equivalent of canister, so I'm happy.

GLG

One hell of an artillery barrage. My god.

Barend

Hi Hapless, After watching the campaign a few remarks - technically The campaign shows a lot of potential for IFV's in urban areas versus APCs or IMVs. Not only was the firepower a decisive factor, also tactical mobility is key. Especially if you take in account the sheer size and turning circle of a boxer APC for examplE (which is not modeled in CM) Also the Carl Gustav as a reloadable antivehicle and -structure weapon impressed me. It is sort of a western RPG. Compared to (semi) disposable weapons like the AT4 or PzF it really has an edge. -tactically I think you did very well in the first two mission considering your small force. IRL I think a PL would choose to sit further back, have a smaller footprint and overlapping firearcs, while depending on some OPs in order to identify the enemy avenue of approach. In your solution I really liked the enfilade fire in mission one which was really effective. In the 2nd mission the limitations of the Javelin became apparant because of its min range and flightpath. - CM-wise It is absolutely awesome and very realistic to be able to call for fire on any position on the map considering modern technology. I really hope this will be introduced in the civilian version of CM. Is it always a direct Fire for Effect or is the standard adjusting the same as in other CM titles? With this mechanic the might of the arty as the king of battle comes a bit closer to reality. It looks like ammo management for the CV90s is still an issue. Combined with the broken Gill/Spike ATGM it takes away a lot of fun to play as the Dutch in CM. As a sidestep, do you know if there are any plans to incorporate more obstacles and breaching capabilities in CM? I think there the biggest leap can be made to have far more combined arms tactics. It has a big influence on maneuver, fires and intel among others!

UsuallyHaplessVideos

Hi man! That all checks to me. I'm not 100% sure why beyond-line-of-sight artillery is not a feature in commercial CM- but certainly something industry customers wanted! There's a lot of crossover between extra features the defence industry wanted put in and extra features the community wants. With regards to more obstacles and breaching feature: again, something that's on everyone's wish list but as far as I know there are no plans to add any. Of course, I'd be happy to be surprised...