Documente Academic
Documente Profesional
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Game Manual
v1.10
Revised edition. Major changes relative to v1.01 are highlighted in yellow type
Shock Force
License
This License does not provide you with title to or ownership of the software program
Combat Mission: Shock Force (the Software), but only a right of limited use of the
Software, and ownership of the media on which a copy of the Software is reproduced.
The Software, including its source code, is, and shall remain, the property of
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secret, trademark) in the same form as in the original and retain possession of such
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Software, in whole or in part, in any form whatsoever, including without limitation,
printouts on any legible material, duplication in memory devices of any type, and
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You shall not, in any way, modify, enhance, decode, or reverse engineer the Software.
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Combat Mission
Shock Force
Combat Mission
Table of contents
Foreword ................................... 3
Unlearning Combat Mission ..... 4
Table of contents ....................... 5
CM:SF Backstory ........................ 8
A developers conundrum ............. 10
Installation & Licensing ............ 13
Installation from disc ................... 13
Installation for Download version ... 13
License Overview ........................ 13
Licensing .................................. 14
Un-Licensing ............................. 15
E-license support ........................ 16
Two-player ................................. 38
Real-time ................................. 38
LAN/Internet ............................ 38
Turn-based ................................. 40
Hotseat .................................... 40
Email ....................................... 40
Multi-player ................................ 41
Skill Levels ............................... 42
Basic Training ............................. 42
Veteran ..................................... 42
Elite .......................................... 43
Options ..................................... 23
Commands ................................ 60
Move Commands ......................... 61
Move ....................................... 63
Quick ...................................... 64
Fast ......................................... 64
Slow ........................................ 65
Hunt ........................................ 65
Assault .................................... 66
Blast ....................................... 66
Mark Mines ............................... 67
Reverse ................................... 67
Combat Commands ..................... 68
Target ...................................... 68
Target Light .............................. 69
Target Arc ................................ 70
Clear Target ............................. 71
Face ........................................ 71
Special Commands ...................... 72
Hide ........................................ 72
Deploy Weapon ......................... 73
Dismount ................................. 74
Bail Out ................................... 75
Acquire .................................... 75
Pop Smoke ............................... 76
Shock Force
Pause ...................................... 76
Open Up .................................. 77
Administrative Commands ............ 78
Split Teams .............................. 78
Assault Team ............................ 79
Anti-Tank Team ......................... 79
Instant Commands ...................... 79
Command & Control (C2) .......... 81
Maintaining C2 Links .................... 82
Information Sharing .................... 83
Leaders ..................................... 85
Air & Artillery Support .............. 86
Requesting Support ..................... 87
Selecting a Spotter ...................... 87
Support Roster ........................... 88
Support Panel ............................. 89
Adjusting or Canceling Support ..... 91
Air Mission Parameters ................. 92
Artillery Mission Parameters .......... 92
Air Assets ................................. 94
Munitions, Spotters and Equipment96
Munitions .............................. 96
Spotters ................................ 98
Equipment ............................. 99
Environmental Considerations . 100
Basic Rules of Thumb ............ 100
Unconventional Warfare ......... 101
Unconventional Forces ............... 103
Specialists ................................ 104
Using IEDs and VBIEDs .............. 105
The Editor ............................... 107
Basic screen layout .................... 107
File Menu ............................... 108
Editor Selector ........................ 108
Mission Editor ........................... 110
Description ............................. 110
Battle Type .......................... 110
Environment ........................ 110
Daylight .............................. 110
Battle Size ........................... 111
Title .................................... 111
Description .......................... 111
Image ................................. 111
Data ...................................... 111
Mission (Blue and Red) ............. 112
Parameters (Blue and Red) ....... 114
Terrain Objectives (Blue and Red)114
Unit Objectives (Blue and Red) .. 115
Map Editor ............................... 116
Map Editor Options .................. 117
Ground #1 .......................... 117
Ground #2 .......................... 117
Brush .................................. 117
Foliage ................................ 117
Roads ................................. 117
Walls/Fences/Trenches .......... 117
Buildings ............................. 118
118
118
118
120
120
121
121
121
121
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Combat Mission
Threat .....................................
Defensive equipment .................
Ammo .....................................
Comms ....................................
Special Equipment .....................
Branches .................................
U.S. Army ..............................
Syrian Army ...........................
Syrian Uncons ........................
Troubleshooting ........................
Tech Support ............................
206
206
206
207
207
208
208
208
208
209
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Shock Force
CM:SF Backstory
History is merely a list of surprises. It can only prepare
us to be surprised yet again.
- Kurt Vonnegut
Combat Mission
Then, one day, a message was sent. The sleepers awoke and
made their way to targets of their own personal choosing within
cities not directly chosen by their leaders. Within a few hours,
dozens of pounds of radioactive waste uranium were detonated
by conventional explosives, polluting major cities of the West
for hundreds of years. The leaders of the plot came out of
hiding to celebrate, claim credit, taunt, and promise more such
attacks. Then they melted back into the population.
At the United Nations, the countries suffering from the attacks
demanded they be given the mandates necessary to go after
those responsible for the attacks. Of course, the demands
were met with hardly any opposition from UN members. Although the target had not yet been fully identified, the pieces
of intelligence accumulated before and after the attacks pointed
to one - and only one - country as the point of origin; Syria.
With its long history of state sponsored terrorism, it wasnt
difficult to imagine that Syria was responsible.
Shock Force
A developers conundrum
In mid 2002 we decided, for a number of reasons, that the first
game using the new CMx2 engine would be set in the near
future instead of the past. More specifically we decided to
focus the game on the Stryker Brigade Combat Team (SBCT)
concept, which was in its infancy at the time. We felt it would
be interesting to see what it could do in a conventional ground
combat role in the near future.
By mid 2004 CM development was at a stage where we had to
nail down the region and the specific nation to act as the games
setting. From a gaming perspective to get the sort of challenge
we required we needed a Red Force (OPFOR) that had a con-
10
Combat Mission
ventional armed force capable of offering more than token resistance. The country also had to be a plausible foe of the
so-called Western nations who make up the Blue Force. The
resulting list was surprisingly short, even when we looked at
the possibility of a setting outside of the Middle East. All things
considered, we decided that Middle East and Syria would offer
the best elements for CM:SF and therefore we chose Syria for
our setting. We based our choice primarily on the desire to
provide a tactically rich and interesting modern combat setting. Much less important for us was the likelihood of its actual
occurrence. We do not intend this game to be any form of
endorsement of actual war between the United States and Syria.
The events that followed 2002 caused us to constantly reevaluate
CM:SFs designs and to make changes and additions to its combat modeling in order to better reflect what we felt ground
warfare would look like in 2008. The drawn-out conflicts in
Afghanistan and Iraq gave us great insight, but neither offered
the mix of conventional and unconventional warfare we suspected would be seen in a setting such as Syria.
The short war between Israel and Hezbollah in the summer of
2006 showed us that we were on the right track as far as the
game itself went. However, our back-story for a conflict with
Syria was becoming less and less possible, even though, in
many ways, it was becoming more plausible.
By mid 2006 we found ourselves in a conundrum. Due to the
strain on resources from the continuing wars in Afghanistan
and Iraq, the ability of the West to wage another large ground
war in the Middle East (or anywhere for that matter) became
less and less possible with each passing month. Still, we wanted
to simulate such an environment and, in fact, were too far
along in the development process to back out even if we wanted
to. This conflict between needs and reality presented us with
quite a design dilemma. On one hand we had to pick a viable
place to wage war or we wouldnt have a game at all. On the
other hand we could see no country that clearly deserved a
virtual invasion.
To solve this problem we considered setting CM:SF in a completely fictional country against a completely fictional Red
Force. After lengthy discussions internally and on our Forum
we decided that a generic, fictional setting would not be as
compelling to play as a real-world setting. Therefore, we
chose Syria as the Red Force even though there is no indi-
Shock Force
11
cation that war with Syria would be justifiable - or even feasible - any time in the near future.
Once we chose the setting we dedicated a considerable amount of
effort to ensure that we made a fair and accurate representation of Syrias ability to defend itself militarily. While we would
have done this no matter what the setting was (realism is,
after all, our hallmark), it does serve a double purpose in this
case. Not only does CM:SFs setting make for a challenging
tactical wargame, but it also demonstrates Syrias likely realworld ability to inflict significant losses on a foreign invader
while at the same time not being able to overcome the awesome lethality of Western military forces. Therefore, it is our
opinion that if such a conflict should start to develop a true
diplomatic solution would be in the best interests of all parties
concerned.
12
Combat Mission
License Overview
Combat Mission: Shock Force is protected by an online activation
system called eLicense. eLicense is a tool to restrict the illegal distribution of the software without being annoying or
intrusive to the legitimate customer.
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13
Licensing
When you first run CM:SF, after initial install, you will be prompted
to license it . In most cases all you need to do is:
a) make sure the computer on which you have
installed the game has an active online connection to
the internet
b) enter your license key into the correct field in the
pop-up window
c) hit the license button and wait a few seconds while
your license authorizes.
If you wish to install the game on a computer which has no internet
connection, you must perform what is called an Offline License Request. As above, when you first launch the game,
after initial install, you will need to do the following when the
License Screen appears:
a) click on the off-line license button and generate
the off-line license request
b) save the ENTIRE request file (including the
instructions on top all the way down to the encrypted
portion of the file) to a disc or other removable media
(USB drive, floppy etc...)
c) transfer the file you saved in step B to a computer
which has internet access
d) On a computer that is connected to the internet, go
to http://www.license.net and paste the ENTIRE
contents of the file into the corresponding window
e) generate the license file and copy it to a disk or
other removable media (USB Drive, floppy etc...)
f) transfer the file from step E, back to the computer
where the game was installed and proceed with the
off-line licensing procedure by pasting the entire
contents of the license file into your licensing window
Off-line licensing is also a good workaround for online computers
which experience problems with a firewall or proxy settings
14
Combat Mission
Un-Licensing
One of the neat features of eLicense is that your license never
expires and is never used up, unlike so many other protection
systems out there. If you buy a new computer, replace a hard
drive, or even give the game to a friend, you can simply unlicense the current activation. This frees up your license key to
be re-used elsewhere. There is no limit to how often you are
allowed to do this, as long as you un-license first before attempting to re-license elsewhere.
If you want to use the game on your desktop and a laptop, thats
possible without having to unlicense a copy, because each license key allows you two concurrent activations. However, if
you already have two activations, and would like to run the
game on a third computer, you must first un-license one of the
active copies before you can activate the game on a third machine.
Shock Force
15
To activate a third computer, without un-installing from an existing computer, you have to manually un-license it. There are
several ways to un-license a copy:
a) via program group shortcut. The actual shortcut
depends on how you installed the game, but the
default is:
Start->Programs->Battlefront->Combat Mission Shock
Force->Unlicense CMSF
b) right click on the file youre using to start up the
game. This can be a desktop icon or an entry in your
program menu. Select un-license from the pop-up
menu.
c) Open the Windows System Tray and open the
eLicense Control Center. Select the game you want to
un-license and right-click on it. Select un-license from
the pop-up menu.
Other ways on how to un-license, as well as solutions to potential
problems are explained in the F.A.Q.:
http://www.battlefront.com/elicense_faq.html
After the Un-license window opens, you must enter your license
key and click the Un-license button while your computer is
connected to the internet. Un-licensing only works online and
is not possible if your computer is not connected to the internet.
When unlicensing, make sure that you see a Success message
at the end of the process. If you dont, then your game was
not properly unlicensed, and your license might still be in use.
E-license support
Battlefront.com prides itself on customer service, and this continues with the implementation of the eLicense system. Please
check out our F.A.Q. section which explains how eLicense works,
how to license and un-license games, and what to do if you
ever run into issues, such as firewall configuration, proxy settings or if you simply lost your license key:
http://www.battlefront.com/elicense_faq.html
If you ever need specific assistance, or have lost your license key
(we recommend printing it and not only saving it electronically), do not hesitate to email us with a description of your
problem at elicense@battlefront.com. We usually respond within
1 working day.
16
Combat Mission
Shock Force
17
(Keyboard - defaults)
W or Up Arrow ........ Move Forward
A or Left Arrow ........ Move Left
D or Right Arrow ...... Move Right
S or Down Arrow ..... Move Back
Q ........................... Rotate Left
E ........................... Rotate Right
V ........................... Reverse View
R ........................... Raise camera
F ........................... Lower camera
Z ........................... Zoom out
X ........................... Zoom in
C ........................... Wide Angle View
1 - 9 ...................... Preset Camera Positions
Arrow Keys ............. Fine Movement
Unit Selection
Left-click on Unit ................. Selects Unit
Right-click on Map ............... Deselects Unit
Double-click on Unit ............. Group-select formation
SHIFT+Left-click .................. Adds additional units to group
SHIFT+Left-click & Drag ....... Drag selection rectangle
................................................ around multiple units
(Note: + and - keys are restricted to next unit within the group when a
group is selected)
18
Combat Mission
Commands
ESC ....................... Pause Game
TAB ....................... Lock Camera to Unit
- ........................... Select Previous Unit
+ .......................... Select Next Unit
F12 ........................ Select Last Unit
{ and } .................. Adjust 3D Model Quality
` ........................... Talk to Internet Opponent
Number Pad
/ ........................... Previous Command Panel
* ........................... Next Command Panel
7 8 9 ..................... Top Row of Commands
4 5 6 ..................... Middle Row
1 2 3 ..................... Bottom Row
Shock Force
19
Editor
3D Map Preview
buildings
CTRL+Left-click on wall ....
.................................... changes windows/doors layout
ALT+CTRL+Left-click on wall
.................................... changes windows/doors layout for
.................................... WHOLE side of building (all floors)
CTRL+Left-click on roof ....
.................................... changes shape/type of roof
SHIFT+Left-click on building
.................................... changes Facade (texture) of the
.................................... whole building
CTRL+SHIFT+Left-click ....
.................................... cycles through balcony types for
.................................... selected floor
CTRL+SHIFT+Left-click on ground floor
.................................... cycles through balcony types for the
.................................... WHOLE side of the building (all floors)
ALT+Left-Click ...... changes building details
Flavor Objects
LEFT CLICK ......................... rotate object
SHIFT+LEFT CLICK .............. nudge object in the direction
................................................ the camera is facing
CTRL+LEFT CLICK ............... delete object
2D Map Editor
CTRL+Right-click ..... changes current tile rotation
Left-click ................ place tile/object
Left-click & hold ....... paint tile/object (not all tiles/obj.)
Right-click .............. delete tile/object (of the same type as
.................................... currently selected)
Options
Alt-S ...................... Toggle
Alt-W ..................... Toggle
Alt-K ...................... Toggle
Alt-T ...................... Toggle
20
Sound
Shadows
Smoke
Tree Display
Combat Mission
Camera Shake
Floating Icons
Show Objectives
Show Landmarks
Show All Move Paths
Customizing hotkeys
CM:SF allows you to customize the hotkeys to your liking. In order to do so, browse into your game directory and open the
Data folder. You will find a file there called hotkeys.txt. Open
this file in a text editor program.
You will see entries for Camera controls, the base Command keys,
and various other controls there. Each language has a different default. A tag indicates the language, e.g. <E> for English,
<F> for French, <G> for German etc.
In order to change the default hotkey, simply edit this file and
save it in the same location. You might want to keep a few
things in mind however:
-
It might be a good idea to save the original defaults first before making any changes. For example, rename the original
hotkeys.txt file to hotkeys_original.txt.
When you change a hotkey, make sure that the same key is
not already used / assigned to a different function. The program does not check for double-assignments, and will perform
one function, but not both. The game may crash if you assign
the various functions to the same key.
Here are some further useful tips to keep in mind when customizing your key layout: Combat Mission has two distinctly different
approaches for using unit Commands via the keyboard; Relative and Direct.
The Relative system involves a set of 9 keys centered around
three rows of three consecutive keys each. These 9 keys match
the 9 Command Buttons in the user interface's Command Panel.
Each hotkey controls the commands RELATIVE to the position
on the screen. For example, by default the U key activates the
Top Row Left-Most key which would be FAST, TARGET, and SPLIT
Shock Force
21
22
Combat Mission
Options
The Options menu allows various global game options, mainly
with regard to visual and audio quality, to be set prior to playing a game. For the most part these settings require infrequent
resetting. Features that need more frequent customization are
set within the game using Hotkeys.
Shock Force
23
24
Combat Mission
Battles
As the game title Combat Mission implies, the actual Battle Mission is at the core of the game. This is where player and/or
computer-controlled forces clash and their fate is decided.
Battles constitute the base for the Campaigns and QuickBattle
systems, explained further below. A number of pre-designed
and tested battles and campaigns are available with the game,
and by using the powerful Editor tools, players can also create
an unlimited number of new battles.
Battles are missions pre-designed by a scenario designer, and
include the map, objectives, forces, reinforcements and AI
scripting. As such, Battles can depict a nearly unlimited number of combat situations, forces, and mission types. The Editor
section of the Game Manual explains in detail how Battles can
be created.
Shock Force
25
How to start
To start a Battle, click on the Battle button on the main menu
screen. The battle window opens, listing all available battles
from the games Scenarios folder. Clicking on the title of each
battle provides additional information to give the player a quick
idea of what the Battle is about.
26
Combat Mission
Players - options range from single play in real-time or turnbased, or various 2 player options (LAN/Internet, Hotseat and
Email)
Skill - the difficulty setting including Basic Training, Veteran and
Elite settings.
Click OK to load the scenario.
Mission Briefing
The mission-briefing screen opens when first entering a battle.
The briefing screen shows:
- Strategic Map (e.g. the map of Syria or the geographical location of the battle). Uploaded by scenario author and empty if
not provided.
- Operational Map (e.g. a city map of the neighborhood where
the battle takes place). Uploaded by scenario author and empty
if not provided.
- Briefing Text. Describes the mission orders to the player using
a common format.
Shock Force
27
Setup Phase
When you first enter the 3D battlefield you start out in the Setup
Phase. Gameplay is paused and both sides are able to move
their units within the available Setup Zones.
The Setup Zones are visible as colored areas (in shades of red for
the Syrian player, and shades of blue for the US player) overlaid on the terrain. Each side can have up to three different
colored Zones in any configuration (including non-contiguous).
Units may be moved within the same colored Zones they start
out with, never any place else.
Almost all of the regular Commands available to a particular unit
while in battle are available during the Setup Phase. However,
some Commands only activate once the battle starts. For example, any Combat Command issued to a unit during Setup
Phase wont do anything until the combat starts. Movement
Commands given to a unit within its Setup Zone will move it
28
Combat Mission
there immediately and without any game effect, such as Fatigue. Movement Commands which are placed outside of a
Zone instruct the unit to move to that location as soon as the
battle starts, but not before. Other Commands, such as Button/Unbutton, Acquire, Split, have an immediate effect and
can be done or undone instantly and without their typical game
costs (time delays, Fatigue, etc.).
Note: the Target command is available during the Setup Phase, but
ONLY to be able to check lines of sight and distances. No
targeting orders are actually saved during the Setup Phase!
Once you have positioned your units to your liking and are ready
to start the battle, click on the red blinking button in the lower
right hand corner of the screen. This is the End Phase button
which quits the Setup Phase and launches the actual battle.
The game clock will start ticking and will continue to do so until
you pause (RealTime) or until the 60 seconds of the first Action
Phase are completed (WeGo). More about this in the following
chapter about Gameplay Styles.
Victory conditions
Scenario designers can set a number of specific victory conditions
for battles, and mix different objectives and objective types.
Each objective can have a different victory point value associated with it. The objectives of the opposing sides do not have
to match. In fact, one side can have totally different goals
than the other side. Also, objectives are not automatically known
to both sides: a mission goal is only known to the side that has
to achieve it; or only the other side; or both; or none.
The Editor chapter explains objectives in more detail. Here are
the basics for the player:
Shock Force
29
For each scenario, there are three main types of objectives for
each side: terrain-based objectives, unit-based objectives, and
force-wide objectives.
30
Combat Mission
this percentage and pushes the enemy above another percentage, he is awarded the respective victory points
- Ammo (friendly and enemy): if the player retains more than
this percentage of ammo and pushes the enemy to expend
more than another percentage, he is awarded the respective
victory points
- Friendly bonus: onetime bonus to the side. A quick fix to
balance uneven battles, which can be fun at times.
The full range of Victory objectives is available for Battles and
Campaigns. QuickBattles use a simplified auto-generated system, which is explained at the end of this chapter.
Campaigns
A Campaign is a single player game that progresses through a
series of interconnected Battles stretching over many simu-
Shock Force
31
Playing A Campaign
From the Main Screen, click on the Campaign button to view all
available Campaigns. CM:SF includes two Campaigns, both
played from the US side; Yakima Training Center (YTC) and
Task Force Thunder (TF Thunder).
32
Combat Mission
Once a Campaign is selected, the player receives a special onetime-only Campaign Briefing. It describes the big picture of
what is expected of the player and which forces are available
to achieve the objective. After absorbing this information, the
player moves onto the Mission Briefing to find out the specific
details of the coming Battle. At the end of each Battle, the
player views an After Action Report (AAR) that scores the
players performance for that battle. After viewing the AAR,
the next Battles Mission Briefing comes up and the whole process is repeated until the end of the Campaign.
Shock Force
33
After the last Battle, the player sees the Campaign AAR. Unlike
previous AARs, which showed results for the just-completed
Battle, the Campaign AAR details how the player performed
over the entire Campaign. This signifies the end of the Campaign.
The individual campaign missions make full use of all Victory Options available for Battles.
Note: Players can create their own campaigns. Please read the Editor
Chapter for details on how to link battles.
QuickBattles
QuickBattles offer unlimited replayability in CMSF, and are also a
quick way to generate a new battle. Units for both sides, and
the map to be played on, are randomly chosen according to a
number of parameters set by the player.
34
Combat Mission
Units options
These options define the units that both sides will be playing with.
Units are assigned randomly based on the parameters chosen
by the player.
Service choices include: US Army, Syrian Army, Uncons, Random, Random Blue and Random Red. This defines the base
pool of units for that side for the QB.
Branch depending on the chosen Service, the appropriate Branch
can be selected here, e.g. Mech Infantry, or Armor.
Type this defines the rough composition of the unit based on
the previous choices. For example, for an Infantry Branch, the
choice could be Heavy Infantry, Medium Infantry or Light Infantry, defining the TO&E as well as available weapons and
formations.
Quality ranging from Poor to Excellent, this defines the equipment used as well as soft factors such as morale, leadership
etc.
Condition sets the physical condition for the sides units
Force Adjustment allows playing an unbalanced QB. If set to
the default no change, both sides will be roughly equally strong
based on abstract purchase points. The options allow you to
give the Blue Force an extra 150% of units, or to deduct 60%
from the Blue pool.
Launch the QB
After setting the parameters, and if an eligible QB Map is found in
the QB Map folder, the player will be asked to select which side
they want to play and which style of play they prefer (Real
Time, WeGo, 1 player or 2 etc.) just as for a regular scenario.
If no eligible map is found, you will simply be returned to the
Main Menu screen.
Setup Positions
The randomly purchased units are located in the predetermined
setup areas at the beginning of the QB.
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35
Victory conditions
Victory conditions for QuickBattles are much more limited than
for Campaigns and Battles. Only two types of victory conditions are available:
1 - Terrain objective zones. These are always considered as OCCUPY zones.
2 - An enemy-casualty threshold victory goal for each side is added
automatically, which is lowest for meeting engagements, and
highest for assaults.
Gameplay Styles
Combat Mission: Shock Force can be played in a number of ways.
At its core, its a simultaneous-time ground combat simulation
where one second of playing time equals one second of real
time. In other words, a 30 minute engagement will also take
30 minutes to play out. Since not everybody has time to play
real-time, a number of alternative playing styles are supported.
No matter which playing style you choose for a given battle, the
underlying simulation engine always runs in real-time. In other
words, as far as the game is concerned, turn-based play is
nothing else than a game played in 60 second increments of
real-time, in between which gameplay is paused to await player
input. It doesnt have any effect on the simulation itself.
Single Player
Single-player mode allows one player to fight against the Computer Opponent (often also referred to as Artificial Intelligence,
or AI).
The Computer opponent consists of three main sub-elements:
- the customizable Scenario AI which can be programmed by
the Scenario Designer who determines the overall strategic
goals as well as possible avenues of approach and is able to
script certain behavior;
- the hard-coded Operational AI (OpsAI) that coordinates and
assigns the orders to sub-units;
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Combat Mission
- and the hard-coded Tactical AI (TacAI) that controls the individual behavior of units and soldiers based on the assigned
orders and the situation that develops after the shooting starts.
Real-time
The Real-time Single Player mode starts with the player entering
the battlefield in the Setup Phase. Time is paused, and the
player is able to get to know the battlefield, study his orders
and units, and place his troops within the designated setup
zones. During the setup phase, it is possible to issue orders
which will be executed immediately when the battle starts.
With setup completed, the player launches the battle, starting the
clock. The clock ticks in true real-time (1 second of game time
equals 1 second in the real world) and only stops if the game is
paused. All actions happen simultaneously. After the allotted
Scenario Time expires, the battle ends, and the results screen
is shown.
Turn-based
The turn-based single-player mode begins again with the Setup
Phase, which works just like for Real-Time play: both players
are able to change the deployment of their units, and issue
orders which will be executed during the first turn.
After the Setup Phase ends, the first game Turn begins. For the
first turn (only), the turn begins with the Action Phase, during
which the units execute the commands given to them during
the Setup Phase. After the Action Phase ends, players can rewind and replay the Action (without being able to issue
commands) as often as they like during the Replay Phase.
Each following Turn is divided into three phases: a Command Phase
during which the player is able to issue orders to his units for
the upcoming turn, an Action Phase, during which the units
execute these orders, and a Replay Phase, during which the
player is able to rewind and watch the action as often as he
likes.
The Action Phase runs in real-time for 60 seconds and automatically ends after that time. The Player is not able to issue further
orders during the Action and Replay Phases but can move the
camera freely around the battlefield.
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Two-player
The Computer Opponent can be quite formidable when you are
just starting to play CM:SF, but it is no match for an experienced human player, because, unlike a human, the AI is not
capable of learning from its mistakes or adapting its gameplay
to its opponent(s). Although a lot can be done by the Scenario
Designer to increase the difficulty of winning against the Computer Opponent by carefully scripting the Scenario AI, sooner
or later multi-player games against other humans will provide
the only real challenge.
Playing against other human players is possible using a variety of
methods.
Real-time
Two player Real-time play is possible via two modes: a local area
network (LAN) where two computers are connected to each
other locally, and internet play where the two players can be
anywhere in the world and connect via the internet. Both types
of play use the TCP/IP protocol for connection, therefore the
steps to set up and play a game are basically identical.
LAN/Internet
CM:SF uses a peer-to-peer connection between the two players.
One player assumes the role of the host, while the other player
joins as client. The host first creates a new Battle by choosing
which scenario he wants to play, and from the Game Start
window selects the appropriate game type: 2 Player Internet/
LAN. On the next screen, CM:SF automatically detects and
lists all IP numbers associated with the host computer, as well
as which port will be used for the connection. It then waits for
the client player to join.
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Combat Mission
Note: Combat Mission Shock Force uses the UDP and TCP port 7023 for
all multiplayer games. If you are trying to HOST a TCP-IP game
make sure and open port 7023 for both UDP and TCP traffic.
Note that CM:SF lists ALL the IP addresses assigned to a system. If you
have multiple modems or network cards, it will list all IP addresses associated with those devices. What it cant do is tell you
which one is the correct IP address, because that depends on how
your system is configured. If you do not know the correct IP
address yourself, your opponent will have to try all of them to find
the correct one. Make a note of its place in the list, because even
if the IP address itself might change, the order in which the IPs
are listed should not.
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Turn-based
Two player turn-based play is possible via two modes - Hotseat,
where the two players play on the same computer and take
turns plotting their orders for each turn, and Play By Email
(PBEM), where the two players save and swap their turn files
via email.
Hotseat
Hotseat play is very similar to Turn-Based Single Player games.
Each player plots his commands and actions as he would in a
Single-Player game and, once done, exchanges the seat in front
of the computer with his opponent (hence the term hotseat),
who now does the same. This is repeated for each turn.
Email
Play by Email works exactly like Single-Player Turn-based play,
except that once a player completes their commands and actions, a special save game file is generated. The player emails
this file to their opponent who loads it on their end, executes
their commands, watches the results of the previous turn, then
saves a file and returns it to the first player.
Here is a more detailed explanation of the process:
1. You pick a Game and are prompted to create a password. This
creates Game file 01 which is stored as an Outgoing file. You
will find this file in CM:SF/Games File/Outgoing Email. You send
this to your partner
2. Your Partner gets the 01 file and saves it in his Incoming Email
Folder.
3. He starts game and finds file 01 the Saved Game portion of the
Opening menu.
4. Partner puts in password and a new file 02 will be generated to
be sent to you.
By saving and swapping these files via email, the players advance
the game from turn to turn at a pace that the players can
adjust to their liking. The gameplay itself, i.e. the Action Phase,
still takes place in real-time - just like in Turn-Based Single
Player mode.
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Combat Mission
Multi-player
For future modules of Combat Mission, additional multi-player features (i.e. more than 2 players) are already in the works,
including co-op play (i.e. several players can join the same
side and re-enact a real chain of command).
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Skill Levels
When you launch a new battle, you can set the skill level, which
adjusts the overall difficulty of the game. Unlike other games,
the skill level does not simply give an artificial bonus to the
computer opponent, but instead has an influence on core game
mechanics. The following section describes the differences between the different levels. Only the differences from the previous
lower level are described.
Basic Training
This is the easiest setting. The following special rules apply:
- Friendly units are always spotted
- Spotting information is instantly shared among teams
(aka Borg Spotting)
- Troops suffer slightly fewer casualties and are less
likely to panic
- Treatment of wounded soldiers (buddy aid) is
extremely fast
- Artillery and air support arrives extremely fast
- Enemy units, once spotted, are always fully identified
- The life/death status of enemy vehicles is displayed
immediately
- Enemy weapons and suppression are displayed
- You can hear the voices of unspotted enemies
Veteran
Most people familiar with the Combat Mission game system will
prefer this setting. It is a fair balance between realism and fun,
that does not burden the player with unnecessary details or
long waiting times. The following special rules apply:
- Friendly units are always spotted
- Enemies, once spotted, are not always immediately
identified and can appear as generic Enemy contacts
(but less often than at Elite level)
- Spotting information is distributed among teams
using the standard Command & Control rules (See
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Combat Mission
Elite
Elite is similar to the Veteran setting but introduces more realistic
time delays for a number of tasks and events. Hardcore players will favor this setting. The following special rules apply:
- Enemies appear as generic Enemy contacts until
they are positively identified by your forces on the
battlefield
- Treating wounded soldiers takes a realistic amount of
time
- Artillery and air support take a realistic amount of
time to arrive
Iron
Iron is an optional setting that goes even one step further than
Elite, and introduces special restrictions on what the player
can do and when. While even more realistic than the other
settings, this option introduces a number of interface limitations which might put off the casual player, so it is strictly an
optional choice.
- Friendly units need to be spotted just like enemy
units. If you have a friendly unit not in line of sight or
in contact with another friendly unit, then the only way
to find this unit is by either re-establishing contact with
another friendly unit or by clicking through the chain of
command in the game interface, jumping from unit to
unit.
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Combat Mission
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45
+0 - average
-1 - below average
-2 - poor
5. Rank - the rank insignia of the highest-ranking leader of the
unit. This does not change within a battle - even if the leader
becomes a casualty and the next highest ranking member assumes the leadership role.
6. Branch of Service - shows which Branch of Service the unit
belongs to.
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Combat Mission
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Combat Mission
Dead soldiers (brown soldier base) can also receive Buddy Aid
(by moving a friendly soldier close to the location), but all it
does is reclaim their ammo and weapons, if possible. Aid to
dead soldiers is pretty quick.
Many Soldiers have a special ability due to training and/or weapon
assignment. These Specialties (MOS in US Military language)
are represented in iconic form next to the Soldiers Weapon
(see the Icons chapter). The main purpose of this icon is to
inform the player what the particular Soldier is specifically supposed to do. For example, drive a vehicle, command a Team,
use AT weapons, etc. If a soldier without a specific MOS tries
to perform the same task, he is generally worse at doing it.
This is especially true for (but not limited to) firing antitank
rockets and missiles because soldiers who are not antitank
specialists receive an accuracy or guidance penalty (exception: secondary launchers like the M136/AT4 and the RPG-18
can be fired by anyone without penalty).
Details Panel
All units that are not Squads are simply referred to as Teams and
have up to seven Soldiers in the Team A column. In place of
columns B and C is the Details Panel, which is where special
information about the Team is shown. There are three different types of Details Panels based on Team type: Vehicle, HQ,
and Heavy Weapon.
The layout for each Detail Panel is essentially the same with Profile, Stats, and Reports sub sections. The Profile shows a
silhouette unique to that unit, the Stats give some indication
as to what the unit is capable of, and Reports give details relevant to the Teams specialized purpose. Reports are tabbed
and can be accessed one at a time. CM:SF remembers which
Report was last in view so the next time you select a unit of
that type, the same Report shows up by default. The following
sections briefly describe the unique features shown for each
unit type.
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Profile
Designation - lower left. Military designation for Vehicles and
HW (e.g. M3A2, M240B, etc.). For HW, it is usually a generic
name describing the type or function, such as MMG, Sniper,
etc. For HQs, it is usually the Formation Name (e.g. 1st PLT, B
CO, etc.)
Purpose - lower right. Shows the player the purpose of that particular unit. Commonly used designations include IFV, ATGM,
MMG, etc. For HQs, its PLT HQ, CO HQ, etc.
HQ Button - when a Vehicle or HW is also a HQ, a button appears
which toggles the HQ Reports on or off instead of the units
Vehicle or HQ Reports.
Silhouette - an illustration of what the unit is. For HW this
image will change depending on if it is Deployed or not.
Crew Positions - a grey dot for each designated crew position, a
blue dot for each occupied position, and a gray dot with a black
center for WIA.
Passenger Positions - works the same as Crew Positions, but
uses a green dot instead of blue to represent an occupied position.
Vehicle Name - lower left. The common name of the vehicle, if
any (e.g. Abrams, Bradley, etc.). Left blank for HQs and HWs.
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Combat Mission
Stats
Vehicles - Weight, Speed, Power-to-weight ratio, Offroad ability,
Turning ability
Heavy Weapons - Caliber, Setup Time, Speed, Minimum and /or
Maximum ranges
HQs - Personnel, Experience, Condition, Morale, Suppression
Reports
Ammo Report - available for Vehicles, HQs, and HWs. Displays
the amount of ammo of each type assigned to that unit.
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Combat Mission
Command Panel
The Command Panel is a highly interactive area that allows the
player to issue Commands to units, to select from various Menu
options, and to control the speed of the game. The various
component pieces are broken up logically so they can be accessed quickly. The components are numbered according to
this picture of the Command Panel:
1. Instant Commands - allow one click change in unit behavior.
The left button tells the unit to HALT and retain its Commands.
Clicking on the button again tells the unit to RESUME. The
middle button instructs the unit to CANCEL all its Commands
and to do nothing for the moment. The right button tells the
unit to EVADE by abandoning its current Commands and seeking immediate cover and perhaps popping smoke. Although
units can Evade on their own initiative, sometimes they try too
hard to stick to their Commands and need to be redirected
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53
without further delay. Instant Commands work in both RealTime and We-Go styles of play.
2. Command Modes - determines which type of Commands are
being used; Movement, Combat, Special and Administrative.
When selected, the name of the Command Mode is displayed
along the bottom and the appropriate Command Buttons are
shown in the Button Screen.
Menu Options
The Menu Options Panel contains a total of seven buttons, explained below. The Panel is accessed by clicking on the Menu
button. Clicking again exits Menu Mode and resumes regular
Command Mode for the Panel.
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Combat Mission
Command Interface
Units are controlled by issuing Commands. The Command Panel
is the primary method for viewing and issuing Commands. All
Commands are grouped into one of four conceptually similar
Command Modes:
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Number Pad
Each key on the Number Pad is hard-wired to the Command
Button that is in the same relative position in the currently
active Command Panel. For example, with the Move Command
Panel open, the top row of Commands (from left to right - Fast,
Quick, Move) corresponds to the keys 7, 8, and 9. You can
switch Command Panels to access other Commands with the /
and * buttons.
Keyboard
You can use the keyboard to issue Commands via Hotkeys. You
can customize the hotkeys to your liking and either use a hotkey for each individual command (Direct access) which
eliminates the need to bring up the required Command Panel
first, or use the Default Keys (Relative access). You can access
Command Panels directly with the F5-F8 function keys.
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Combat Mission
Mouse
You can use your mouse to operate the Command Panel in the
Game Interface directly. Simply click on the corresponding
buttons to switch Panels and issue Commands.
On-screen menu
A selectable Command Menu popup in the 3D area is also available. The onscreen list of available commands can be viewed
by selecting a unit and pressing the SPACE BAR. Simply click
on the desired Command and then follow normal procedures
for that Command (e.g. clicking a Waypoint or selecting an
enemy unit to Target). The menu can be dismissed with another press of the space bar or clicking the mouse anywhere
outside the menu.
Some Commands are modal, such as Deploy Weapon for Heavy
Weapons. These Commands remain lit up to show that the
unit is already performing that particular Command. Issuing
the Command again has the effect of telling the unit to cease
that action.
Units whose Morale State is Panic, Broken, or Routed are not capable of receiving any Commands. Units that are heavily
Suppressed (Pinned) may accept Commands but may not
necessarily act upon them right away.
Playback Interface
For Turn-based We-Go play, this interface is used to playback each
turns action. For other play styles such as Real Time, this panel
is only used to conclude the Setup Phase at the beginning of
each battle and launch the battle. The controls resemble those
of a regular VCR or CD player, and include:
-play/pause (toggle)
-skip to end
-rewind
-fast forward
The large red button in the middle of the Playback Interface is
used to advance from one phase to the next, i.e. ending the
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Setup Phase and starting the game in Real Time mode, or ending the Playback phase and starting the Command Phase of
the next turn. Below this is the elapsed game time expressed
in minutes.
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Combat Mission
With no unit selected, all icons are in their regular state. This
shows the player the combined information from all his units
as passed up the Chain of Command. By clicking on a friendly
unit, the following happens:
- the selected unit is highlighted in a bright unique color
- all friendly units within the same formation (e.g. units from
the same platoon) are highlighted
- enemy units which the selected unit can see are highlighted
- all other icons are dimmed
When an enemy unit is selected, the following happens:
- the enemy unit is highlighted in a bright unique color
- friendly units within LOS of the enemy unit are highlighted
- all other icons are dimmed
Some of the most immediate effects of this system are that units
with dimmed icons cannot be directly targeted by the selected
unit. The unit TacAI will continue to behave as if no enemy unit
was present. It will, for example, continue walking down a
road into a possible ambush, unaware of the threat.
The icons displayed are nation-specific and unit-type specific.
Normally, it is red diamonds for Syrians, blue circles for US.
The unit representations show the main type, such as tank,
infantry, vehicle, etc., using the silhouette of the most common unit for that nation. If play is Red on Red or Blue on Blue,
the colors and shapes remain the same but the black unit representations on the icons change because they are specific to
one nations equipment.
Most actions which are possible for the player to do by clicking on
a unit are also possible when clicking on the units icon instead. This is often easier since the unit icons are stacked
automatically for easier access. For example, when embarking
a vehicle you can click on the vehicle or on its icon.
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Commands
At the very core of the CM:SF tactical game lies its system of
Commands. Commands are the primary form of interaction
between the player and his virtual soldiers on the battlefield.
CM:SF uses a structured Commands system which emulates
most of the typical orders a squad of soldiers would give or
receive on a real battlefield.
Similar Commands are categorized into specific Command Groups.
The four main Command Groups are:
Move Commands - move units from A to B using various methods
Combat Commands - instructs the unit to use its weapons in some
controlled fashion
Special Commands - specific instructions that are nestled in between Move Commands
Admin Commands - similar to Specials, except specific to unit
organization
This structure is more than just for ease of reference. Each unit is
able to combine one command from each group and perform it
simultaneously. For example, a unit can conduct a Move and
Combat Command at the same time, while another might perform a Move and Special command. Not all commands can be
combined like this, but many can. Some commands, especially
certain Special and Admin Commands, might require full focus
by the unit until completed, while everything else is put on
hold.
Which commands are available to which unit, and at which time,
is highly dynamic. Suppression, fitness, unit cohesion, location, the units equipment, and the time of the battle can all
have an effect on what types of commands are available at
which time. Some commands might be grayed out, indicating
that theyre temporarily unavailable, while others might not
appear at all because theyre only available to a specific type
of unit, or only if a specific type of equipment is carried.
Just as in real life, your virtual soldiers are not robots and therefore will not mindlessly execute each and every order from
you. There are many situations - usually under heavy enemy
fire - in which soldiers may simply refuse to execute a Com-
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Combat Mission
mand you have given them, or may replace it with what they
consider more suitable. For example, you may give a unit a
Fast Move Command only to see it changed instantly to a Slow
Move Command because the soldiers feel hugging the ground
is the better way to stay alive. Units with or without orders will
also usually initiate evasive action on their own in the face of
extreme danger - for infantry this may including crawling to
cover, for vehicles it could mean popping smoke, rotating to
face the threat and retreating away from threats. This can happen if you ordered it or not, if you want it or not, as the unit is
simply concerned about its own survival at that moment. Keep
this in mind when you see that your Commands are not exactly working out as you think they should...
The following is a list of ALL available commands. Certain restrictions are mentioned, but not ALL possible combinations are
listed.
In addition to the above, a special category, Instant Commands,
is available. Instant commands do not appear in the usual Commands Panel, but have their own buttons at the left top of the
Commands Panel interface. These Instant Commands are
emergency commands, allowing a player to quickly instruct
a unit to PAUSE, CANCEL ALL, and EVADE. Obviously, this is
mainly useful for Real-Time play. Instant Commands are explained in more detail at the end of this chapter.
Move Commands
Move Commands include orders that usually have to do with getting a unit from point A to point B in a certain fashion. Movement
commands are generally issued by selecting the desired type
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You can issue several Move Commands (from the same type, e.g.
Move + Move; or different types, e.g. Move + Fast) one after
the other, generating a string of waypoints that the unit will
pass through one by one. There is no limit as to how many
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Combat Mission
Move
Infantry - This is the standard move from A to B command usually used in situations where enemy contact is not expected or
is unlikely. It is fairly slow, maintains unit cohesion, pretty good
all-round awareness (but no anticipation of imminent contact),
and is not tiring to infantry. Usually units that come under fire
while executing a Move Command stop or change their movement order and take evasive action, and there is a high chance
that they will return fire and look for cover.
Vehicles - this command means slow to medium speed and usually instructs the crew to unbutton to maintain good all-round
observation.
Restrictions - Move is not available when a vehicle has been
knocked out or immobilized (usually by a track, wheel or engine hit, but also if the crew has been incapacitated). For
infantry, move might not be available temporarily due to
wounded and incapacitated soldiers as well as excessive fatigue (in which case you have to let the soldiers rest a little)
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Quick
Infantry - soldiers move at a jog. This movement type slightly
emphasizes speed over cover, cohesion and awareness, but is
not a full-out run. It may lead to some bunching up, as its
more difficult for soldiers to remain in formation. More tiring
than Move but still sustainable for longer periods, at least for
fit soldiers.
Vehicles - this command means medium to fast speeds, and emphasizes arriving at the waypoint quickly over returning fire.
Restrictions - same as for Move, but fitness and fatigue play a
bigger role.
Example - this command is best used to shift positions quickly
when speed is important but when the area to move through is
covered and not under immediate enemy view and fire
Fast
Infantry - Fast Movement maximizes speed to get from one place
to another at the cost of fatigue, and also decreases awareness and spotting ability, especially to the sides and rear
(relative to the units movement direction). Fast makes the
unit less likely to return fire or to stop or change its movement
direction and objective. Keep in mind that this means that a
soldier running FAST will NOT stop to reload, either.
Vehicles - Fast means movement near the maximum speed possible for the terrain, and a decreased awareness of what is
happening around the vehicle.
Restrictions - Fast has the same availability restrictions as Move
(immobilization, fatigue, etc.), and, additionally, might be unavailable when certain components of a vehicle are damaged
(even if not fully destroyed), or for infantry units, when combat/equipment loads are excessive.
Example - use Fast to have a squad sprint across an open road
from one building to another, making sure that they do not
slow down to return fire. Use Fast to cross a stretch of open
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Combat Mission
Slow
Infantry - Slow is the equivalent of a Crawl command. Soldiers
move forward in the prone position, maximizing cover and concealment at the cost of speed and fatigue. Crawling is extremely
slow and very tiring and should only be used to move short
distances. Crawling soldiers are generally hard for the enemy
to spot (depending on terrain). Crawling soldiers tend to pause
and return fire at nearby/exposed enemy troops often, then
resume moving. After reaching the destination, soldiers who
move SLOW (i.e. crawl) will tend to keep their heads down for
a little while even if there is no incoming fire and no enemies
are spotted.
Vehicles - instructs the vehicle to move slowly, at walking speed.
Useful when coordinating vehicle movements with infantry.
Restrictions - same as for all Movement commands.
Example - crawling up the last meters towards a crest or edge of
a tree line helps maintain concealment. Slow vehicle movement makes the vehicle less likely to appear as a sound contact
to the enemy.
Hunt
Infantry - this command maximizes the units awareness for possible enemy contact. Soldiers advance slowly, weapons ready.
Upon seeing an enemy unit, the unit stops immediately. This is
a good command to use when enemy contact is imminent. In
combination with a Target Arc command, Hunt is restricted to
only the area within the arc, and ignores enemy units outside
the arc.
Note: when soldiers using HUNT get too tired, they stop and pause for
90 seconds before continuing to HUNT.
Vehicles - orders vehicles to advance slowly and observe the battlefield for enemy contacts. Upon spotting a threat, such as another
enemy vehicle or tank, the vehicle stops immediately. In combination with a Target Arc command, Hunt is restricted to only
the area within the arc, and ignores enemy units outside the
arc.
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Assault
This command is available for infantry squads only, and requires
a certain minimum headcount (in other words, you cannot use
assault if you only have two or three people active). It instructs the squad to conduct a so called leapfrog movement,
which is executed by splitting the squad into a movement element and a firing element. The moving element advances at
FAST speed (the same limitations apply as with the FAST command) while the firing element remains stationary and provides
covering fire. After the movement element stops (ending the
first leap), the roles switch, and the movement element (now
the firing element) provides covering fire while the firing element (now the moving element) advances, reaches and
overtakes the firing element, and arrives at the next leap.
This procedure repeats until the squad has reached its designated objective location.
Assault is usually executed in the face of enemy fire (usually from
the front) and is a good compromise of security and forward
movement while maintaining unit cohesion and limiting fatigue.
The disadvantages are that it is a fairly slow form of advance,
and that it requires a certain minimum unit experience to implement.
Restrictions - Since leapfrogging does not make much sense
with only a handful of soldiers, it requires a certain minimum
headcount. In CM:SF, only the US side is eligible to use Assault and does so with varying degrees of success The Syrian
side is not able to use this command due to a different TO&E
structure and doctrine.
Example - use Assault to cover open ground over long distance
while under enemy fire. Use Assault to clean out buildings (only
the assault team is exposed to ambushes)
Blast
This command enables an infantry unit with demo charges to blast
a manhole through a building wall, exterior or interior, as well
as through tall stone or brick walls, allowing units to pass
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Mark Mines
This command enables engineer units to detect and mark hidden
minefields so that other units are aware of them. Other units
can then move through the marked minefield, albeit slowly.
Mark Mines is a very slow movement command that takes the
units full attention and reduces awareness and returning fire.
Restrictions - only Engineers can mark mines.
Example - Marking mines under fire is suicidal unless you have
other forces suppressing the enemy or call for a large scale
smoke screen.
Reverse
Simple back up command, available only to vehicles. Instructs
the vehicle to drive backwards without changing its facing (e.g.
keeping its gun and stronger front armor forward towards the
enemy while retreating).
Restrictions - same as for all Movement commands.
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Combat Commands
Combat Commands usually have to do with firing ones weapons
at a designated target, be it an enemy unit or a general area
on the battlefield where enemy units are suspected or known
to hide (or to move to). Only one Combat Command can be
active at any one time, but it can be combined with commands
from other Groups (e.g. movement).
Note: In general, the player cannot determine which weapons exactly
are used. This choice is made by the squad/unit leader based on
the circumstances (range to target, ammo situation, suppression
and so forth).
Target
This is the standard fire command, instructing a unit to use all of
its available weapons to fire at the designated target. The target can be an enemy unit or a piece of terrain (area fire).
If the target is an enemy unit, the firing unit will fire only when
the enemy target is visible and hold fire (but maintain the target) when it is not. If the target is an area, the firing unit will
maintain a constant stream of outgoing fire at the selected
area.
Note: Area targets always snap to the underlying action grid in CM:SF
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Combat Mission
How much and what type of fire (small arms, main gun, anti-tank
missile, grenades) is outgoing depends on a number of factors, including the type of firing unit, the distance to the target,
target type, and the available ammunition. For smaller targets
further away, the firing unit will use aimed fire and single shots
or short bursts while it might switch to full auto at targets at
close range and when it has enough ammunition available.
Targets out of sight are usually displayed to the player through a
note hovering near the target mouse cursor. Notes can include
a plain out of sight message, or more detailed explanations
such as reverse slope - no target point. Usually, the target
will still be designated even if out of sight, but the unit will hold
fire until the target comes into sight.
Additionally, while the target command is being issued, the command line extending from the firing unit to the mouse cursor
assumes the function of a Line-of-Sight tool. Different shades
of blue and red indicate if a line of sight is free, obscured, or
blocked, and where it is blocked (the area out of sight is marked
with red). When placing a target command the color denotes
how strong the LOS is to the target. If the line to the target is
light blue the LOS is clear, part dark blue and part magenta if
its blocked, and gray if its mostly clear but not for every soldier in the squad/team.
Note: Virtually each bullet in CMSF is tracked from muzzle to target.
This applies to both small arms as well as heavy calibers. The
principle of what you see is what you get applies: if only part of
a vehicle is visible (e.g. behind a wall or partially concealed by a
slope in the terrain) then only that part can be hit by direct fire.
The only exception to this is that vehicles are NOT shielded by
hiding behind knocked-out armored vehicles (however, infantry
does gain cover in this situation).
Target Light
This is a variation of the Target command and works very much
the same, but at a reduced fire output. Usually it limits the
firing unit to use small arms and MG fire, while larger calibers,
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Target Arc
The Target Arc command orders the unit to only fire at enemies
within a certain target area. After selecting this command, the
player has to click on two points on the game map, and the
cone-shaped area between those two points represents the
designated target area. Any visible enemy units that are located inside this area, or that move into this area, will be fired
upon. Any enemy units outside of this target arc will be ignored (until self-preservation takes over and the Tactical AI
decides to override player orders; e.g. if an enemy unit suddenly pops up at extremely short range).
When placing a target arc, the distance in meters is displayed.
This Command is also useful to keep a units attention focused
on a specific part of the game map while it moves. If, for example, you want to keep a close eye on a bunch of buildings
(where you suspect enemy activity) while driving down a road,
you could assign a target arc to several units covering this
area. The target arc increases the chances that units will recognize and engage an enemy threat within the target area
quickly.
After placing an arc, the unit will rotate its main gun turret - if
available - to face the center of the designated target arc, to
minimize acquisition delays and maximize spotting abilities.
Infantry units will shift their facing accordingly.
Restrictions - You cannot mix Target/Target Light and Target Arc
commands. The AI will sometimes override Target Arcs in self-
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Clear Target
Instructs the currently selected unit to stop focusing on its designated target. A unit without a designated target is then free to
engage targets at will, or will follow other player-specified commands.
Restrictions - Clear Target is grayed out if the selected unit has
not currently designated a target.
Example - after area firing at a building and blowing a hole in the
wall, no further enemy contact is reported. We abort the area
fire command to allow the unit to focus on other targets at will.
Face
Infantry - issuing a Face command will cause the soldiers of the
unit to re-evaluate the cover provided by the surrounding terrain in relation to the facing the player has indicated, and, if
better cover is available, to move to that cover. For example,
the unit might move around a wall, or house corner, to face the
new direction while maximizing cover against fire coming from
that direction. You can issue a Face Command to a unit in motion as well. If you do so, then the last waypoint will be
automatically highlighted so the Face Command will apply to
that last waypoint, not the current position. You are also able
to manually select a waypoint (any waypoint, not just the last
one) and issue a Face order from there however.
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Special Commands
Special Commands include various special tasks not directly related to movement or firing weapons. Many Special Commands
deal with specific situations or specific equipment, and therefore are only available to a unit if those conditions are met or if
the equipment is available. Popping Smoke, for example, is
only possible if the unit has smoke grenades available. Likewise, Deploy Weapon is only an option if the unit carries a
heavy weapon which can (or has to be) deployed before firing.
Most Special Commands are exclusive, meaning that they are
the only command that can be executed at a given time, and
cannot be combined with other Command Groups.
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Combat Mission
Hide
Infantry - soldiers will generally go prone and hold fire and look
for nearby terrain offering good concealment, trying hard not
to get spotted.
Vehicles - vehicles will hold fire and not move, trying to keep a
low noise profile. Hiding vehicles that are struck by a projectile, or that spot an enemy vehicle targeting them, will
automatically un-hide.
Note: Hiding while facing an enemy takes a lot of nerve, and units might
decide to stop hiding if fired upon or if the enemy approaches
extremely close, depending on that units experience, morale and
leadership.
Example - we hide a Syrian RPG team to let the first few vehicles
and US infantry pass by before un-hiding and launching an
RPG at the side of an enemy tank
Deploy Weapon
Certain heavy weapons can be deployed before firing to increase
their chance of hitting or to increase their fire output, while
others cannot be fired at all before being properly deployed.
Deploy Weapon instructs the gunner of a heavy weapon (such
as a medium or heavy machinegun, a mortar, a recoilless rifle,
an ATGM, or other heavy equipment) to deploy his weapon on
the appropriate mount, while one or more other soldiers of the
same unit are designated as loaders and/or security or lookouts.
Some weapons, such as, for example, medium machineguns, can
be fired without first being deployed, but will suffer from decreased accuracy and a lower fire output. Other weapons, such
as mortars, cannot be fired at all if not properly deployed
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Example - we want to use a heavy machinegun to provide covering fire for an infantry assault. Finding a good position with
good field of view and field of fire, we issue the Deploy command to maximize that guns accuracy and fire output.
Dismount
Orders the passengers of a vehicle to leave the vehicle. This command is available to both passengers as well as the vehicle
itself. If you select a vehicle and issue the Dismount command,
ALL passengers will leave. If you select a Passenger unit and
issue the Dismount command, only that unit will disembark
and automatically take up a defensive position near the vehicle.
Note: For Passengers, Dismount is not the only way to leave the vehicle.
You can also select a passenger unit and issue one of the
available Movement Commands. The passenger unit will automatically dismount and then move to the designated waypoint on
foot. This is not possible for vehicle crews, since choosing a
Movement order while a vehicle is the active unit will order the
vehicle to move to the specified waypoint.
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Combat Mission
Bail Out
Available for vehicle crews only, this command instructs the crew
to leave the vehicle immediately and seek cover nearby.
Restrictions - none.
Example - to preserve the crew, we order them to Bail Out of an
immobilized tank with a damaged gun sitting in plain view of
enemy anti-tank weapons, since its only a matter of seconds
before the tank is going to blow up. Bail Out can also be used
to dismount the crew and use it for recon, since bailed out
crews can re-occupy the abandoned vehicle.
Acquire
The Acquire command allows an infantry unit to pick up equipment, weapons and ammunition from points where such goodies
are available. In CM:SF, this usually means from infantry carriers such as the Stryker and BMP-1, for example, which carry
additional equipment in storage compartments.
Note: Most notably, Stryker squads start the game by default WITHOUT
their allocated Javelin anti-tank missiles (in accordance to
standing Army procedures; these things are HEAVY and are going
to wear down your squad), so they have to Acquire them first at
the beginning of the game if you are expecting to face enemy
armor.
In order to use Acquire, the infantry unit has to enter the vehicle
first. A pop-up window lists all available equipment that the
unit is eligible to choose from. Clicking on an entry removes
the equipment or ammo from the list and places it into the
inventory of the passenger unit.
Restrictions - only active when the infantry unit is inside a valid
pickup area, such as inside a Stryker or BMP-1.
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Pop Smoke
This order is available for both infantry equipped with smoke hand
grenades as well as for vehicles equipped with smoke generators or smoke launchers. Pop Smoke instructs such units to
place a smoke screen around its current position. Pop Smoke
is used usually as a defensive command when the unit runs
into overwhelming resistance and is useful to spoil the enemys
aim (even if only for a few seconds) and therefore gain time to
get into a better and more secure position (or out of an ambush, for instance).
The duration and placement of the smoke screen depends on the
unit that is executing this order, as well as the weather and
wind conditions. Keep in mind that smoke drifts and dissipates
rather quickly under certain conditions, and can often become
as much of an obstacle to your own forces as to the enemy.
Offensive use of smoke (e.g. covering an advance) is usually
left to supporting artillery or air assets and not to the individual ground unit.
There are various different types of smoke grenades in the game,
from special IR-spectrum blocking smoke such as that carried
by most Strykers (which is recognizable by its brown color), to
simpler vision-blocking smoke only.
Restrictions - available only as long as unit has smoke grenades
available and the smoke launchers are not damaged.
Example - a Stryker platoon needs to dismount under fire. The
Strykers are ordered to pop a defensive smoke screen around
the dismount point, allowing the infantry to dismount and head
for cover, while spoiling the enemy aim.
Pause
Available for all unit types, this command instructs a unit to wait
before carrying on with further orders. Pause can have different states, and each click on the Pause Command Button scrolls
through the list of available options.
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Timed Pause - when you first select the Pause Command, an info
text appears next to the selected unit icon, saying Pause
00:15. This means that the unit is going to wait in place (but
will continue firing, if applicable) for 15 seconds before continuing with any other orders. Each further click adds 15 seconds
to the timed pause, for a maximum amount of 1:30 min (the
longest selectable time for timed pause).
Pause - The next click sets the Pause Command to a Pause for
further orders status. This is identical to the Pause used for
Instant Commands, and is additionally indicated by an activated Instant Pause button. The unit will stay in place until
the player clicks the Instant Command Pause button again,
after which the unit will resume any pending commands.
Un-Pause - The next click resets the cycle and clears the Pause
command. At this setting, the unit is not going to pause.
Restrictions - none.
Example - if you want to time it so that one squad crosses a road,
using FAST, at a time, you can issue FAST commands to all
squads in the platoon in advance, and assign each a different
time delay using the Pause command. So, you could have 1st
Squad break and cross the street immediately, then Squad 2
thirty seconds later, then Squad 3 after 1 minute, for example.
Open Up
Available for both vehicles and passengers. Open-up is a toggle.
When activated (highlighted), it instructs the vehicle passengers or crew to open all available hatches. If the vehicle has
none available, nothing happens. When de-activated, it tells
the crew or passengers to close all hatches.
Restrictions - available only for vehicles and passengers.
Example - fighting from an open hatch increases the field of view
and battlefield awareness of a vehicle crew tremendously, and
even allows passengers to use personal weapons, but it can be
very dangerous and lead to casualties, especially if the enemy
returns fire from close distance. Use this command to switch
between situational awareness and added protection, as the
situation demands.
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Administrative Commands
Administrative commands deal with the organization of squads,
teams and crews.
Split Teams
Evenly (more or less) splits a squad into two teams. The Tactical
AI tries to keep both teams at roughly the same strength and
also distribute special weapons evenly, thereby effectively creating two independent maneuver elements. Splitting teams is
often advisable when fighting in urban terrain so as to avoid
bunching up of soldiers into too small of an area, where they
all can be taken out by a single well-placed hand grenade.
Split teams (including the assault and anti-tank detachments created by the two commands explained further below) belonging
to the same parent squad automatically re-join when stationary within a few meters next to each other, and form a single
squad-sized unit again without requiring the player to give
another order. So if you want to split a squad into teams, make
sure that you separate the teams shortly after splitting them,
or they will reform into a single unit.
Restrictions - not available if the headcount of a given squad is
too small.
Example - we want to send a recon element forward to see if
there is an enemy ambush. Splitting the squad minimizes casualties from first contact.
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Assault Team
Splits a squad into two independent teams - a heavily armed security element that usually retains all heavy weapons (such as
machineguns and rockets), and a maneuver element with small
arms and automatic weapons, handgrenades and other equipment useful for close quarters battle. The game automatically
tries to include the soldiers with applicable Specialties (MOS) such as Machinegunner or Sniper - into the correct Teams for
their task.
Restrictions - same as for Split Teams.
Example - we want to clean out a building suspected to be occupied by the enemy. Sending forward the maneuver element
with light automatic weapons, while keeping the heavy equipment back with the security element, reduces possible casualties
from first contact and provides security for the moving team.
Anti-Tank Team
Orders the squad to detach an Anti-Tank element, usually consisting of two or more soldiers (including any soldiers with an
Anti-Tank Specialty, if available) armed with the best anti-tank
weapon(s) that the unit has at its disposal.
Restrictions - only available if the squad/unit has anti-tank weaponry available.
Example - we split out a two-man RPG team from the main squad
and place it in a different location, issuing a Hide command to
them to wait for a good shot, while the rest of the squad engages and distracts the enemy by fire.
Instant Commands
Instant commands are mainly used for emergencies, when you
need to quickly intervene to prevent a unit from getting into
trouble (or to get out of trouble quickly). These commands
allow the player to initiate three pre-defined procedures with
one click, which, during emergencies, is often about all the
time one has. These commands simulate actions soldiers would
normally take by themselves on the battlefield when finding
themselves in a tight situation.
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PAUSE - instructs the unit to temporarily halt all active orders and
wait. This is the equivalent of yelling Halt. This button is a
toggle, and by pressing it again, the unit is ordered to resume
what it was doing. This is the equivalent of yelling Carry on!
CANCEL ALL - deletes ALL active commands for the unit instantly.
If you have plotted a long chain of waypoints, this command
allows you to delete all of them with one click without having
to delete each waypoint one by one. This is the equivalent of
yelling Stop over the radio.
EVADE - deletes all active commands and instructs the unit to
take immediate evasive action. This may include moving to
cover as well as popping smoke, if available. This is the equivalent of yelling take cover over radio.
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Combat Mission
There are two primary components of C2: communication methods and control procedures. Each is enhanced by the other,
and each is degraded by the other. In practical terms, this
means a break in communications reduces the ability for the
force to function properly, but good communications dont
matter if the commanders cant leverage the information to
achieve an advantage.
As a general rule, US forces have excellent communications equipment and procedures. There is a lot of redundancy, which
makes it harder for US units to lose C2. The Syrians, on the
other hand, generally have poor-quality equipment, rigid procedures, and very little of both. Their C2 is considered brittle
even when it is functioning, since it starts out on shaky ground
and can only possibly get worse as the battle progresses. This
gives the US an inherent advantage, or force multiplier in US
military speak, since it allows fewer troops to do more things
over a wider area, faster, and with greater unity of purpose
compared to the Syrians. This should not be surprising since
the US military has spent many billions of dollars over many
decades to achieve this advantage.
C2 methods are divided up into three different groups and displayed in the Unit Info Panel:
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Maintaining C2 Links
The more types of C2 links units have, the better chance they
have of maintaining connections. Just remember that not all
C2 methods are of equal quality. Range is quite important
because the farther away units are from each other the greater
the chance they will experience breaks in communications. The
inherent fragility of the method is also important since some
are inherently more robust.
All units have the opportunity to establish Eye and Voice Contact,
but to do so means keeping units fairly close and in plain sight
(LOS) of each other. These are the most reliable, robust forms
of C2 possible. Unfortunately, from a tactical standpoint, having units bunched up is generally not a good idea, nor is it
even necessarily physically possible. Radio Contact is the most
basic technological means of overcoming these problems, however, radios are tricky things to operate effectively as distances
increase, and good radios are quite expensive. As a result, the
Syrians have few radios at their disposal, while the US have
one for every unit. If these methods fail, either due to distance or interference, the Syrians are out of luck, since they
dont have a backup system. The US forces, on the other
hand, have two very powerful tools at their disposal: the FBCB2
and the RPDA.
The vehicle mounted FBCB2 system is connected, via satellite, to
a central computer system that takes input from all the other
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Combat Mission
Information Sharing
The better organized and connected a force is, the better able it is
to communicate critical pieces of information between units.
Though it is not obvious to the player that the information
itself is moved around, the results of it are. There are three
primary benefits of good organization and communication;
spotting of enemy units, calling for support, and maintaining
discipline.
One of the most important aspects of Combat Mission is its system of revealing information about enemy units, such as
position, type, and actions. Unlike most other games, CM:SF
uses what we call Relative Spotting instead of Absolute Spotting. In an Absolute Spotting system, when an individual
friendly unit senses something, that information is instantly,
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and perfectly, available to all units on its side. It doesnt matter where the other units are or what sorts of communications
capabilities they have. Relative Spotting, on the other hand,
keeps the units sensed information from moving to other
units unless there is some way of communicating it to them.
In other words, when you click on a unit in CM:SF you get to
see what it sees relative to what it knows. If the unit is isolated from the Chain of Command it wouldnt be able to target
something it didnt spot itself, for example.
Good quality C2 between the right units becomes of paramount
importance when Air or Artillery Support are required. Not all
units are equally capable, or even able, to direct such fire missions. Picture that critical unit, with the ability to possibly change
the course of the battle, cut off from the Chain of Command.
How can it call in Support if it cant communicate with anybody? Well, it cant! For the Syrians this is a particularly
serious concern since the centralized nature of their Artillery
Support means very few units are allowed to even request
Artillery in the first place. Unit placement and maintenance of
C2, therefore, becomes an overriding priority when such assets are available for use.
The US forces have it much easier since C2 is usually available
and any unit can direct Artillery and Air to some extent. The
limitation comes into play with the type of mission being requested or how quickly the mission is needed. Some units can
get the job done faster and more accurately than others, which
means paying attention to placement and C2 of important units
such as the JTAC team.
Lastly, maintaining C2 is important for keeping unit cohesion intact. Units tend to get jumpy when they dont know what the
friendly units around them are up to, or where their superiors
are, or what the enemy might be trying to do at that moment.
Without C2, the imagination can run a bit wild, so to speak,
and the unit may be imagining the worst scenario. Perhaps all
its buddies withdrew and forgot to tell it to pull back? Maybe
the HQ was wiped out and nobody higher up knows about those
tanks coming down the road, and therefore no help is on the
way? Well-disciplined units hold up better under these circumstances, of course, but every unit has its breaking point. If it
has contact with its fellow forces and feels supported, things
are less stressful.
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Combat Mission
Leaders
Every unit has someone in charge of its soldiers, though not necessarily the same type of Leader. Leaders provide units with,
what else... leadership. They help maintain internal discipline,
direct fire to be more effective, and keep contact with other
Leaders. The more Leaders you lose, the harder maintaining
C2 becomes.
Leadership influence takes the form of a Leadership Modifier represented in the Unit Info Panel. The better the modifier, the
more effective the Leader is in keeping things on the straight
and narrow. Note that the modifier values are +2, +1, 0, -1,
and -2. This means that a Leader can have no special effect on
Leadership (0 rating) or even a negative influence (-1 or -2).
Anybody that has ever served in the military, or studied it in
historical texts, knows that some people should never have
been put in charge of anything except washing dishes (and
you dont necessarily want to be the one eating from those
dishes). CM dutifully simulates these poor Leaders.
There are two types of dedicated Leaders; Unit Leader and Assistant Leader. A Unit Leader is a soldier who has the training
and rank to command the unit he is assigned to. A Unit Leader
is represented by two stars next to his weapon icon. The Assistant Leader has similar training and capabilities as the Unit
Leader, but is of a junior rank and may not have all the skills
necessary to command a unit over the long term. However, an
Assistant Leader generally has the same chance of being a
good Leader in a tactical fight, which is good because that is
exactly what hell have to do if the Unit Leader becomes a
casualty. Assistant Leaders are represented by a single star
icon next to their weapon icon.
Squad-type units usually have a Squad Leader (Unit Leader) in
charge of Team A, and an Assistant Squad Leader (Assistant
Leader) in charge of Team B. When Squads are split up, like
Weapons Squads normally are, this effectively means that the
command responsibilities are split up. If one Leader falls to
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fire, the other one will not take over his responsibilities, because they are assumed to be physically separate units when
split off as Teams.
When a battle starts, the name and rank displayed are that of the
units current senior Leader. Should that Leader fall in battle
the name and rank will change as the replacement assumes
command.
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Combat Mission
Requesting Support
The first step in making a Support Request is to select a unit to be
a Spotter, then clicking on either the Air or Artillery Support
button in the Unit Info Panel (keeping in mind that if a button
is dim Support is not available). Instantly the user interface
changes to include two new elements; the Support Roster and
Support Panel. The Support Roster shows all available Assets
while the Support Panel presents options for making a support
fire request.
Selecting a Spotter
The players first task is to identify which unit to give responsibility of both creating a Support Request and managing the
resulting Support Mission. Since not all units are equal in this
regard, here are some things to keep in mind when selecting a
Spotter:
Line of Sight (LOS) - quality LOS to the target area always
makes for more accurate and effective results
Unit Type - specialized observer teams and HQs are better than
the average combat unit
C2 Links - ideally the Spotter should show green connections to
all superior units
Stress Level - suppressed or shaky units dont make the best
Spotters
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Support Roster
The Support Roster displays all Support Assets available for the
current Battle, though only one type (Air or Artillery) at a time.
Each Asset is represented by a colored square with these pieces
of information:
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Combat Mission
Number of Tubes - count of how many guns are assigned (aircraft are always 1 per Asset)
Matchup - directly above the designation (to the right of the
number of tubes, if applicable) is a symbol representing how
well the Spotter and Support Asset are matched for each other.
There are five states with a thick green + as the best match,
thick red x for the worst. The better the match the more
efficient and effective the results will be.
Responsiveness - green/red dots showing how quickly the current unit can call in support from that Asset
Designation - military designation, two lines
Main Weapon - primary weapons, two lines
Mission Status - when an Asset is being used a line of text appears at the bottom of the Asset display. Receiving and
Preparing indicate the Asset has what it needs to fulfill the
mission and is setting up to carry it out. Artillery show Spotting when firing spotting rounds, Firing when firing for effect,
and Empty when all ammo has been expended. Aircraft display Attacking when actively engaging targets, Cant Locate
when its failed to find the target, Coming Around when it is
preparing for another run, and Landed when it is no longer
available. If you see Busy the Asset is being used by another
Spotter and cant be interfered with by the current unit. Use
the Go To Spotter button to switch to the unit directing that
Asset to make changes to the Mission.
Up to 5 Support Assets can be shown at one time, which is usually
more than enough! However, if more than 5 Assets are available in the Battle, then Left and Right shuffle buttons are
displayed to shuffle between the previous or next batch of 1-5
Assets. Clicking on an Asset in the Roster selects it and makes
it activate the Support Panel where some additional information about the Asset is shown. To see another Asset simply
click on it and it will swap in for the previous one. At this point
the player is not committed to do anything with the Asset
thereby allowing browsing without any sort of penalty.
Support Panel
Once a Spotter and an Asset are selected, the Support Panel is
activated and ready to turn a request for Support into reality:
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The selected Asset is shown on the right side of the Support Panel
and contains the same information as in the Support Roster.
Below it, however, is new information which shows the munition types and quantities available to that particular Asset. The
combination of the Asset Panel and the Ammo Panel represents all the information there is to see for that particular Asset.
The column of labeled buttons in the middle part of the Support
Panel are the means of communicating with the Asset. From
top to bottom the player clicks on a button, follows the instructions to make a selection, then moves on to the next button.
As Parameters are chosen they are displayed to the left in the
Parameters Screen. When the last Parameter is set the player
is prompted to Confirm the Support Request. This is the
players last chance to back out of a Request without penalty,
for once Confirmed the Request is off to the Asset for processing.
Depending on conditions, it can take a few minutes or many minutes for the resulting Support Mission to commence. If the C2
Link is broken at the wrong time during this process it can
temporarily delay the Mission from continuing. If there is an
extended lack of communication between Spotter and Asset
the Mission will probably be cancelled.
The estimated delivery time in the Fire Support Mission Request
display initially shows the best possible time (usually what you'd
get with a standard mission). If a mission type other than
"standard" is selected, the estimated delivery changes accordingly.
Starting from the point of Confirmation, the Spotter and Asset
communicate with each other to keep the mission on track.
These communications are heard by the player in the form of
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Combat Mission
radio traffic between the two. The exact things said depend on
if the Support Mission involves an Air or Artillery Asset, the
type of Mission, and what point the Mission is at. The most
important thing for the player to keep in mind is that each one
of these communications marks the start of the next phase of
the Missions execution. In this way the player can keep track
of how the Mission is progressing and what stage is next.
It may turn out to be too little too late, but there are two reasons
that CM will abort a Support mission on its own. The first happens if friendly fire is encountered and the friendlies have good
C2 to the Asset doing the firing. Basically, they will try to get
the Asset to cease fire even if the Spotter can not. The second
reason is if the Spotter is out of C2 long enough that the Asset
wonders if the Spotter is still able to direct fire. In that case it
might cease fire on its own simply because its a bad idea to
fire blind with no feedback. However, in both cases the player
is at the mercy of variables falling into place, so neither should
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Combat Mission
Area -one click for the center and one for the perimeter
Line - requires two clicks, one for each end of the line
Number - sets the portion of the Asset to use from 1 to the total
number in Asset (usually 2 or 3)
Mission - responsible for establishing initial Rate of Fire (ROF)
and sustained ROF:
Emergency - no spotting rounds, otherwise like Heavy (not
available for pre-planned artillery strikes)
Light - slow ROF, remaining at slow ROF
Medium - medium ROF, then going to sustained ROF
Heavy - max ROF, then going to heavy sustained ROF
Smoke - medium ROF, firing smoke ammunition to create a
smoke screen rather than explosive ammo to damage or destroy
the target
Duration - determines number of rounds to use per mission:
Quick - 2-4 rounds
Short - 6-12 rounds
Medium - 12-18 rounds
Long - 20-28 rounds
Maximum - exhausts ammo supply
Type - sets the munition mix based on the target type:
General - generic setting
Armor - weights towards anti-armor rounds
Personnel - weights in favor of airburst antipersonnel rounds
Delay - establishes when to start the support, prep time inclusive. The options are:
None - no extra delay
5 Min - sets for 5 minutes min
10 Min - sets for 10 minutes min
15 Min - sets for 15 minutes min
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Air Assets
The players interaction with Air Assets is similar to Artillery. The
differences between the two are explained below, otherwise it
should be assumed the same.
Since there is no conceivable way that the Syrians could manage
Air Support missions beyond the first few minutes of a conflict
(that is according to military intelligence estimates) the Syrian
side does not have access to Air Support in the game.
The player brings up the Air Support Roster by clicking on the Air
Support Button in the Interface. Any unit may request Air Support, however the Mission options and results will vary slightly
depending on the Air Support Skill level of that unit. The best
unit for this is the JTAC (Joint Tactical Air Control) team since it
has the highest degree of training and authority of any US
unit. FISTs (Fire Support Teams) and other trained Forward
Observer (FO) type units (HQs, dedicated FOs, etc.) will get
decent results. The remaining unit types can still call in Air
Support, though results may be suboptimal.
Like Artillery, each Air Asset has specific Munitions in specific quantities to use. Unlike Artillery, these dramatically affect the kinds
of missions the Air Asset can perform. An F-16, for example,
can be set up to do a small number of specialized bomb missions (like bunker busting) or outfitted to engage a dozen
armored vehicles. Same plane, entirely different capabilities.
A two word description found in the Air Asset Pane helps identify what its best use is:
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what the player has to deal with. Also, unlike Artillery Assets,
the number of planes is always 1 per Asset.
When the player selects an Air Asset in the Support Roster, it
appears in the Support Panel like so:
The Mission Parameters and Support Buttons reflect the Air Asset
options. Setting up a Mission is identical to Artillery, from a
user interface standpoint, but different in terms of what options are available and how the Mission is actually carried out.
Air Missions require LOS from the plane to the target, possibly
the identification of the target, estimate of the target size, and
possible customization of the Mission for the scope of the strike.
These factors determine if the Mission can be performed at all,
how many Attack Runs are made, and which Munitions are
used. For example, an F-16 wouldnt drop a 2500 lb bunker
buster on a Squad or truck, nor would it make three passes
dropping a 500 lb bomb each time.
If the Spotter has LOS to the target and is in communication with
the Air Asset, it can confirm the target destroyed, or request
that more runs are made if it isnt. If there is no communications link, or no LOS, then the Air Asset will have to make this
decision on its own.
Accuracy is determined in part by the type and quality of the
Spotter and his directions to the air unit. Basically the Spotter
increases the chance that a target will be seen and also hit.
This is particularly important at night. For example, a JTAC
with LOS to the target will more than likely get the Air Asset to
find and hit the right thing. A Squad without LOS to the target
will have to rely on the Air Asset finding the right target on its
own.
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Like Artillery, Air Assets have a chance of Auto Cancelling a Mission based on friendly fire risk. Unlike Artillery, this can
sometimes happen before even firing a shot. The chance of a
scrubbed Mission depends on the Spotter type, the quality of
LOS between Spotter and Target, as well as proximity to friendly
units.
Munitions
The most important component of a Munition isnt how big of a
boom it makes, though of course that is quite important. What
really counts most is how the Munition is guided to the target.
This fundamentally determines how likely it is that you will hit
whatever you are aiming at. CM:SFs Munitions are divided
into four broad categories:
Dumb (Mk 80 series, Hydra, and Cannon)
Laser (LGB, Hellfire)
GPS (JDAM)
Optical (Maverick, one type of SDB)
Each has its pluses and minuses expressed in terms of who can
call what, time, and accuracy. In general, GPS and Dumb
munitions are best used against stationary targets, Laser and
Optical against moving targets. In Combat Mission the game
takes this into account automatically so you dont have to be
bothered with micromanaging this.
Dumb is foolproof, but has a large degree of error for Mk 80 series
bombs and Hydra rockets, less error for Cannon. Laser is the
most accurate, but it requires constant lazing of the target
until the Munition strikes. If you dont have someone with a
laser designator (JTAC, FO, and FS3 equipped vehicles) keeping LOS on a target the entire time there will be problems.
Fortunately, they have a GPS guidance system as a backup in
case it cant find the laser scatter to home in on, so they are
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not less accurate than GPS and generally far better. GPS requires no constant LOS to the target since it is a fire and
forget weapon, however GPS is not as precise as laser and
therefore pinpoint hits are not a certainty. The one exception
to this is the new GBU-39 Small Diameter Bomb, which is just
about as accurate as laser guided. Generally the bombs are
big enough that close enough is good enough. Optically
guided munitions are fire and forget and theoretically as accurate as laser guided, however in reality they are more prone
to error if the target is moving and/or the air is thick with
things like smoke.
Note: Since the release of CM:SF the US has ceased using dumb bombs
for Close Air Support missions. Additionally, while it is true that
occasionally strafing runs are carried out by fixed wing aircraft,
such low flying and usage of self defense ammunition would likely
not occur in the sort of high threat environment CM:SF simulates
unless the plane is specifically designed for this mission.Therefore
as of Version 1.10 US fixed wing aircraft no longer use dumb
bombs or engage ground targets using its cannons (exceptions
AV-8B Harrier in the Marines Module, and Army A-10).
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Accuracy
10m CEP
10m CEP
5m CEP
1.2m CEP
1.2m CEP
110m CEP
1m CEP
10m CEP
110m CEP
1m CEP
10m CEP
110m CEP
1m CEP
10m CEP
30m CEP
1m CEP
1.5m CEP
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Spotters
Any US unit can call for Air Support, however not all units are
created equal. The training a Spotter has, its equipment, and
experience are all critically important to determining how long
a strike takes to set up and how accurate it will be. The types
of Spotters are classified as follows:
General (any unit that is not one of the other types)
Leader (has some degree of specialized training)
FIST/FO (is specifically trained in fire support, but does not
specialize in Air Support)
JTAC (specifically trained to direct Air Support)
Obviously the more someone is trained the more options are available to him, not to mention the confidence and speed of putting
in a support call. The type of Spotter is taken into consideration when the call is made and the Air Asset makes a decision
as to what Munition to use based on all the factors, including
the quality of the Spotter. Additionally, the Spotter may be
required to keep LOS on the target if possible. If not possible,
often the pilot can fill in, however a less optimal result is quite
likely. At the very least it slows down the delivery.
Target Tracking:
DUMB
LASER
GPS
OPTICAL
With LOS
Aim Point
Unit
Aim Point
Unit
Without LOS
Aim Point
Aim Point
Aim Point
Unit
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Laser
Aircraft
Aircraft
Either
Either
GPS
Neither
Neither
Neither
Neither
Optical
Munition
Munition
Munition
Munition
Equipment
The type of equipment available to the Spotter is also critical. A
JTAC in a Fire Support Vehicle has an advantage over a JTAC
sitting on a roof top with nothing but a set of binoculars. The
categories are:
Eyeball (no special equipment)
FBCB2 (found in nearly all US vehicles)
LLDR (portable laser designator in the hands of some FOs)
FS3 (this is the big boxy thing mounted on Stryker RV and
FSV, Bradley M7A3, and M707 Scout Humvee)
Eyeball is just someone determining all targeting information
based on eyes, map, and other low tech items. FBCB2 at
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least gives the spotter GPS coordinates relative to his own position can usually give fairly accurate GPS coordinates of the
target. Target information is also easier to transmit. LLDR
puts accurate laser light on the target and generates target
GPS coordinates, which have to be manually transmitted. FS3
is the best by far. It can put laser light on the target, identify
a units based on their unique heat signatures, get GPS coordinates of the target, track the target at ranges in excess of CMs
max map size, has a direct digital uplink to the aircraft to transmit all pertinent data, and it can do this in all weather, day or
night. An amazing piece of equipment that also has an equally
amazing price tag!
Environmental Considerations
Not all Munitions are equally adept at firing in all lighting, weather,
and atmospheric conditions. Some are best used in bright
daylight, others are at their best at night. Some are unaffected by all of these things, some are horribly affected. Here
is a rough idea of how conditions affect each type of Munition:
Weather Modifier
Dumb
Overcast
V Bad
Fog
V Bad
Rain
Bad
Smoke
Average
Clear
V Good
Laser
V Good
Bad
Bad
Good
V Good
GPS
V Good
V Good
V Good
V Good
V Good
Optical
Bad
V Bad
Bad
V Good
V Good
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Unconventional Warfare
The focus of CM:SF is primarily on conventional warfare, between
organized military forces, in a new future setting. However, in
the theater we chose (the Middle East) there is close to 0%
chance that a conflict would be purely conventional. Therefore, for CM:SF to accurately portray a near future conventional
conflict in the Middle East it must also simulate unconventional
warfare to some extent.
Simulating unconventional forces (called Uncons for short) themselves is not very difficult for us to do as game designers. A
Human with a weapon is pretty much just like all other Humans with weapons. However, complications arise from specific
types of Uncons that are neither armed nor visibly different
from an average civilian.
Uncon Specialists (civilian dressed Uncons with no outward appearance of being armed) in real life blend in with the
non-combatants civilians until they are ready to strike. In a
sense this gives them a stealth capability that armed forces
dont have. Yet a direct portrayal of a civilian environment for
them to blend into requires simulating such things as cultural
habits, economic activity, traffic patterns, daily civilian activities, thousands of autonomous entities (i.e. people), etc. You
dont have to be a game designer grasp that this is actually
more work than the military side of the simulation! Even if it
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could be coded, most gamers we know dont have super computers so they wouldnt be able to run it anyway.
So what to do? The answer is simple abstraction! Instead of
attempting to simulate and display every detail of a Middle
Eastern village, town, or city, Combat Mission instead just simulates the ability for Uncon Specialists to avoid detection. Since
the effect is what matters in a game, an abstraction that produces the correct feel and outcome is good enough.
At the beginning of a battle all Uncon Specialist units are simulated as civilians to the US player. Meaning, the Syrian player
can theoretically move them about without the US player being able to spot them, even when in line of sight of US units,
since the Uncon Specialists look just like any other civilian.
The key part of this statement is in theory.
In the real world a civilian must act like a civilian in order to be
perceived as a civilian. When a civilian ceases to behave like a
civilian the opposing force might notice this and grow suspicious that all is not as it appears to be. Once the suspicion
level gets high enough the cover is blown and now the Uncon
is no longer protected by civilian anonymity. In game terms
this means the Uncon Specialist is now reviled to the US player
as an enemy unit and is treated just like any other military
target. In other words, the US player will get the green light to
fire at will against Uncon Specialists.
As in real life, the activities that raise suspicions most are movement and proximity to military forces. The more out of character
the movement is, and the closer it is, the greater the chance
that more suspicions are raised. The crucial game factors are
the terrain the Uncon Specialist moves over, the type of Movement Command used, and the proximity to US units. For
example, an Uncon Specialist crawling across the desert is highly
suspicious while one walking right down a densely populated
city street probably will go unspotted.
Obviously the more civilians present, the more difficult it is for the
other side to spot suspicious activity. Combat Mission simulates this by allowing scenario designers to specify the Civilian
Density to simulate how much cover the Uncon Specialists
should have. The Civilian Density is set by the scenario designer and shown as part of the Conditions Menu, accessible
during gameplay by clicking on the Menu button at the bottom
of the Command panel. The higher the density setting the less
likely the unit will be spotted before its too late. The type of
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Unconventional Forces
Fighters are regular soldiers, mercenaries and other types of irregular military personnel who operate in small groups and
use guerrilla tactics instead of conventional military method.
They can be well trained and motivated and occasionally have
access to fairly sophisticated and advanced equipment. Some
heavy weapons are mounted on civilian vehicles, otherwise
known as Technicals. Since they are armed and wear distinctive clothing, the Stealth rules do not apply to Fighters.
Combatants are civilians who pick up weapons and organize themselves in small groups, usually on short notice and in an ad-hoc
way. Combatants are usually only lightly armed and untrained,
though probably well motivated. Some heavy weapons are
mounted in civilian vehicles, otherwise known as Technicals.
Since they are always visibly armed, and sometimes carry special clothing, the Stealth rules do not apply to Combatants.
Specialists include several groups of special unconventional units
with unique features and tasks: Spies, Transports, IEDs (improvised explosive devices aka bombs), and VBIEDs (vehicle
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Specialists
Spies: instead of using weapons, Spies use their eyes and ears to
pick up information about enemy units and then relay it to
armed Uncons. Their primary goal is to remain undetected,
therefore remain largely stationary and in good cover. Once
revealed, a Spy simply disappears because he is no longer of
any use.
Transports: civilian vehicles used to quickly relocate groups of
unconventional units. The available units include Taxis, Sedans
and Pickups. There are literally hundreds of different civilian
models to choose from, but effectively there is not much difference between them and boil down to two types:
PICKUP (4x4)
Name: Toyota HiLux
Weight: 6000 lbs (2722 kg)
Power: 96 hp (72 kW)
Top speed: 90 mph (144 kph)
CAR (2x4)
Name: VAZ-21053
Weight: 2200 lbs (998 kg)
Power: 71 hp (53 kW)
Top speed: 93 mph (150 kph)
Price: $2,920 (thats for a new car!)
Technicals: the same type of pickup used as a Transport with a full
time heavy weapon mounted in back. Combat Mission includes
pickups armed with medium machineguns (PK/PKM), heavy
machineguns (DShK), and recoilless rifles (SPG-9). Although
very fast and mobile, Technicals have no armor protection at
all. Once spotted and taken under fire they are easily put out
of action.
IEDs: Improvised Explosive Devices (i.e. bombs). Three different
types, in various sizes, are simulated in the game. The size
determines the strength of the explosion and therefore ability
to cause damage and casualties. The different types determine reliability as well as the distance at which the triggerman
can be positioned.
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The Editor
CM:SF provides players with the same tools that were used to
create the stock battles and campaign, and allows them to
create their own maps and missions from scratch.
The Editor really combines four separate editors in one:
Mission Editor - settings needed to make a scenario, such as
weather variables, briefings, victory conditions and more
Map Editor - creates realistic 3D combat maps from scratch
Unit Editor - purchase, organize, and deploy units
AI Editor - tailors higher level parameters for the computer opponent to follow, such as unit behaviour, movement paths,
and more
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File Menu
Editor Selector
This pop-up menu displays all available Editors and main functions. The selection made here has direct influence on which
Options and Settings are shown, as well as the options available in the Toolbar and Display areas.
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Mission Editor
The Mission Editor defines the basic parameters and settings for a
given scenario. The various components are:
Description
Data
Mission (Blue and Red)
Parameters (Blue and Red)
Terrain Objectives (Blue and Red)
Unit Objectives (Blue and Red)
Description
When choosing which scenario to play the player can click on it in
the scenario list and see a brief overview to the right of the
screen. These details help the player determine which scenario to play without needing to load it. None of these settings
have any impact on the scenario itself. Just like any product
sitting on the shelf, the packaging simply informs the person
what is inside, nothing more than that.
Battle Type
Specifies the general nature of the battle and who is the attacker.
Depending on the nature of the scenarios storyline you may
wish to be vague, or even inaccurate, so you dont give away
surprises.
Assault, Attack, Probe, Meeting Engagement
Environment
This setting gives the player a rough idea of the nature of the area
being fought over. People specifically seeking an urban battle,
for example, will know right away that they want to skip over a
scenario that is taking place in a Forest.
City, Town, Village, Open, Rough, Forest, Hills
Daylight
Characterizes the average natural lighting conditions. The actual
lighting is determined by the time & day settings in the Data
section.
Dawn, Day, Dusk, Night
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Battle Size
The scenarios approximate size, from Tiny to Huge, gives players
an idea of the overall scope of the battle. Each scenario author
probably has a different idea of what Tiny or Huge is, but as a
guideline the amount of units involved as well as map size and
battle duration should be factored into the setting here. As a
general guideline, a Tiny battle involves platoon sized forces,
or smaller, for each side and a very small map. A Huge involves a force of several companies on each side and a very
large map. The rest fall somewhere in between.
Tine, Small, Medium, Large, Huge
Title
The scenario list is listing scenarios by the text entered here (i.e.
the scenario title). Titles should be short and to the point, but
catchy, too. When you playtest your game make sure the title
looks good in the list.
Description
A short one-line description of what players can expect to find
when they decide to play the battle. Be mindful that there is no
way to customize the text to match a particular sides perspective, so keep it generic. When you play your scenario you
should double check that all your text fits in the box.
Image
Each scenario can have, and should have, a small image file associated with it. Think of this as the slick marketing image found
on a packaged product. Make something exciting and dramatic, if possible, that gives the player a small idea of the
nature of the battle theyre contemplating to play. The file has
to be in BMP format and a maximum of 170 x 170 pixels in
size. Three buttons allow the scenario designer to:
Import a new image file
Export the existing image file
Clear the existing image file
Data
The Data section defines a number of parameters which, unlike
the Description section, do affect the inner workings of the
scenario. These settings control:
LENGTH OF BATTLE - the maximum duration of the scenario (in minutes)
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Note: Once imported you do not need to include the original files
anymore.
The three map images all have to be in BMP (Bitmap) format, but
each can have a different maximum size:
Strategic Map: 224 x 224 pixels
Operational Map: 702 x 224 pixels
Tactical Map: 952 x 350 pixels
Note: We recommend using the strategic overview map that ships with
the game in order to have some consistency. The map used for
the operational briefing map is publicly available online from
Wikipedias Syria entry. You can of course simply draw a tactical
map by hand, but another good approach is to take a top-down
screenshot of the actual map at least as the base; or even a
screen capture from the 2D editor map. If you decide to use real
maps, please keep in mind any potential copyright infringements
(maps are usually copyrighted just like books or photos).
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To designate a unit or formation as a scenario objective, you have to first assign it to a unit objective
group in the Unit Editor. To do that, simply select
the unit or formation and hold down the SHIFT key
while pressing a number key from F1-F7. The selected
units will then show a [U] next to its name followed
by the corresponding group number you pressed. In order to
remove a unit that is already part of a group, select that unit
and hold down SHIFT and press F8.
Once youve done this, go back to the Mission editor and select
the Unit Objectives Option. Click on one of the buttons for Unit
1 through Unit 7 to set the parameters for that group.
Note: keep in mind that only ENEMY units can be assigned as unit
objectives. For example, a Red unit assigned to Group 1 will be
tied to the Blue sides Group 1 objective, never to the Red sides
Group 1 objective.
Map Editor
The Map Editor is where you design your own maps from scratch
by painting the landscape in a 2-dimensional top-down view.
To see the results of your work in 3D, click on the Editor Selector, and select 3D preview from the pop-up menu. After
youve explored the 3D world, hit the ESC key to bring you
back to the Map Editor.
The Map Editor consists of three main tools: the Option Selector
on the left allows you to choose which features of the map to
edit; the Settings Selector allows you to choose a specific type/
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feature of the selected Option; and the Tool icons on top of the
screens allow you choose from several editing modes and
brushes and change the maps dimensions.
Ground #1
The basic set of available ground types. Dirt, Dirt Red, Hard, Hard
Red, Grass, Yellow Grass, Tall Grass, Tall Yellow Grass, Rocky,
Rocky Red and Sand.
Ground #2
Second set of possible ground types. Pavement 1 and 2, Gravel,
Dirt Lot, Grain, Mud, Marsh.
Brush
Brush terrain.
Foliage
Six types of trees and three types of large bushes.
Roads
A number of road types: Dirt Road, Gravel Road, Paved Road 1
and 2, and a multi-lane Highway.
Walls/Fences/Trenches
Various types of walls and fences (Stone, Tall Stone, Brick, Tall
Brick and Rural Stone), as well as trench lines.
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Buildings
A large selection of buildings, from 1 to 8 stories high as well as
rubbled. After selecting a type, you can then choose the footprint and orientation for each building individually.
Flavor Objects
Flavor Objects are small objects which add atmosphere and eye
candy to the scenery but have little or no impact on gameplay.
Options include: Street Lights, Telephone Poles, Drums, various Road Signs, and Sacks.
Craters
Allows to place various types and patterns of craters on the map
in clusters of 3, 7 or 15 small craters (L); 1, 2 or 4 medium
sized craters (M); 1 or 2 large craters (H), and 1 super-size
crater (S).
Elevation
By default the map is perfectly flat and all tiles are set to elevation
level 20. You can adjust elevation levels to be anywhere between 0 and 999. Each elevation change represents a height
difference of 1 meter.
CM:SFs approach to elevations might be conceptually difficult to
grasp at first (especially if you worked with the earlier CM editors in the past). However, once you get a feel for it youll
never want to use another elevation editor again! Instead of
setting the height of each individual tile, you simply draw
contour lines like you see on a topographical map. CM then
logically slopes the terrain between the contours so that the
transitions are smooth and natural looking.
The mechanics are quite simple. There are four different ways to
change the elevation of a tile and you can set multiple tiles to
the same height by keeping the left mouse button pressed as
you move the cursor around the map. No matter which method
you use, or how you use it, the results are the same. The tiles
clicked on turn black to signify that you have locked the particular tile to a specific height, which is displayed in white
numbers. All others remain in their natural state, showing
that they are unlocked. All locked tiles remain at the height
you specified, all the unlocked ones dynamically change their
heights to conform to the placement of new locked tiles. This
way you can specify a crest of a hill and the rest of the terrain
will smoothly come up to meet it instead you having to do it
manually.
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CLEAR unlocks a locked tile and adjusts nearby elevations automatically. For example, say you decided to flatten out a section
of map that you had previously made hilly. Just clear the locked
tiles and it will settle to whatever the surrounding terrain is set
to.
Elevation numbers are by default only visible in this mode. If you
want to see elevations in other map editing modes you can
press the E key on your keyboard, which places an elevation
overlay over the current 2D map display. Pressing E again removes the overlay.
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Landmarks
Identifying key terrain features in the Briefing helps the player
associate what he is tasked to do with where he is supposed to
do it. To help tie these things together you can place text
landmarks to indicate, specifically, where something is. For
example, identifying a prominent hill as Hill 586 and noting
in the Briefing what the player is supposed to do with Hill
586. To place a landmark, first click on the tile you want to
label. A pop-up window opens with a text field to enter the
name of the landmark. Note that this name is visible to both
players, so it is generally a bad idea to make the landmarks
too side specific if you intend on the scenario being playable
from both sides. If you find you dont like the landmark you
put down, or see that it is in the wrong place, click on it in the
2D map to select it and then choose Delete.
Note: if you want only one side to see a map label, use Objectives
instead (see Mission Editor as well as the Tips&Tricks section)
Setup Zones
Allows painting of up to three setup zones per nation, labeled
Blue 1, 2, 3 and Red 1, 2, 3 respectively. Zones are used to
restrict how much the player can customize his starting locations. For example, allowing the attacking player to set up in
the same spot as the defender would not be a good idea. Likewise, allowing the defender to put some snipers or AT teams in
the middle of the attackers assembly area isnt likely to win
you any friends from people who play as the attacker!
Setup zones do not have to be adjacent, meaning that you can
create one large zone, two or more independent zones, or even
sprinkle spots all over the map. Units located within a specific
zone during the Setup Phase of a battle can be moved to all
spots of that same zone number, no matter where they are. So
if you create two Zone 1 spots on the opposite ends of the
map, a unit can jump from one spot to the other without restrictions, as long as it is placed on a spot with the same zone
number.
Note: units placed by the scenario designer outside of a Setup Zone
during deployment cannot be moved at all by the player during
the Setup Phase.
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Map Toolbar
The Map toolbar at the top of the screen is always visible when
the 2D overview map is shown. The tools contained in the bar
allow you to quickly access four functions:
Object Rotation
Most objects which can be placed on the map, such as buildings,
road tiles, walls etc. can be rotated in one of four directions
before placing them on the map. The four arrow buttons indicate the currently selected direction.
You can also change the rotation by holding the CTRL key and
right-clicking (it doesnt matter where you click). Repeat this
until the rotation direction you want is selected (the current
selection is always indicated by a depressed button)
Paintbrush
The brush with which you can paint terrain/objects on the 2D
map is set to one of four sizes. The smallest size paints only
one terrain tile per click, while the biggest level paints a rectangle of 15 by 15 tiles per click. Left-click applies the currently
selected terrain to the area covered by the brush, right-click
removes it.
Note: not all objects are eligible for different brush sizes. Most terrain
types are, but for example Buildings or Flavor Objects are not.
Flavor Objects additionally can only be placed in 2D view but not
deleted by right-clicking (since they are not visible in 2D view).
You have to go to the 3D preview to deleted Flavor Objects.
Map Zoom
The 2D map can be set to any one of five different levels of magnification by clicking on the corresponding button. The left most
button is max zoom in, the right max zoom out. The middle
zoom level is the default. If the map view is zoomed in, then
the view will scroll when you move the cursor to the screen
edge.
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In order to adjust map sizes, you use one of the four buttons
available per box. Obviously the + buttons increase the size,
while the - buttons decrease map size. Each click increases the
map by 32 meters.
Note: by pressing and holding the SHIFT key while clicking on one of the
buttons, the increase (or decrease) is 160 meters.
What might be less obvious, but is logical once you think about it,
is that the placement of the buttons also indicates the direction into which (or from which) the map is increased (or
decreased).
You just have to consider which axis is being lengthened or shortened, and the +/- pairs are then formed to affect each end of
that axis.
The plus and minus on the left affect the west side of the map. So
pressing the plus on the left adds space to west. Similarly the
minus on the right removes space from east.
Here the plus and minus on top affect the northern border of the
map, while the plus and minus in the bottom do it for the
southern border.
Units Editor
The Units editor provides all the tools to create Order of Battles
for both Blue and Red sides. On the left is a list of options
arranged logically, from top to bottom, in the order generally
used to create an Order of Battle. First you purchase units for
a side, then you assign reinforcements, and lastly you deploy
those units in the 3D environment.
The main screen layout consists of two columns in the main display area. On the left is a list of all the Available Troops that
can be purchased for a specific Branch (sub category of a
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Purchase Units
All units are organized by Force type (e.g. US Army, Syrian Army,
etc.) and then secondarily to a specific Branch of that Force
(e.g. US Stryker BCT, Syrian Republican Guard, etc.). Force
options for a particular side are presented in icon form in the
middle of the left portion of the user interface. When you
select a Force a list of the available Branches appears below.
Selecting one of these shows what the Available Troops are for
that particular Branch. You are allowed to mix and match units
from Forces and Branches as much as you like, no matter how
unrealistic it may be in real life.
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Soft factors
Each unit has certain soft data that can be adjusted if desired.
Soft factors are those elements that are, more or less, variable
from unit to unit regardless of type. Most of these are related
to the soldiers themselves, not the equipment they have assigned to them. You can see what the soft factors are by clicking
on a unit or formation and looking at the popup options at the
bottom section of the screen.
When adjusting these factors try to put yourself into the boots of
the soldiers in the unit within the context of your scenarios
setting. For example, is the unit supposed to represent a dispirited bunch of farmers rounded up one day, given a gun the
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next, and put in the front the day after? Or is the unit a highly
trained, physically fit, ready for just about anything? Your
battles can go from boring to intensely interesting simply by
tweaking some of these settings so that they match a story of
what the battle is about.
EXPERIENCE determines the experience and training level of
the soldiers of the formation. Options include:
-
Green: draftees with little training and some combat experience or reservists with some training and no combat experience.
Green can also represent professional soldiers whose training
is substandard in comparison to another force.
Crack: exceptional soldiers with more than the average training and plenty of combat experience.
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typical Setting
For all of the above settings except Vehicle Status, the option
Typical is also available. This choice randomly sets the value
to be a typical value for the selected formation. When you
select a Reserve unit you generally get different results (often
only conscripts and green units with low leadership values)
compared to a Typical Guards Unit (mostly Regulars and Veterans with high Motivation). Typical is the default setting for all
options and is a good way for the scenario designer to get
some variety for his scenario without having to adjust each
and every unit individually.
Purchasing equipment
Most of the units in CM:SF have very specific equipment assigned
to them because, in real life, there isnt significant variation to
speak of. However, some types of equipment are more variable and therefore are assigned to units semi-randomly. This
section explains how you can exercise some control over CM
choices for those particular units.
BEFORE you purchase a formation you can change the Equipment
settings for either entire formations or for specific units. This
gives you some influence, more or less, over what CM picks for
the units that have variable equipment options (all others will
ignore your Equipment setting and go with their assigned equip-
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BAD
- M1A2 SEP
- M1A1 SA
- M1A2
- M1A1 HC
US Artillery
Company Mortar Section
GOOD ......................................... BAD
- M252 81mm Medium Mortar ......... - M224 60mm Light Mortar
Battalion Mortar Section
GOOD ......................................... BAD
- M120 120mm Heavy Mortar ......... - M252 81mm Medium Mortar
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BAD
- T-62 1975
- T-62 1972
- T-55 1974
Static Tank
GOOD
- T-55 1970
- T-54B
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- RPG-29
- RPG-7V
Uncon Fighter ATGM Team
GOOD
- AT-3B
- AT-3D
- AT-4C
- AT-14
Reinforcements
Up to seven groups of units per side can be designated as Reinforcements from the Available Units list, irrespective of their
parent formation. This allows the scenario designer to have
units enter the battle at some later (more or less) random
point in time. The units of each Group enter the map at the
same time, but the entry location is set individually for each
unit using the Deploy function. Staggering units can help with
early game unit congestion, enhance the plot of the scenario,
or simply space things out for varietys sake.
The first step is to assign units to one or more Groups by highlighting them in the Available Units column and pressing a key
on your keyboard from 1 to 7 (not on a NumPad!). This assigns
the unit(s) to the respective Reinforcement Group, and a small
[R] followed by the number of the assigned Group appears
next to its name. For example, [R1] means the unit is assigned to Reinforcement Group #1. To remove a unit from a
Group simply highlight it and press the 8 key and youll see the
designation go away.
Once you have at least one unit assigned to one Group you can
specify when it comes into the game. To do this click on the
Group you want in the list on the left side of the screen. For
each group, you can set the time of the earliest arrival, and
determine a random time span within which the arrival time
might deviate.
Arrival Span
Can be set to be Exact (no deviation, i.e. the unit will always
arrive exactly on the time set above) or a value between 5 and
30 minutes in 5 minute intervals. Specifying a time determines a +/- range modification of Earliest Arrival Time.
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Deploy Units
This feature switches you from the 2D Unit Editor to the 3D preview map so you can position the Available Units in the exact
spot, orientation, and stance you want. This applies to Reinforcements as well, no matter when they come into the game.
This allows you to do all sorts of things, such as putting units
into vehicles, deploying heavy weapons so they can fire immediately, etc.
If you created Setup Zones they are shown on the map. A unit in
a Setup Zone can be moved freely within that particular Zone
during a games Setup phase. Units placed outside of a Setup
Zone can not be moved at by the player until after the game
starts.
Note: pay extra attention to where Reinforcements are place in order to
avoid unrealistic situations, such as units suddenly appearing in
the middle of a field or a spot that is likely to be occupied by the
other side. It might be a good idea to have Reinforcements
appear in a place out of sight of enemy troops in order to allow
the other player a chance to move them before getting shot at.
Deployment Commands
During Deployment mode a limited number of Commands are
available for each unit type, mainly related to administrative
tasks.
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speaking it will never equal the insight the designer has without some very specific help. Therefore, think of the scripting
as the designer helping the AI understand what it needs to do,
where, and how.
AI Elements
There are four distinctly different concepts that create a decent
Computer Player.
Groups - a collection of units (up to 8 Groups per side)
Map Zones - areas of the map for Groups to focus on (up to 16
per Plan)
Orders - basic instruction sets for a Group (up to 16 per Plan)
Plans - overall coordination of Groups, Orders, and Zones (up to
5 Plans per side)
Units are assigned to Groups to concentrate on geographical Map
Zones using various Orders to direct their behavior. Plans
specify which Groups use what Map Zones with which Orders.
The Computer Player only ever uses one AI Plan for a scenario,
however it can use different Plans (if they exist) each time the
scenario is played.
Once a Computer Players Group reaches an Orders Map Zone, it
begins to look at the next Order (and associated Map Zone) if
one exists. The computer player decides when to move on to
the next Order by looking at two time points set by the author,
and the condition of its troops.
These concepts are identical for both Blue and Red sides, however the elements can be used in different ways in order to
simulate the different behavior patterns, doctrinal approaches
to combat, etc. of each sides simulated force. The importance
of each specific element varies from scenario to scenario, side
to side. However, generally a good Computer Player comes
from equal attention paid to all four elements.
A scenario can have a Computer Player for either or both Red and
Blue sides. However, if the designer did not specifically create
a Computer Player for a side the units for that side will simply
sit wherever they start out and do nothing. Therefore, the
scenario designer should make sure to mention in the briefing
that a scenario is supposed to be played from a specific side
only.
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Groups
A Group is a collection of units (squads, teams, and vehicles)
assigned to perform tasks together. Each Group acts independently of other Groups using Orders it receives from a Plan.
Because only there is only one Plan in use during a scenario
there is no risk of Groups getting contradictory instructions.
This means the designer must be quite sure of why various
units are in one Group and not another, because if there assignments arent sensible then the Orders are less likely to
produce desirable results.
All units are assigned to Group 1 unless specifically assigned to
Groups 2 through 8. To assign a unit to a Group simply go to
the Unit Editors Purchase Units option, select the unit or formation by clicking on it, then use F2-F8 keys to set the Group
number to 2-8. Units assigned to Groups 2-8 have their Group
number appear to the right of their name as [A2] through [A8].
To reassign a unit to a different Group, simply repeat the process with a different numbered F key. To have an assigned
unit return to Group 1, simply highlight it and hit F1.
Map Zone
Map Zones are painted on the map, much like a Setup Zone or
a victory Objective area. Each Order can have one, and only
one, Map Zone assigned to it. The shape and size can be as
regular or irregular, small or large, and you can even generate
separate discontinuous areas, but they are still considered part
of the same map zone. That doesnt mean it is necessarily a
good idea to make huge, crazy shaped Map Zones, just that it
is possible. Generally the more creative the Map Zones are,
the less likely Groups will behave as desired. Therefore, it is
usually better to break up larger concepts into smaller pieces
and assign different Groups to each with their own Orders and
Map Zones.
Note: Orders do NOT have to have Map Zones assigned with them. If no
Map Zone is defined, the unit will simply remain stationary while
executing the other options of an order (change in stance, change
floors, dismount).
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Orders
Each Order consists of a single instruction for a specific Group to
follow. The specified Map Zone is the destination and the Order represents the method to get there. This is an important
thing to fully grasp since doing the opposite, treating the Map
Zone as the start of the Order, will likely doom a Plan to failure.
There are a total of four pieces to each Order (not including
the Map Zone), except the first Setup Order, which only has
three (explained further below).
Order type
Dash basically this is an everyone run for the hills option that
should be used very rarely. Make sure that the distances are
fairly short or the units are vehicle only, otherwise they will
likely exhaust themselves before reaching the specified Map
Zone. It is also wise to make sure the Group isnt likely to fight
along the way since the units wont be predisposed to doing
that. Use Dash for things like getting units to move quickly
from one major source of cover to another at maximum speed,
such as across a dangerously exposed road or field.
Quick emphasizes speed over combat, but to a lesser extent
than dash. Units will attempt to get from A to B as quickly as
possible but not at all cost, and not at maximum speed. Units
may stop and return fire occasionally, but are generally unlikely to do so. Quick is useful when covering medium distances
that you want to cross quickly but without completely tiring
out the units, and when enemy contact is unlikely but not impossible.
Advance this is the happy medium between Dash and Max
Assault. This is generally the best Order to use when moving
from place to place and not specifically anticipating a big fight.
Units instructed to Advance decide what they should do, but
generally it is to keep moving after taking some shots at spotted enemy units.
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Setup Orders
The very first order of each plan is a Setup Order. It works exactly
as other orders with one big exception: the Map Zone for the
Setup Order defines the area where units begin the game, not
where they need to move to. As such, the Map Zone is NOT the
End Zone as for all other regular orders. Therefore, Setup Orders have no option for Order Type since the units do not
have to move anywhere.
Note: the AI does not break the rules. If you paint a Map Zone for a
Setup Order outside of a valid Red or Blue Setup Zone (as defined
in the Map Editor), the AI will never setup there. Therefore, make
sure that your Map Zone for Setup Orders for the AI plan matches
a valid Setup Zone in the Map Editor. To make this easier, Setup
Zones are always shown on the 2D map when you select a Setup
Order in the plan.
Occupy buildings
This option tells the unit which floor to occupy if it enters a building. If a unit is not inside a building, this option has no effect.
Stance
This option defines the basic behavior and combat posture of a
unit for a given Order.
Cautious shoot only when a clear target presents itself and
dont get too worked up when one does. This helps conserve
ammo and limits how much the Group makes its presence
known to the enemy.
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Combat Mission
Active shoot early and shoot often. This is generally the best
option when the Group is being tasked with assaulting a known
enemy position.
Ambush instructs the units to only open fire if the enemy closes
within a specific distance. Several distance options are available, from 75m to 1000m.
Hide just as it sounds! This instructs the Group to avoid doing
anything that might attract attention, such as moving or shooting. Units that get shot may return fire, but other units in the
Group will try to remain hidden.
Passenger status
This option tells infantry carrying vehicles and bunkers to Dismount its passengers or keep them Mounted. Keep in mind
that this option is activated BEFORE the designated Map zone
is reached! If you want to dismount after reaching a map zone,
you will need to create one Order for getting there mounted,
and then a second order (with or without a Map Zone) to dismount on location.
Note: There is no way to instruct the AI to Mount units once Dismounted
due to the complications of coordinating vehicles and infantry
(real life military units train for months to get this right!).
Practically speaking, it would be rare to see infantry units get into
and out of vehicles multiple times within the scope of a Combat
Mission battle, so it is less of limitation than it may initially appear
to be.
Plans
Plans are the glue that holds together Groups, Map Zones, and
Orders. They act as scripts for the AI to follow, but not in the
traditional FPS/RTS sense in which tactical behavior is tied to
trigger points, patrol routes, etc. Instead it is a set of behavioral instructions just like in a real military formation. For
example, the script doesnt say Tank 231 goes from this
point to this point and then tries to shoot here, rather it says
Tank 231 will try to move through this area and shoot at any
threats it sees. The actual tactical moves and decisions the
unit makes are left up to the TacAI, which means they are
context sensitive decisions.
When the player starts to play a scenario Combat Mission selects
one semi-randomly chosen Plan to be used for the duration of
the battle. This allows the Computer Player to be unpredict-
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139
3D Preview
The 3D Preview previews the battle in 3D mode, which can be
useful for spotting possible issues with terrain, elevations, or
the overall look of the map. It is also good for getting a feel for
how to set up the AIs Orders and Plans. Additionally, Preview
mode allows the direct manipulation and fine-tuning of certain
map aspects which cannot be accessed from the 2D Map Editor. This applies mainly to buildings and Flavor Objects.
Editing Buildings
In 2D mode you choose the basic building types and determine
their placement on the map. The actual look of the building is
determined randomly from a number of options specific to each
type of building. However, these automatically assigned attributes can be overridden and customized if desired.
For each side and each floor of each building the texture, number
of doors, and number of windows can be set. If the wall is
exposed it can have a balcony of one sort or another. The type
of roof can be changed as well, which not only changes the
look of the building quite dramatically, but it also determines
how much cover there is for soldiers occupying the roof.
One of the more interesting, and powerful, features is the ability
to completely remove walls by toggling through the window/
door layouts until the wall disappears. This allows adjacent
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Combat Mission
buildings to be combined into larger structures, such as a massive warehouse or L shaped house. Since individual walls on
individual floors can be removed, it is possible to have a building complex that is open on some levels and closed on others,
or 3 stories in one section and only 2 in another section. The
tactical possibilities created by this feature should not be overlooked!
In general, each of the following clicks and key+click combinations toggles through the available options for each building in
succession.
Single Wall
CTRL-CLICK on a side changes window/door layout for floor
CTRL-SHIFT-CLICK on a side adds balconies for that floor
Single Side
ALT-CTRL-CLICK on a side changes window/door layout
CTRL-SHIFT-CLICK on ground floor adds balconies
Entire Building
ALT-CLICK changes window/door frames for all four sides
SHIFT-CLICK changes the buildings texture for all four sides
CTRL-CLICK on roof changes shape/type of roof
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Baking Scenarios
The scenario designer can save his scenario file in a special format (.btb) that enables units to have pre-assigned Commands,
which normally is not possible to do. This feature allows a
battle to start up right in middle of a firefight, for example, or
to have a column of vehicles begin the scenario already in
motion. Thus the commands are baked into the file itself.
It is very important to note that Baked scenarios use a special file
format that can not be edited again. Therefore, it is advisable
to bake a scenario only after all edits are complete and to
always keep an un-baked (normal) version so you can make
changes to it later if need be. Its a good idea to give the unbaked version a different filename to avoid possible confusion
since file extensions are not always shown in Windows.
To Bake a file go to the Editor, then select Bake from the Editor
menu to select the scenario file to Bake. After a valid file is
selected CM automatically switches the Editor to Bake Mode,
which is similar to the 3D Preview mode. Unlike the normal 3D
Preview, Bake Mode shows both sides forces at the same time
and activates the Command menus. These are the same menus
available during Setup Phase when playing a scenario (except
that here you can do it for both sides simultaneously). Commands issued in Bake Mode are executed immediately at the
start of the game.
After issuing all commands the Baked file must be saved to disk
or the commands will be lost. Changes are saved in the same
way that you would create a save game in a regular scenario
call up the game Menu by clicking on the Menu button in the
Command panel and choose Save. When saved the file automatically appears in the Baked directory in Game Files folder.
Hit the ESC key to leave Bake Mode and return to the Editor.
Baked scenarios can be extra fun and exiting when the player
starts out a battle in the thick of things, such as a prepared
ambush or moving in a convoy. Baked scenarios are also useful if you want to prevent other people from editing your scenario
(e.g. for tournaments or simply to protect your own work).
The disadvantage of Baked scenarios is that they cannot be
edited and can not be used as part of a campaign.
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Making Campaigns
New Campaigns for Combat Mission are technically quite easy to
make, however since they require many custom made battles
it can be somewhat time consuming to put together because
each battle takes a fair amount of effort to make.
A Campaign is a semi-dynamic string of individual battles linked
together. Each battle for a Campaign is just like every other
scenario made in the Editor, save one major feature; a common pool of units imported from a central core units file.
This allows Combat Mission to track individual units from battle
to battle, which in turn allows the results of a previous battle
to have a direct effect on those that come later.
At the heart of a Campaign are two sorts of battles; primary and
branches. Primary battles are those that represent the optimal path from start to finish. If a player wins each battle these
are the only ones that are played. Branches are those battles
that the player is diverted to after failing to win the previous
battle. There is a great deal of flexibility as to how these features are used, enabling campaign designers to customize the
structure of a Campaign to conform to a particular plot. In
fact, the campaign doesnt have to branch at all if that is what
the designer wishes to do.
Note: in theory you can create loops in the branching structure, by
directing the player to a scenario he played previously, e.g. after
a loss. While this is possible, please keep in mind that any
damages and changes to the map from the previous fight are not
saved. This means destroyed buildings from the first time through
are magically rebuilt, craters filled in, burning vehicles removed,
etc. Therefore it might be a good idea to avoid such loops for the
most part.
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Combat Mission
Scenarios (Battles)
There is nothing inherently different between scenarios made for
a Campaign and those made for stand alone use. Maps, AIs,
Mission Parameters, etc. all have to be created just like any
other stand alone battle. The only significant difference is that
some (or all) of the units from one (or both) sides can be
imported into a scenario so that they carry through from battle
to battle. Also, it isnt necessary to make the small 170x170
picture that represents the scenario in the Battle selection dialog because it is ignored.
Importing units is quite easy. Create a new scenario in the Editor,
choose the Units Editor, and then select the Import Campaign
Units option. An open dialog appears so the Core Units File
can be located and selected. Once confirmed all the units in
the Core Units File are imported into the current scenario file.
The next step is to whittle down the Core Units to those needed
for the current battle only. Often this is a small subset of the
total units found in the Core Units File. Select the Purchase
Units option and look in the Activated Units column. All Core
Units are there with a notation that they are, indeed, Core
Units. To remove unwanted units simply do what is done for
any other scenario; select the unit, or formation, and select
the Delete button in the lower left corner. This toggles the unit
off so it wont appear in the battle at all. It can be toggled
back on at any time, like a normal scenario, by repeating
these steps. Additional, non-core, units can be purchases at
any time as in any other scenario.
From time to time changes may be made to the Core Units File
that require synchronization with existing Campaign battles.
This is generally an extremely easy and painless thing to do.
Just open up the scenario file and Import Campaign Units again.
Core Units already in the scenario retain almost all of their
customization, such as placement, Group assignments, Orders,
etc. Therefore, synchronizing with the Core Units File does not
wipe out hard work! What it does do is remove units no longer
in the Core Units File, imports newly added units, and updates
attributes (such as names, experience, etc.). The latter is
probably the only potential drawback of synchronizing since
customized settings like that must be redone.
Note: any formations completely removed from the Activated Troops list
in the scenario will reappear and must be deleted again (if that is
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Combat Mission
/*
Note the characters before and after this text. They allow designer to put in comments,
or notes, such as why something was done a certain way. Anything between these
characters is ignored by Combat Mission. Otherwise an error will occur when the
Campaign is compiled.
*/
// Alternatively two back slashes can be entered to create a comment. Theres no
functional difference between this method and the previous mentioned method.
/* Campaign Header*/
[PLAYER FORCE] blue
[HUMAN OPPONENT ALLOWED] no
20
40
70
80
[RED
[RED
[RED
[RED
10
10
50
60
REFIT %]
REPAIR VEHICLE %]
RESUPPLY %]
REST %]
/*Battle #2*/
[BATTLE NAME] My Second Little Battle
[WIN THRESHOLD] minor defeat
[NEXT BATTLE IF WIN]
[NEXT BATTLE IF LOSE]
[BLUE
[BLUE
[BLUE
[BLUE
[RED
[RED
[RED
[RED
REFIT %]
REPAIR VEHICLE %]
RESUPPLY %]
REST %]
REFIT %]
REPAIR VEHICLE %]
RESUPPLY %]
REST %]
Shock Force
// end campaign
// end campaign
20
40
70
80
10
10
50
60
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Compiling a Campaign
Unlike some games, a Combat Mission Campaign consists of a
single file (with the extension .CAM) that contains all the information the game needs to play a Campaign from start to finish.
The single file format ensures that it can be transported from
person to person without missing pieces. It also ensures that
players cant cheat by opening up individual battles in the Editor to peek or alter elements to make it easier to win. This
means the person making the Campaign must keep the individual battles or forever lose the ability to make changes to
the Campaign.
Compiling a Campaign is technically quite easy, however mistakes
made in the Script File are easy to make and that probably
means a couple of failed attempts are likely. Not to worry,
though, since Combat Mission gives useful feedback about what
the mistake is that is preventing a compile from happening.
Before starting, put all the files for the Campaign into a single
directory. The Core Units File doesnt have to be in the same
directory, though it does help keep things tidy. Once this is
done, do the following things in this order:
1. Enter the Editor
2. Load the Core Units File
3. Click on the Editor selection popup menu and choose Make
Campaign, which is the last option
4. A dialog comes up that gives some reminders of what is about
to happen.
5. When you click on Make Campaign an Open Dialog comes up
and asks for the Campaign Script File
6. Select the Campaign Script File and click Open.
7. If the Script File contains no errors a new file, with the .CAM,
extension appears in the Campaigns directory. The file name
is taken from the currently open scenario, which should be the
Core Units File.
Note: if there are errors a dialog pops up and says what the problem is.
Simply make the correction needed and repeat the steps above.
Since CM stops and reports the very first error it detects, each
error requires a fix and another compile attempt.
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Setup Zones
Quick Battle Maps MUST have valid Setup Zones for Red and Blue
sides. Without valid Setup Zones units of both sides will probably end up right on top of each other. Not fun!
AI Plans
Quick Battle Maps MUST have an AI plan for BOTH sides. You can
use more than one plan and you can use as many groups in
each plan as you like. The AI player will randomly assign units
into groups.
Note: Since nobody knows which units will be taking part in a given
Quick Battle it makes sense to create AI plans in a much more
generic way than for regular scenarios.
Victory conditions
Only terrain objectives are considered for determining victory conditions in a QB. All other objective types and parameters are
ignored. All terrain objectives are converted to OCCUPY objectives automatically. The code automatically adds an
enemy-casualty threshold victory goal for each side is added
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Terrain
The type of terrain you set for a map determines when it will be
available for a QB. If a player wants to play a city map QB, only
maps defined as city maps will be available for him.
Battle Type
Probe, Attack and Assault maps are selected for either of these
options is selected for a QB. Meeting Engagement maps are
only selected when the player chooses to play a Meeting Engagement scenario.
Mods
Two new Mod Tools (RezExplode and RezPack) are included in the
Mod Tools directory. Both programs work with ".brz" files, which
are "packed" data files containing the individual sounds and
graphics used by Combat Mission. For simplicity we'll refer to
the contents of a ".brz" file - the sounds and graphics - as
"resources". These contents are not normally visible, but can
be extracted using RezExplode.
RezExplode takes a ".brz" file and "explodes" it into its individual
resources (like ".wav" files for sounds and ".bmp" for graphics). These individual resources can then be edited or replaced
by you.
RezPack takes the resources that you have modded, and "packs"
them back into a single ".brz" file. This is not only convenient,
but allows users to (de)activate a "mod pack" easily by moving
a single ".brz" file into or out of the CMSF "Data" folder.
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Loading order
When Combat Mission starts up, it loads all the .brz files it finds in
the Data folder. However, it's possible that a given sound or
graphic (say, "tank texture.bmp") might be contained in more
than one .brz file, and the two files might be different despite
having the same name.
Combat Mission has a method to ensure that the "latest" version
of a sound or graphic is always the one used by the game: the
.brz file name that is LATER in alphabetical order is given priority. For example, if "tank texture.jpg" is contained in both "A.brz"
and "B.brz", the version contained in "B.brz" will be used, and
the one inside "A.brz" will be ignored. Similarly, "Version
101.brz" takes priority over "Version 100.brz" because it comes
later alphabetically.
As you explode the .brz files that come with the game, you'll
notice some duplicates of various texture graphics and such.
The reverse-alphabetical loading order allows later-version .brz
files to take priority over the earlier ones. This is important
because you want to make sure that your mods get priority
over the sounds and graphics that ship with the game. See
below for details.
Rezexplode
To access the contents of a .brz file, COPY it into the "input" folder
inside the RezExplode folder. Now run RezExplode by doubleclicking it.
There is no user interface. Just wait a few moments until an
"exploded" folder appears. Inside there you'll find the contents of the .brz file you just exploded. The files inside the
"exploded" folder are the ones you'll want to consider modding,
and later repacking using RezPack.
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Repack
When you've finished modding the sounds or graphics you want,
you can package them back up as a new .brz file. Copy your
modded files into the "input" folder inside the RezPack folder.
It's OK to copy nested folders here - RezPack will dig down into
the folder hierarchy to find all your modded files.
Run RezPack. There is no user interface. Wait a few moments
until a "packed.brz" file appears. You should rename this file
as you wish. It is ready to be moved into Combat Mission's
"Data" folder (see section below for details).
RezPack also creates a file called "log.txt" or "log error.txt". Inside this file you'll see some useful information. If the file is
called "log error.txt" it means that you accidentally packed two
or more resource files with the same name (inside different
nested folders) and the log file will list these "conflicts" at the
top of the file. You will likely want to remove all but one of the
conflicting files and run RezPack again. Also contained in the
log.txt file is a list of all the resource files you packed, and the
nested folder hierarchy (if any) they came from.
Mods in Action
Now that you've created your mods as .brz file(s), it's time to see
them work inside Combat Mission. Here is the easiest way to
be sure that your mod files get loading priority over the files
that ship standard with Combat Mission.
First, note that any enclosing folder names are included with file
names in the alphabetical priority comparison for loading. Now
go inside the Data folder and create a new folder called "Z".
Because "Z" comes after the names of the standard game files
("Version XXX") you are guaranteed that any mods you put
into the "Z" folder will be loaded and used by Combat Mission.
Second, note that among the .brz mod files you create and put
into this "Z" folder, the alphabetical rule still applies within that
folder. So if you have "MyMod1.brz" and "MyMod2.brz" files
both inside the "Z" folder, data from "MyMod2.brz" will take
priority over "MyMod1.brz" for any duplicate contents.
You may also place single *non-brz* files into the Data folder (like
individual WAV or BMP files). Combat Mission can recognize
individual BMP or WAV files even when not packed into a BRZ
file. This is not recommended when creating a "mod pack" for
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Important
Don't remove the "Version XXX.brz" files from the Data folder.
The loading-priority system will ensure that your mods are
used when present.
Don't monkey with the contents of Combat Mission's Data folder
while Combat Mission is running. To get a "clean" reload of
mods, quit Combat Mission, move the .brz files around as you
wish, then restart Combat Mission.
Mods you create and pack as .brz files do NOT have to replace (or
include) all the contents of whatever .brz files you originally
"exploded". You should RezPack ONLY the resources you
modded, and Combat Mission will locate the others in their
original .brz files.
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Eastern plateau
The entire eastern plateau region is intersected by a low chain of
mountains, the Jabal ar Ruwaq, the Jabal Abu Rujmayn, and
the Jabal Bishri, extending northeastward from the Jabal Al
Arab to the Euphrates River. South of these mountains lies a
barren desert region known as the Hamad. North of the Jabal
ar Ruwaq and east of the city of Homs is another barren area
known as the Homs Desert, which has a hard-packed dirt surface.
Northeast of the Euphrates River, which originates in the mountains of Turkey and flows diagonally across Syria into Iraq, is
the fertile Jazirah region that is watered by the tributaries of
the Euphrates. The area provides substantial cereal and cotton
crops while oil and natural gas production can be found in the
extreme northeastern portion of the Jazirah.
Water
The longest and most important river is the Euphrates, which represents more than 80 percent of Syrias water resources. Its
main left-bank tributaries, the Balikh and the Khabur, are both
major rivers and also rise in Turkey. The right-bank tributaries
of the Euphrates, however, are small seasonal streams called
wadis. Throughout the arid plateau region east of Damascus,
oases, streams, and a few interior rivers that empty into swamps
and small lakes provide water for local irrigation.
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Climate
The most striking feature of the climate is the contrast of sea and
desert. Between the humid Mediterranean coast and the arid
desert regions lies a semiarid steppe zone extending across
three-fourths of the country. In the northern coastal area, by
the Turkish mountain region, rainfall is fairly abundant. Most
of the rain falls between November and May with an annual
mean temperature range from 7.2 C in January to 26.6 C in
August. Farther south, rain-bearing clouds from the Mediterranean reach the area of Homs and, sometimes, the steppe
region east of that city. Still farther to the south, however, the
Anti-Lebanon Mountains bar the rains from the Mediterranean.
This area, which includes the capital city of Damascus, is part
of the semiarid climatic zone of the steppe, with precipitation
averaging less than 20 centimeters a year and experiences
temperatures from 4.4 C in January to 37.7 C in July and
August. The vicinity of the capital is, nevertheless, cultivable
because of irrigation from the Barada River by aqueducts built
during Roman times.
In the southeast, the humidity decreases and annual precipitation
falls below 10 centimeters. The scant rainfall is highly variable
from year to year, causing periodic droughts. In the barren
stony desert south temperatures in July often exceed 43.3 C
and sandstorms are common during February and May. North
of the desert ranges and east of the Al Ghab depression lie the
vast steppes of the plateau, where cloudless skies and high
daytime temperatures prevail during the summer. In contrast,
severe frosts are common from November to March. Precipitation averages 25 centimeters a year but falls below 20
centimeters in a large belt along the southern desert area. In
this belt, only the Euphrates and Khabur rivers provide sufficient water for settlement and cultivation.
Note: This article contains material from the Library of Congress Country
Studies, which are United States government publications in the
public domain. This article contains material from the CIA World
Factbook which, as a U.S. government publication, is in the public
domain.
Realistic maps
The highly detailed environment simulated in CM:SF is only as
good as the terrain played on. An eye for detail, and a bit of
creativity, can make all the difference between a boring en-
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Tactical considerations
Realistic looking terrain alone does not necessarily make for an
interesting battle. Terrain details that present the player with
intriguing tactical challenges is crucial. This should be kept in
mind when creating maps since even small features can have
a big impact on how a scenario plays out. There is plenty of
room for creativity even when recreating a real place, but there
is obviously far more freedom when creating a fictional map
from scratch. Through clever placement of hills, ravines, forests, impassable terrain such as marshes, towns and other
terrain features you can purposefully determine the best places
to advance, ambush, snipe, etc. These decisions, in turn,
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Flavor Objects
Flavor objects are the key to turning a map into a work of art. It
does take some time to get used to how to handle them, but
the time spent figuring out how to best use them is time well
spent. Some objects are easier to place randomly here and
there (rocks, stomps, etc.), many others call for precise spacing on their own (traffic lights, road signs, etc.) or in relation to
each other (telephone poles, street lamps, etc.). Others are
also important to position exactly in relation to other types of
terrain (ATMs next to walls, air conditioners on roofs, etc.).
The main point of difficulty is the fact that Flavor Objects are not
shown in the 2D map. This is because they are too detailed to
display in such a small amount of space. Therefore, when you
place an object in the 2D map you get no visual reference that
it is there. This can be somewhat confusing if youre trying to
place a series of objects or one in a very specific spot. And
thats why were letting you in on a couple of tricks!
Use objectives as temporary markers in both 2D and 3D maps.
From the mission menu, select the terrain objective tool.
Click on any one obj button in the sub menu. Make sure its
set to known to both, otherwise it wont load on the 3D map
preview. Now paint the map where you want the objects to line
up. When viewing the map in 3D youll see the terrain you
painted over highlighted. Use it to put manipulate the objects
and then wipe the objective clean when done.
To place objects in a very specific spot, use the objectives trick
again, but in a different way. Instead of painting a path, just
paint a single tile at a time. Say for example you want to put
a traffic light at a particular intersection. Just mark that one
tile and put the traffic light object there. Then switch over to
3D Preview and nudge it into the exact spot. Orientate it the
way you want by left clicking on it and thats that. When its
where you want it to be, go back to the 2D map and erase the
objective from that area so you wont be confused by it or
accidentally leave it in your completed scenario.
Some other useful tips to get the most out of flavor objects:
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try to avoid using the same object in the same location too
often. There is a vast variety of objects available, including
various sub-types from the same category, so use them. Seeing a dozen identical drums next to each other is going to look
odd.
If you do have to re-use the same object, make sure that you
rotate the objects at various angles. Even drums can be rotated to present a different part of its texture to the player
from any given camera position, helping to avoid repetitive
looks.
Even if you spend only one second thinking about why youre
placing the object where you are placing it is better then spending none. Putting one cardboard box in the middle of a road is
going to look odd in most cases. What is it doing out on the
street? Wouldnt it be better to add a few more and stack them
against a building wall?
Dense forests. Avoid the three-tree tiles unless they are truly
necessary.
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Fear not, though, as the options are quite logical and you do not
need to use all of them at once. In fact, it is advisable to start
with relatively simple objectives. Start with maps with one or
two simple terrain objectives and vary the Parameters to get a
feel for how it all balances out. Then make a couple of missions
entirely focused on Unit objectives to learn what works and
what doesnt. Only then should you consider mixing different
objective types within a single mission.
It might be very helpful to have a concrete idea of what the mission is about before you even start making the map. This helps
you focus on the editor tools you need and ignore those that
you dont. Remember, there are a ton of options available to
you, but they are all in fact optional. Dont feel that you have
to use everything in every scenario. In fact, that probably
isnt a good idea anyway since the lack of design focus will
likely show itself to the player.
In fact, really great missions are usually that way because they
do focus on a few objectives and therefore give the player a
crystal clear idea what is needed to win. If the player has to
first spend 15 minutes just trying to understand what hes supposed to do then the player will likely get it wrong, lose the
scenario, and be frustrated by the experience.
One really good way to present the player with a simple, yet precise, idea of what is expected of him is putting in a well worded
commanders intent in the Briefing. The military uses
commanders intent to explain things in plain language so
that subordinate commanders can think on their own and yet
still go about things the right way. Dont just tell the player
they have to get to x location by y time, tell them why. There
is an enemy column of tanks coming down the road and you
need to be in your ambush places on time or youll be caught
out in the open. If you manage to destroy some or all of the
enemy armor, fantastic. However, that is of secondary importance to holding your positions. In two short sentences the
player knows he needs to get into position quickly and to not
worry so much about destroying the enemy as preventing it
from advancing. With objectives to match, everything should
go well.
Adding secondary goals sparingly spices things up, sure enough.
However, be careful that the total number of victory points be
proportioned correctly so the main goals communicated to the
player are the ones with the most points assigned to them.
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Keep in mind also that the more goals you assign, the less
freedom of action you leave the player. This might be desirable
or even realistic in some cases, but if done too often it will
make your scenarios more work than fun.
Secret Missions
Objectives that are unknown to one or both players should be
used sparingly. They can be fun to play, but can get frustrating
quickly if every other mission the player experiences involves
guessing what needs to be done and then being punished if
the guess is wrong. Having said that, there are many fun
ideas rooted in hidden objectives and you should experiment
with them. Just use them sparingly.
If you base the main idea for a scenario on a hidden objective,
you might also reduce the replayability of that mission. Even
without cheating and looking up the other sides objectives in
the editor (which some people will do!), once the player finishes the scenario he will usually find out what the hidden
objective is... and it wont be a secret anymore.
Therefore, if you do choose to use a hidden objective, it is probably a good idea to make it a secondary goal and one that is
still fun even if known (through replay or peeking). A good
example for the latter is a hidden territorial objective known
only to one side but explained in the Briefing to the other side.
That means the objective, as a concept, is known to both sides,
but only one side knows exactly where it is. Even after the
exact location is know, the mission should still be fun for both
sides.
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Programming the AI
The AI Editor is an extremely powerful tool that takes some time
to understand it and be able to utilize its full power. Creating
good AI plans is an art, and until youve learned the basics it is
difficult to make a masterpiece. Dont be frustrated by this
fact since the strength of the system is its complexity and variety of choices. Have faith that the reward for your perseverance
is superior scenario for people to play.
This manual can not possible touch upon all the intricate details of
programming a specific scenario AI, but well try to highlight a
few basic concepts:
Start simple
No matter how much planning you do, only through careful and
repeated playtesting will you be able to ensure that your AI
plan works as intended. There is no way around it. No plan
survives first contact with the enemy is more true than ever
in this regard. Therefore it makes sense to start with a simple
plan and progressively add more detail, since this makes
playtesting your AI plan much easier. Starting out with a complex plan, before any play testing, is likely to make it difficult
to identify specific problem areas because everything is all
jumbled together. A good approach is to first assign bigger
formations to your AI groups than you intend on using, then
break away individual units or formations for complimentary
plans not yet made. Alternatively, dont be afraid to simply
leave some units idle and without any orders and focus on only
part of the force during your playtesting. As you go through
rounds of testing you can make the plans more complex by
adding orders and coordinating plans with each other.
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However, dont go too wild with the details. Unless you have a
very good reason for it, and unless you are sure that the player
will be able to notice a difference, dont split individual units
away from larger formations. Doing that only multiplies your
workload when creating and testing an AI plan, while not making the AIs overall behavior appreciably different to the Human
player.
Do something else
The best scenario is going to grow boring quickly without some
variation built in. Human players tend to learn from their mistakes and will adapt their course of action quickly, and will be
able to counter even the most effective AI plan after a few
attempts at the latest. Luckily, you can create a number of AI
plans for each scenario and set different probabilities for the
AI to pick one plan or another, thereby keeping the human
player off-balance because he cant assume the AI will react
the same way as the previous time. The challenge, however, is
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Encyclopedia
The following section is a quick reference for the main vehicles
and weapon systems available in the game. It is by no means
exhaustive and should be seen as a starting point for research
for interested players only, who will find countless and much
more detailed materials available in printed and online media.
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you should expect the enemy to do everything it can to engage your forces at close range where it has some chance of
causing harm.
While it is true that the billions of Dollars worth of sensors your
forces have give you much better, quicker, and more flexible
communications and intel, these advantages are degraded when
the engagement ranges are short. If one of your soldiers can
see the white of the enemys eyes, what sort of advantage
does a red colored icon on his handheld Ruggedized Personal
Digital Assistant (RPDA) give him an edge at that moment?
Obviously, none. No matter how good your comms and weapons, it is your training, experience and tactical skill that will
win battles, not expensive gadgets. A rifle kills just as easily in
the hands of a capable shooter with no education and nothing
more high-tech than a wristwatch as it does in the hands of
one of the best trained, best equipped soldiers in the world.
Forget that and there will be less best trained best equipped
soldiers in the world.
What the sensors and communications equipment do give you is
superior information about the battlefield than the enemy has
available to him. This allows you to formulate and execute
plans much faster, with greater confidence, and greater accuracy than the enemy could ever hope to achieve. Having said
that, a bad plan is still a bad plan. If you dont have what it
takes to lead your forces successfully, no amount of gadgetry
will get you out of the tough spot you find yourself in.
You need to remember, and remember well, that although the
enemys inventory is outdated and outmatched by whatever
you have at your disposal, an outdated system that hits its
target is still likely to turn a good day into a bad one. More
importantly, you cannot assume that the weapons pointed at
you are inferior. Several modernization programs and recent
foreign shopping trips to Russia have put rather capable combat systems into the hands of certain enemy units. Republican
Guards and Special Forces, in particular, have plenty of ways
of turning your forces into Swiss cheese. A T-72 TURMS-T,
RPG-29, or AT-14 Kornet-E can effectively destroy anything in
you have at our disposal. Not only do these weapons have a
good chance of hitting what they aim at, they have an excellent chance of killing whatever they hit!
There is, however, one area that the US is unmatched; support
fire from air and artillery assets. The Syrian player has no ac-
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The FS3 system includes a second-generation Forward Looking Infrared (FLIR) imager,
day TV, laser designator, laser rangefinder, and special software that automatically
identifies the type of unit being observed. All this information is fed directly into
FBCB2, which means that if a Stryker RV spots something it knows where it is and
therefore so does everybody else with access to FBCB2. This is particularly useful for
calling in artillery or air support since those assets know exactly what they are to
attack and where.
There is no RWS on the RV, which means there is no remote controlled weapons system
on the vehicle. Instead, a manually fired M2 or Mk.19 is located on a skate rail next
to the FS3. The skate rail allows each system to be rotated 360 degrees. The lack of
a RWS also means there is no remote day or night viewing via camera or thermal
imager. Instead, the RV is equipped with a commanders cupola that offers 360
degree vision from within the vehicle superior to other Stryker variants.
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Mobile Gun System. The main weapon is a 105mm cannon, similar to the one used
on the original M1 Abrams. The MGS purpose is to provide dismounted infantry with
direct fire against hardened targets, such as bunkers. It is NOT intended as an antiarmor vehicle, though in an emergency it can be used for that purpose. It took
longer than expected to work the kinks out of the MGS, but they were and it has
already seen use in combat.
The entire weapon system can rotate 306 degrees and fire while on the move, day or
night. A sophisticated fire control system ensures extremely good accuracy and
proper ammo selection from the automatic loader. A total of 18 rounds of 105mm
ammunition are carried, including HE against infantry and light targets and HEAT and
APFSDS against light-armor and armored targets.
Besides the main gun, a modified M240 7.62mm medium machinegun, mounted coaxially,
is fully integrated into the fire control systems, making it an excellent means of
engaging exposed enemy infantry. A pintle mounted M2 .50 Cal heavy machinegun
is available too, though the commander must be unbuttoned to use it. Two M6 smoke
grenade launchers are also fitted to the gun system.
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Just as the MGS has a secondary ability to engage armor, the Stryker ATGM has secondary capability of engaging infantry. In fact, due to the development delays of the
MGS, the ATGM variant was used in its place. However, it is not the vehicles main
mission and therefore it is not as good at taking on enemy infantry as the MGS is.
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Humvees. Imagine the nightmare of having to manually combine three 2 man sections and six 1 man sections together to form three 4 man Scout Teams!
Some M3A3 CFVs can be equipped with explosive reactive armor (ERA).
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M1A1HC SA Abrams
(Situational Awareness Upgrade)
This is a M1A1HC with various Situational Awareness equipment upgrades added on.
These enhancements include an upgrade to 2nd Generation Forward Looking Infrared (FLIR) sights (increasing maximum engagement range and lethality), fully
integrated FBCB2 digital system, thermal sight for the loader, thermal Sight for the
Commanders .50 cal machinegun, externally mounted tank-infantry phone, a Laser
Ranger Finder, and various vision enhancements for the driver. The combination of
these improvements put it almost on a par with the M1A2 SEP Abrams, and therefore
in some ways slightly superior to the standard M1A2 production model.
Another modification available is the TUSK (tank urban survival kit) with enhanced allround protection and armor upgrades.
M1A2 Abrams
The M1A2 offers many improvements over the basic M1A1 model, though the majority
of them are not relevant to Combat Mission. The major improvements include improved turret and hull armor, 2 additional 120mm rounds of ammo, more integration
of digital systems, and the Commanders Independent Thermal Viewer (CITV). The
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CITV allows the commander to seek out and identify targets independently of the
gunner, then pass the new targeting information onto the gunner digitally. This
offers the M1A2 superior targeting and overall lethality compared to earlier M1A1
models.
One feature removed is the commanders remote .50cal M2 weapons station. Instead
the commander has to unbutton to use the machinegun, whereas the M1A1s allow
him to fire fully buttoned.
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A-10 Thunderbolt II
The workhorse and durable A-10 (affectionately nicknamed the Warthog or simply Hog
by pilots and enthusiasts alike) has been in service since 1977. Designed around the
awesome GAU-8/A 30mm Avenger Gatling Gun, the A-10 was born and breed to
conduct close air support (CAS) tasks. The A-10 can carry up to 16,000lbs pounds of
mixed ordinance including various sizes of bombs and AGM-65 Maverick Missiles.
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M109A6 Paladin
Self-propelled 155 mm howitzer in use with the US Armys Heavy BCT artillery battalions. The advanced fire control and communications equipment allows the Paladin to
halt from the move and fire within 30 seconds. This improves the survivability by
allowing the battery to operate dispersed by pairs across the countryside and to
relocate between salvos. Maxium rate of fire is 4 rounds per minute, 2 rounds per
minute sustained.
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U.S. Weapons
M4A1
The M4 Carbine is tracing its roots back to the famous M16 Assault Rifle, and is essentially a shorter and lighter version of the M16A2 Assault Rifle, sharing 80% of its
parts. The M4A1 can be fired semi or full-auto, unlike the M4 which could only fire
semi and 3 round bursts. It fires 5.56 x 45mm NATO ammunition and is a gasoperated, air-cooled, magazine-fed, selective fire firearm with a telescopic stock. It is
effective to about 150m with a maximum range of about 400m.
M4A1 w/M203
This is a standard M4A1 carbine fitted with a M203 40mm single-shot grenade launcher
attached under the barrel. The trigger is just forward of the rifle magazine, which
functions as a hand grip when firing the M203. A separate sighting system is added to
rifles fitted with the M203, as the rifles standard sights are not matched to the
launcher. The M203 is capable of firing 5-7 rounds per minute at an effective distance
of 150m, and maximum range of 400m.
M249
The M249 Squad Automatic Weapon (SAW) is an air-cooled, fully-automatic-only firearm which belongs to a sub-family of the Belgian FN Minimi squad automatic weapon.
It fires 5.56 x 45mm NATO ammunition through the top mounted feed tray or M16type magazines through the side-mounted port. Linked ammunition is the standard
means of fire, with the ammo being fed from either a loose belt or from a plastic box
(or cloth pouch), containing 200 rounds, clipped under the receiver. The M249 SAW
features a built-in bipod and a quick change barrel that helps prevent overheating
during sustained fire. United States military doctrine states the effective ranges are
600m for a point target, 800m for an area target, 1000m for suppression, and 3600m
as the maximum range.
M110
The M110 SASS (semi-automatic sniper system) is the newest long range precision
sniper rifle system in the US Army arsenal. Developed by Knights Armament Company it replaces the older bolt action, single shot M21 and M24 systems. The M110
uses 3 different types of ammunition, including military standard 7.62 x 51mm caliber ammunition, M118LR long range open tipped ammunition, and the M993 armor
piercing (AP) ammunition. The greater choices available give the operators more
options and flexibility for different target types. Military requirements specified that
the weapon able to provide accurate fire with ranges up to and exceeding 1000m in
order to increase the survivability of the operators while increasing the kill probability
over previous systems.
M107
The M107 Long Range Sniper Rifle is a semi-automatic .50 BMG sniper rifle adopted by
the U.S. Army in the early 2000s. The M107 is used for traditional sniper tasks, but
is especially useful for long-range, counter-sniper, and anti-materiel roles compared
to more traditional smaller bore sniper rifles. It has a magazine capacity of 10 rounds
and a maximum effective range of 2000m.
M136 AT-4
The M136 AT4 is the US Armys light, multi-purpose shoulder fired rocket. The M136
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AT4 is a single shot, disposable recoilless rifle originally intended for use by Infantry
Forces to defeat light armor. More often it is used to defeat hardened infantry fighting positions. The recoilless rifle design permits accurate delivery of an 84mm High
Explosive Anti-Armor warhead with negligible recoil. The M136 AT4 is a self-contained weapon consisting of a free-flight, fin-stabilized, rocket-type cartridge packed
in an expendable, one-piece, fiberglass-wrapped tube. Though the M136 AT4 can be
employed in limited visibility, the firer must be able to see and identify the target and
estimate the range to it. The systems tactical engagement range is 250m and can
only be fired from the right shoulder.
Demo Charge
The M322 Demolition Kit, Rapid Wall Breach, is a man-portable demolition kit that
rapidly creates a man sized hole in triple brick and reinforced concrete walls. M322
Kit includes: 3.3m Flexible Linear Shaped Charge, 61m shock tube initiation system,
an attachment device to the target, and a carrying bag.
Fragmentation M67
The body of the M-67 hand grenade is a 63.5mm diameter steel sphere designed to
burst into numerous fragments when detonated. The grenade body contains 184g of
high explosive. Each grenade is fitted with a fuse that activates the explosive charge
and is capable of effectively causing casualties within a range of 15m.
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assessment.
The round consists of a disposable launch tube assembly, battery coolant unit (BCU),
and the missile. Missile range is generally considered to be around 2000 to 2500m,
though the missile is capable of hitting targets much farther way than that. The
limiting factor is the CLUs screen resolution which makes it difficult to discern targets
at ranges greater than 2500m. The missile locks on to the target before launch using
an infrared focal plane array and on-board processing, which also maintains target
track and guides the missile to the target after launch. A full-up system weighs
22.5kg.
M240B MG w/tripod
The M240B is a ground or vehicle mounted, gas-operated, crew-served machinegun.
This 7.62mm machine gun delivers more energy to the target than the smaller caliber M249 SAW. It is the standard medium weight machinegun of US military forces.
It has an effective range of 1800m for area targets and 800m against point targets.
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Syria
Basic Tactics
With some notable exceptions, Syrias arsenal of weapons is largely
outdated and not an equal match for the Western counterparts. Militia and Reserve units largely use equipment from the
1960s, with some mild upgrades for their tanks. Regular units
primarily rely on technology that is 20 years old and have some
tanks with more recent (though modest) upgrades. Only the
elite Republican Guards Division and Special Forces have truly
modern equipment at their disposal, with the Guards TURMST upgrade for the T-72 main battle tank being the best armored
vehicle in Syrias arsenal. Special Forces (and in some cases
also Guards) also have the AT-14 Kornet-E anti-tank guided
missile in significant quantities, and the Special Forces also the
RPG-29, either of which can destroy any tank in the world.
The Unconventional forces have a mix of old and new equipment with no consistency from one group to the next. They
do, however, have access to deadly homemade weapons that
the other forces dont.
As the Syrian player, your tactics need to reflect the limitations of
your equipment, soldiers, and organization. Bravado and machismo are more likely to hand the US forces a stunning victory
than even a mild defeat. Your forces generally stand no chance
of success in a straight fight along traditional conventional
warfare terms. Recognize this and accept it, otherwise expect
to suffer casualties 10 to 1 (or worse!) even with superior numbers. Conventional engagements are the Wests strength, after
all!
The West is weakest when the use of its high-tech weaponry is
most limited. Ambush tactics minimize reaction time and distance advantages inherent in Western forces. Try to focus on a
few key units in order to cause maximum damage before your
ambush sites are located and rendered ineffective. Save your
best units for the most difficult assignments, dont fritter them
away on targets that lower quality units might actually have a
chance against. Above all, dont get cocky when things appear to be going well. The margin for error is so small that the
situation can easily turn around completely without warning.
Being cleverly cautious is more likely to produce results than
attempting to be cleverly bold (or worse, bold without being
clever!).
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Tanks
T-54B
Original T-55 series with 100mm gun, coax and AAMG. Used in static positions in the
hundreds around the Golan Heights and other strategically important key points.
Several hundred have been moved to positions along the Iraqi border.
T-55-1970
Upgraded version of the original T-55. It has a more powerful type of 100mm gun,
stabilization system, and slightly more powerful engine. Probably 300-400 of these
exist as static or bottom of the barrel Reserve tanks.
T-55-1974
A further upgrade to the T-55, it has the improvements of the 1970 model with the
addition of new fire control systems, including the KTD-2 laser range finder. Hundreds are still in active inventory, filling out the bulk of the Reserve units.
T-55MV
In 1983 a major upgrade was started to bring some of the oldest tanks in Syrias
inventory up to contemporary standards. This involved adding the Volna fire control
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system, ability to fire Bastion ATGMs, a more powerful engine, skirt armor (10mm
rubber/steel combo), smoke launchers, improved night vision system, Kontakt ERA,
and other small improvements. A fair number of these rebuilds were completed and
are, believe it or not, better than most of the T-62 and T-72 models in inventory. This
is one of the best tanks found in the Regular armored forces.
T-62-1972
The base T-62 model, slightly upgraded since its introduction. It is similar to the T-55
with a longer hull to add the larger 115mm gun and ammo. This model also offers an
improved fire control system, main gun stabilization, and night vision out to a range
of approx. 600-800m. This model is found in the Reserves only, though not in great
numbers. Perhaps less than 100 exist in running condition.
T-62-1975
Similar to the 1972 version but with KTD laser range finder and a few additional fire
control system improvements. Like the previous model this one is found in the Reserves only and probably not in very large numbers.
T-62M
Very similar to the T-55MV except having appliqu armor panels instead of ERA. 200 or
so found in the Reserve units.
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T-62MV
The best of the T-62 family, this model is a T-62M upgraded to have Kontakt ERA. About
150 found in Regular units.
T-72M (early)
The base T-72 model for the Syrians has a number of improvements over the T-62,
including a 125mm gun and more sophisticated fire control systems. This model has
a few additional upgrades, such as the KTD-1 laser range finder used on the T-72A.
Found only in Reserves as the best tank for them. Probably less than 100 are still
functional.
T-72M
A slight upgrade of the earlier version. It adds appliqu armor to front of hull, skirt
armor, and smoke dischargers. This is found at the bottom end of the Regular tank
units roster with few still in running condition.
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T-72M1
This Czecoslovakian export model combines all the improvements of earlier models
with additional armor and other minor improvements. Many of the T-72M1s purchased were in turn upgraded (see below), therefore not many remain in service in
their original state. The few that have remained running and not upgraded are found
towards the bottom end of the Reserves tank roster.
T-72M1V
This is a base T-72M1 with Kontakt ERA added for greater protection. Maybe 100 or so
of these exist and they constitute the top end of the Reserve tank formations. (NOTE
adding the V designation is our idea since there is no specific designation for this
upgrade)
T-72M1V (2001)
A Russian upgrade package was added to some base T-72M1 models to give them
greater offensive and defensive capabilities. The package adds 3rd generation Kontakt5 reactive armor, upgraded suspension, more powerful engine, improved 125mm
gun capable of firing ATGMs, remotely operated AAMG, combined gunner/commander
thermal imaging system (night vision range is approx 3000 to 3500m), new fire
control computer and stabilization system and GPS. The new Kontakt-5 was, at the
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Combat Mission
time, able to defeat M1A1 Abrams depleted uranium (DU) rounds apparently, however the current Abrams SABOT rounds have largely overcome this problem. Perhaps
as many as 100 or so of these upgraded vehicles are still in service with the Republican Guards Division. (NOTE adding the V and 2001 designations are our idea
since there is no specific designation for this upgrade)
T-72M1V TURMS-T
This is the top of the line Syrian tank and it is a very capable vehicle indeed. It combines the improvements of the 2001 upgrade with the Italian TURMS-T fire control
system. The end result is a tank most similar to the Czech produced T-72M4. It
includes a day/night stabilized commanders panoramic periscope sight, gunners
stabilized sight with thermal imager and laser rangefinder and digital fire control
computer. The digital fire control computer downloads data from the tanks meteorological and wind sensors, together with the tank attitude, barrel wear characteristics,
ammunition and target data. The computer calculates the fire control algorithms and
is used to control the gun, the sighting systems and the laser rangefinder. Not
surprisingly, this highly sophisticated tank is only found in the Republican Guards
Division. The number in service could be as high as 200.
Command Tanks
The Company Commander of a Tank Company has extra radio equipment that allows it
to communicate with its platoons and the Battalion Commander. From a performance standpoint the vehicles are all identical to the tanks under their command,
except for the extra radio antennas mounted on them. However, from a practical
standpoint when a command tank is lost communications between platoons suffers,
communications with battalion are lost completely.
BRDM-2
The BRDM-2 (Boyevaya Razvedyvatelnaya Dozornaya Mashina, literally Combat Reconnaissance/Patrol Vehicle) is an armoured scout car used by Russia and the former
Soviet Union. It was intended to replace the earlier BRDM-1 with a vehicle that had
improved amphibious capabilities and better armament. The armament is the same
as the BTR-60 armored personnel carrier, a 14.5 mm KPV heavy machine gun with a
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7.62 mm machine gun as a secondary weapon. The armor on the vehicle protects
against small arms fire and artillery shell fragments. The BRDM-2-series tires are
vulnerable to puncture from fire of all kinds.
BRDM-2 atgm
The BRDM-2 ATGM launcher vehicle mounts launch rails for the AT-3 Sagger or AT-5
anti-tank guided missile in place of the turret, and are found in the Regimental ATGM
Platoon only.
BRDM-2U
The BRDM-2U adds extra radio equipment for Company and higher communications,
but otherwise is the same as a standard BRDM-2. The only external difference is
extra radio antenna. The loss of a command BRDM hurts command and control.
There is a turret-less version of the BRDM-2U which is not found in CM:SF because it
is used by Regimental and higher HQ units not simulated in the game.
BMP-1/BMP-1P
The BMP-1was first introduced in the early 1960s as the first true Infantry Fighting
Vehicle, as opposed to an Armored Personnel Carrier (i.e. battlefield taxi). The
steeply-sloped front armor is proofed against .50-calibre machine guns and light
cannon fire, but armor quality varies greatly with factory and year of manufacture. It
is armed with an unstabilized 73 mm smoothbore gun which fires a low velocity HEAT
round, and as such the main gun is unreliable in windy conditions. The standard
BMP-1 has an AT-3 Sagger ATGM launcher is mounted above the gun, the BMP-1P
has an AT-4 Spigot. The launchers have to be loaded by hand through a small
loading hatch. This combination of armament and armor made it a formidable vehicle in the 1970s, but by todays standard it is highly vulnerable to enemy IFVs and
tanks of all types. The gun has only primitive fire control systems and the vehicle
must be at a dead stop to fire and guide its ATGM. Nevertheless, the BMP-1 is still a
threat to light AFVs or dismounted infantry and the Syrians have loads of them.
Perhaps as many as 2000 are still in service.
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BMP-2
The BMP-2 is an improved version of the BMP-1 introduced in the early 1980s. The
major difference is a smaller turret with a 30 mm cannon and externally-mounted
AT-5 Spandrel ATGM. The cannon is quite accurate (it is also used on the Mi-28
attack helicopter) and its antipersonnel capability is a quite good. Some BMP-1s
shortcomings remain, such as the poor quality of vision equipment, unstabilized weapons, the requirement to remain stationary while firing an ATGM, and a lack of computer
controlled fire control systems. These deficiencies make it difficult to successfully
engage targets while on the move. The Republican Guards use Syrias entire inventory of about 200 as their main form of armored transport.
BMP-1K/BMP-1PK/BMP-2K
These are the command versions of the standard BMP models. These vehicles are used
by Company HQs and are identifiable by the extra radio antennas on the top hull. A
reduction of 2 passenger spaces was necessary to accommodate the extra equipment. In other respects the K versions are the same as their non-command
counterparts. Loss of these vehicles degrades communications between formations.
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BTR-60PB
The BTR-60 is the first vehicle in a series of Soviet eight-wheeled armored personnel
carriers. It was developed in the late 1950s and was mass produced in the 1960s
through mid 1970s. The welded steel boat-shaped hull protects against small arms
fire and shrapnel. The BTR-60PB is the last modification of the BTR-60 series, featuring a small turret fitted with an unstabilized KPVT 14.5 mm heavy machine gun with
an improved sighting system. Syria has around 600 in use with Regular and Reserve
formations.
BTR-60PBK
The command version of the standard BTR-60PB is the BTR-60PBK. It is identifiable by
the extra radio antennas mounted on the top hull. Otherwise, it is no different than
a standard BTR-60PB.
UAZ-469B
The UAZ-469 is an all-terrain vehicle manufactured by UAZ starting in 1973. It is a
sturdy, but not-so-comfortable, light truck that is able to drive in virtually any terrain.
As many as 9 men can cram themselves into it.
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Syrian Weapons
PM Pistol
The Makarov PM (Pistolet Makarova) is a semi-automatic pistol which was designed in
the late 1940s by Russian firearms designer Nikolai Fyodorovich Makarov. For many
years, it was the Soviet Unions standard military side arm.
AKM
The AKM was introduced in 1959 as a lighter and cheaper version of the AK-47 with an
effective range of between 300m to 400m. It fires the standard Soviet era 7.62 x
39mm round. The AKM was an improvement over the original AK-47 through its use
of steel stampings instead of milled steel, which made it lighter and easier to produce. It is not a sophisticated weapon, having only crude sights, no bolt hold open
device, and an inconveniently located safety/selector. Despite of these problems it
gained a strong and wide reputation for ruggedness and reliability. Tens of millions
were sold to former Soviet aligned nations, making it one of the most common weapons on the battlefield today despite its age and obsolescence.
AKMS
This is a standard AKM with a folding stock.
AK-74
The AK-74 is basically an AKM rechambered and rebored to fire a 5.45 x 39mm cartridge. It offers few innovations over the earlier AKM, though it is lighter, has less
recoil, and a slightly longer effective maximum range (500m). Like its predecessor,
it uses a 30-rd detachable box magazine. Originally the stock and hand grips were
made of wood or reddish brown plastic, but in the 1980s black plastic became the
standard.
AKS-74
Folding-stock version of the AK-74 with a Y-shaped, tubular stock.
AKS-74U
A modified AKS-74 with a much shorter barrel (207mm) and a conical flash suppressor
instead of a muzzle brake. With an overall length of 492mm (with stock folded) and
weight of 2.7kg, it is a very compact and light firearm. Technically the AKS-74U is an
assault rifle due to its cartridge size, however its compactness and intended purpose
make it more akin to a submachinegun. It is primarily used for purposes where space
or weight is at a premium and there is little need to engage targets with accurate fire
beyond a limited range (200m, less than half that of an AKS-74).
AKS-74 w/GP30
Standard AKS-74 rifle fitted with the Under-barrel Grenade Launcher GP-30. The GP-30
Obuvka is a 40mm muzzle-loaded, single-shot, detachable, under-barrel grenade
launcher. It is the successor to the earlier GP-15 and GP-25, though its performance
is roughly similar. The advantages of the GP-30 design are in the areas of weight,
ease of use, and production costs. It can use two types of ammo, both of which are
used by the crew served AGS-17 grenade launcher; the VOG-25 (High Explosive) or
the VOG-25P (Delayed Fuze High Explosive). Only recently has this weapon come
into widespread use within Russia and it is slowly making its way to other nations.
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RPD
The RPD (Ruchnoy Pulemyot Degtyareva) is a 7.62 x 39mm belt-fed machine gun
designed to fulfill the role of squad automatic weapon. It was made in the 1950s and
1960s, though it is still found in large numbers in second line troops and unconventional fighters. The RPD can be fired from a prone position with the built-in bipod, or
from the hip with the aid of a sling. It is fed by refillable non-disintegrating links held
in a 100-rd detachable drum magazine. It is a heavy, though robust, weapon with an
effective range of 800m. Its major limitation is the lack of an interchangeable barrel,
which means the weapon has to be allowed to cool when used heavily. The 100-rd
ammo capacity was specifically formulated to limit the possibility of problems and
damage due to over heating by way of notifying the gunner that he needs to give the
weapon a rest.
RPK
This is a long barreled version of the AK-47 designed for use as a squad automatic
weapon. It fires full-auto only and uses the same 7.62 x 39mm ammunition as the
AKM. Its major drawback is its lack of an interchangeable barrel, which means that
it can not sustain prolonged fire without risking a reduction in accuracy, misfires,
misfeeds, and even damage to the weapon itself. While it is generally considered a
reliable and effective weapon, its drawbacks are significant and therefore the RPK is
a less effective squad automatic weapon than many others found on the battlefield.
It can use 40-rd detachable magazines, but in the case of Syria is most often found
with the 75-rd detachable drum magazine (similar to the RPD).
RPK-74
The RPK-74 is an updated version of the RPK, along with all its limitations, and uses the
same 5.45 x 39mm ammunition as the AK-74. Instead of the prominent muzzle
brake used on the AK-74, the machinegun is longer and has an attached bipod.
Unlike the RPK it only uses 40-rd (standard) or 30-rd detachable magazines, not a
drum magazine.
DShKM
Originally developed during the 1930s for anti-aircraft and anti-armor purposes, the
DShK became a standard fixture on tank turrets during WW2 and for many decades
after with slight improvements (DShKM). It became a popular weapon due to its
large caliber (12.7mm) and multi- purpose functionality, being deployed in the ground
roll on a two wheeled mount. It has a 600 rpm sustained rate of fire and is effective
up to about 2000m. Due to the weight of the weapon and its large caliber ammo
supply the DShKM is effectively a static defensive weapon. It is generally found as
part of lower quality, static Syrian Reserve Infantry Battalions.
SVD
The Dragunov Sniper Rifle (Snayperskaya Vintovka Dragunova, abbreviated SVD), is a
semiautomatic rifle designed by Evgeniy Fedorovich Dragunov in the Soviet Union
between 1958 and 1963. The SVD was the worlds first purpose-built military precision marksmans rifle, and is common (along with several variants) throughout all
former Soviet client states. It chambers a special 7.62 x 54mm rimmed cartridge,
with a muzzle velocity of about 830m per second, which makes it lethal at ranges
above 1000m. However, its effective range is far shorter at around 600m with standard ammunition. The weapon handles easily for its size and is very durable.
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RPG-18
The RPG-18 Mukha (Fly) is a light, single shot, short-range disposable multi-purpose
rocket launcher. The RPG-18 fires a 64 mm PG-18 HEAT capable of 6 seconds of flight
after launch (about 200m) before self-destructing. The round can penetrate up to
375 mm of conventional armor, with significantly poorer performance against HEAT
resistant ERA or composite armor (as found on the Abrams). It can also be used
against hardened infantry targets, such as bunkers. The RPG-18 is similar in both
appearance and in functionality to the United States LAW rocket, the predecessor to
the M136 AT-4. The RPG-18 is carried with part of the launch tube collapsed making
the weapon much more compact. When preparing to fire, the soldier using the RPG18 extends the tube, places it on his shoulder, and uses the iron sights on the top to
aim at the target. Once extended the RPG-18 is armed and can not be reset to a
disarmed state.
Demo Charge
This piece of equipment simulates various types of explosives bundles used to breach
walls and other obstacles. Usually the main explosive component is TNT.
Fragmentation RDG-5
RDG-5 (Ruchnaya Granata Degtyareva) is an egg shaped Blast & Fragmentation hand
grenade that produces around 350 steel fragments. The effective radius is around
15-20m resulting in a 43 square meter kill zone.
Smoke RDG-1
A cheap stick type grenade made of cardboard and sometimes a wooden handle. It is
ignited using a method common to a road flare. On one end there is a cap which is
removed and struck against an igniter. The resulting smoke screen lasts for about
60-90 sec and covers an area of roughly 35m.
PK w/tripod
The PK is a gas operated, rotary locked, full-auto only machine gun that is fed from
linked sections of non-disintegrating metallic belts of 7.62 x 54R mm ammunition. A
detachable steel box secured directly under the breech provides 100 rds of ammunition at the ready. This makes the PK extremely portable and capable of being fired
from the hip as well as prone or on a tripod. It has a rate of fire of 650 rounds per
minute and is effective out to about 1000m. One drawback is a slower barrel changing procedure compared to some other nations general purpose machineguns.
PKM w/tripod
The PKM is little more than a simplified PK design meant to facilitate faster and less
expensive production. The barrel is a bit shorter and the total weight a bit less, but
performance is nearly identical.
NVS
The NVS is a 12.7mm caliber heavy machinegun most comparable to the US M2 .50cal
machinegun. Like the M2 it is normally mounted on armored vehicles for use against
ground or air targets. It is also used on a tripod for defense of fortified positions out
to a maximum effective range of about 2000m. It is fed from non-disintegrating
belts of 50-rds each and has a rate of fire between 700 and 800 rounds per minute.
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The heavy caliber ammo allows it to penetrate as much as 20mm armor at 500m.
SPG-9
The SPG-9 is a 73mm caliber recoilless, smooth-bore, breach loaded antitank weapon
that fires both antiarmor and antipersonnel ammunition. It is man portable, though
usually it is transported by truck or APC and remains relatively local thereafter. It can
be carried fully assembled over short distances, however usually it is broken down
and carried in its component pieces due to weight. The SPG-9 has a rate of fire of 6
rounds per minute and can fire either HE against soft targets or HEAT against hard/
armored targets. The HE round has an effective range of about 2500m, though it can
theoretically be used at much greater distances. The HEAT round can achieve 400mm
armor penetration at any range up to about 800m, at which point a hit becomes
doubtful.
AGS-17
The AGS-17 Automatic Grenade Launcher fires 30mm grenades in either full auto or
semi auto modes. Ammo is fed from non-disintegrating steel belts and a rate of fire
of 350 to 400 rounds per minute can be achieved in full auto mode. The weapon is
one of the primary means for defenders to suppress an oncoming attacking infantry
force. Its effective range is about 1200m for area suppression, but only about 800m
for precision targeting. The kill radius of each round is about 6m, which can be
combined to produce a 70 square meter kill zone with a well aimed barrage. The fully
assembled weapon is man portable over short distances, though disassembly is required for longer distances.
RPG-7V1
When someone thinks of a threat to an armored vehicle, the RPG-7V is usually the one
that comes to mind first. This is the quintessential shoulder shoulder-fired, reloadable
anti-tank rocket launch. Its light weight allows a single person carry it and a few
grenades with little difficulty. However, standard practice is to have an assistant grenadier who carries additional ammo, protects the gunner, and reloads after firing. There
are many different types of grenades for both anti-armor and anti-personnel purposes. Although very simple to operate and shoot at short distances, the RPG-7V
quickly becomes increasingly inaccurate as range increases. For example, a mild
11kmh crosswind can reduce first-round hit probability by 50% at ranges beyond
180 meters. Hitting moving targets at anything but point blank range usually comes
down to pure luck. On top of the accuracy problems, many of the rounds commonly
found around the world are duds, either due to poor manufacturing standards of
export rounds or degradation due to age. Inexperienced users are also said to sometimes forget to arm the round before loading, thereby assuring the round wont
detonate. Still, with all its negatives the RPG-7V is a serious threat because it only
takes one hit, lucky or otherwise, to cause massive damage to a vehicle or death to
exposed infantrymen.
RPG-29
The RPG-29 is a thoroughly modern 105mm anti-tank grenade launcher. Known as
Vampire, the RPG-29 shares very little in common with the RPG-7V. It is much longer
and therefore can be broken down into two parts in seconds for one soldier can carry
more easily. It is loaded from the rear, fires a much larger grenade, and thanks to
the design is quite accurate. It has almost double the effective range of the RPG-7V,
posing a significant threat to enemy armor out to 500m. With its tandem warhead
grenade it can effectively counter ERA (reactive) armor by detonating the explosive
blocks with its first charge and penetrating the base armor with the second. It can
also penetrate over 1.5m of reinforced concrete and still have enough power remain-
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AT-3B
The AT-3 Sagger B (NATO designation) is a wire-guided anti-tank missile of the Soviet
Union first produced in the 1960s, then improved in the early 1970s. It was the first
man-portable Soviet anti-tank missile and was produced in huge numbers. The AT3B can be fired from a portable fiberglass suitcase launcher or from certain vehicles
(BMP-1, BRDM-2). Setup time for the man portable version is about 5 minutes. Once
fired the missile is guided by line of sight to its target up to 3000m. The gunner
tracks both the missile and the target, adjusting the missiles direction via a joystick
through wires spooled out from the missile as it travels towards the target. Tracking
both the missile and target simultaneously requires some skill and concentration on
the part of the operator. Hundreds of hours of constant training are needed to achieve
these skills and maintain them. It is simply too expensive to train gunners to this
level of proficiency, so most go into battle to learn on the job. Being a generally
slow missile with a big smoke signature means that the gunner might come under
effective fire from the enemy before the missile has reached its target. It also gives
the target warning, which allows it to do evasive maneuvers that make a hit even less
likely. Another major drawback is the inability to track the missile until it is at least
500m from the gunner, which effectively means targets closer than 500m can not be
engaged at all. Which is why estimates of the missile hitting the target range from
2%-25% depending on the situation and gunner skill.
AT-3C
AT-3C Sagger C consists of a slightly improved AT-3B missile (greater penetration) and
a different guidance system, semi-automatic command line of sight (SACLOS). Instead of having to track both the target and the missile the gunner only has to track
the target. This vastly improves the chance of hitting the target from 2%-25% to
perhaps 90%.
AT-3D
AT-3D Sagger D is a further improvement of the AT-3C system by introducing three new
warheads and a faster missile. The first is a HEAT warhead that offers almost double
the penetration power of the original AT-3. The second is a tandem HEAT warhead
designed to overcome ERA (reactive) defenses. The third new warhead type is
thermobaric for use against soft targets. A fully equipped AT-3D team should be
expected to have a mix of these new missile types.
AT-4A
The AT-4 Spigot is using a semi-automatic command line of sight (SACLOS) system
similar to that found on the AT-3C. The system consists of a launcher and a disposable tube with one missile. Technically it is man portable, but it is quite heavy and
therefore practically speaking can only be moved a short distance. The gunner lies
prone while firing and must keep the target lined up until missile impact. The AT-4
missile is more powerful than the AT-3 and is able to get up to speed much faster,
thus reducing the dead space for targeting down to 70m from 500m. A target moving
faster than 60km/h (37mph) is unlikely to be hit, which for most circumstances is an
acceptable limitation since few vehicles travel faster than that on the battlefield.
Penetration power, however, is no better than the original AT-3 and its range is shorter,
with a maximum of 2000m.
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Combat Mission
AT-4C
A slight improvement over the AT-4A is the AT-4C Spigot C. It retains the same tracking
system but boosts the missiles range to 2500m. A new tandem HEAT warhead
increases penetration over the AT-4A by almost 50%.
AT-7
The AT-7 Saxhorn is a significant departure from the AT-3 and AT-4 systems. It uses an
improved AT-4 type targeting system and a small, lightweight launch platform. Additionally, the missiles themselves are much lighter than earlier ones. This makes
the system much more portable and capable of being fired from the shoulder (though
this is difficult to do). The downside is that the lighter weight of the missile came at
the expense of range with a maximum range of just 1000m. It can be used from
within a moderately enclosed space at any target further away than 40m and traveling 60km/h (37mph) or slower. Penetration is similar to the AT-3B and AT-4A systems,
though it is much faster due to its light weight.
AT-13
The AT-13 Metis-M (confusingly NATO also refers to this at the Saxhorn) is an improved
version of the AT-7 by combining the same launch system with a superior missile. It
is slightly slower than the AT-7, but its tandem HEAT warhead can penetrate nearly
twice the amount of armor and is designed to defeat ERA. There is also a thermobaric
warhead for use against soft targets.
AT-14
The Kornet-E is the most current and capable ATGM threat faced by Western forces. It
is similar in appearance to the AT-7 and AT-13 systems, but only superficially. Unlike
previous systems the AT-14 comes standard with a thermal sight and uses a laser for
guidance. This makes tracking targets much easier and less vulnerable to interference, though the gunner must still remain stationary until the target is hit. With
these new tools in his hands, a decent gunner is almost assured of hitting whatever
he aims at up to 5000m. And if he hits, the target is probably knocked out. The
tandem HEAT warhead has nearly three times the penetration power of the early AT3 systems, AT-4, and AT-5 systems and 50% more punch than the AT-13. It can also
fire a powerful thermobaric missile against soft targets. This is the weapon every
tanker, Western or otherwise, fears coming up against.
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Branches
Coalition (USA)
Stryker Brigade Combat Team (SBCT)
The Heavy Brigade Combat Team (HBCT) is the US Armys heaviest combat formation. Its main element, the Combined Arms
Battalion (CAB), contains Abrams tanks and Bradley IFV
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Syria
Republican Guard
Special Forces
The Special Forces of Syria are considerable both in terms of numbers and capabilities. Their standard of training is very high
and they are equipped with the best weapons available. Seven
independent SF Regiments (basically large battalions) are
spread over the whole of Syria, tasked with protecting key
areas from threat. Four other SF Regiments are equipped more
heavily and organized as the 14th Special Forces Division for
operations in the Golan Heights. The Special Forces give Syrian commanders a rapid, flexible force capable of both offensive
and defensive operations. Recent rumors indicate that many
of the independent SF Regiments are dispersed, in company
strength, throughout the country to prepare for an systemic
response to any invading force.
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Regular Army
By far the biggest arm of the full time Syrian Armed Forces are
the Regular Army forces, consisting of seven Armored and three
Mechanized Divisions. Equipment, training, and leadership is
generally good, but definitely a qualitative step down from the
Republican Guard. While competent, these forces are of mediocre quality by Western standards.
Reserve Army
In time of war Syria has the ability to more than double its Armed
Forces by calling upon previously trained conscripts and retired professional soldiers. A significant portion of these are
filtered into an Armored and two Motorized Divisions, the rest
go to various independent (and largely static) Brigade and
smaller formations. They have the worst armored vehicles
(when present at all) and in general the hand-me-downs from
the other units. Additionally, the Reserves are not kept in a
high state of military readiness and unit cohesion is quite low.
In theory the divisional units are capable of offensive action,
but it is doubtful they would be much good at it. The rest do
not have much in the way of motorized transport, therefore
they are limited to defensive operations only.
Militia
A large amount of the Syrian Reserves are called up to form independent units tasked with defending their local areas from
attack. They lack most everything one expects from a combined arms force in terms of equipment, training, and
leadership. The equipment they do receive is the worst in
Syrias inventory. As a result, the Militias combat capabilities
are quite limited. Their fate is to be situated in fixed positions
and hope for the best.
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with some semblance of military organization, including a distinguishable uniform. They fight in small, unevenly distributed
forces using all means of warfare at their disposal such as IEDs,
technicals (armed civilian vehicles), and the latest in anti-tank
weaponry. What they lack in skill they attempt to make up for
in determination.
Combatants are little more than armed civilians with some sort of
motivation to fight. Unlike Fighters, these units are ad-hoc in
nature. Therefore, they lack the proper uniform, command
structure, and organization of even Fighters, not to mention a
unit in the Armed Forces. They rely on hit and run tactics
using light weapons, IEDs, technicals, and simple AT weapons.
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205
Icons
CM:SF is making extensive use of various Icons to allow the player
to spot vital information in the game user interface at a glance.
Below is a list of the most important icons used in the game
and their description.
Specialty (MOS)
Air Controller
Defensive
equipment
Antitank
Slat armor
Artillery Controller
Smoke Launcher
Commander
Active Defense
Assistant Leader
ECM
Driver
Laser Destroy
Engineer
Laser Diffuse
Forward Observer
Reactive Armor
Gunner
Loader
Ammo
Designated Marksman
Hand grenades
Radioman
Threat
Rifle Grenades
Anti-tank missile
Small caliber
Medium caliber
Large caliber
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Combat Mission
Comms
Special Equipment
AT4
FBCB2
PDA
Binoculars
Nightvision Goggles
Demo Charge
Radio
GPS
IED detonator
Visual (Close)
Visual (Distant)
Voice
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207
Branches
U.S. Army
Heavy Brigade Combat Team (HBCT)
Syrian Army
Syrian Uncons
Armor
Combatant
Infantry
Fighter
Mech Infantry
Specialist
Republican Guard
Special Forces
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Combat Mission
Troublesho oting
While were taking utmost care in preparation of this software to avoid bugs, todays
myriad of available systems, software and hardware configurations makes it impossible to guarantee 100% compatibility. Below you will find a few known issues as well
as a list of contacts available to help out.
An up-to-date Troubleshooting Guide is also available at our webpage:
http://www.battlefront.com/products/cmsf/Troubleshooting%20Guide.html
Multi-GPU
On certain systems with multiple video cards a known bug prevents players to select
units occasionally. Turn off the additional video card(s) to solve this problem.
Intro video
If you have a problem with launching the game, try disabling the intro video. You can do
this by holding down the V key while the game launches. This setting is remembered, so you wont have to hold down the key on subsequent launches.
Level of detail
CM:SF tries hard to keep up framerates and will automatically downsample textures,
and adjust model quality, and level of detail calculations if it detects performance
limits (VRAM used up etc.) This may lead to a subpar graphics quality during gameplay.
Often it is a better idea to manually adjust the model and textures quality downward
in the Game Options Menu, leading to better overall look and faster framerates.
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209
Tech Support
Bugs
If you run into a bug, or have problems in running or installing the game, please visit
our Tech Support forum at:
.............. http://www.battlefront.com/discuss/ultimatebb.php?category=15
If you do not find a solution to your problem there, please email us at
.............. support@battlefront.com
Patches
Please also do not forget to check regularly for the latest patches to the game at:
.............. http://www.battlefront.com/products/cmsf/
Your can also do an auto-check to find out if your version of the game is up to date. In
your Start>Program Group you will find a link within the Combat Mission Shock Force
sub-group called Check for latest version. Clicking the link will automatically compare your currently installed version of the game with the latest version available for
download, and the results will be displayed in your browser.
Licensing
For problems with licensing or unlicensing the game, please refer first to the FAQ at:
.............. http://www.battlefront.com/elicense_faq.html
If you do not find a solution to your problem there, please email us at
.............. elicense@battlefront.com
210
Combat Mission
Shock Force
211
Credits
Game Design
Charles Moylan
Stephen Grammont
The Battlefront Team
Charles Moylan
Stephen Grammont
Dan Olding
Matt Faller
Fernando J. Carrera Buil
Tim Orosz
Martin van Balkom
Programming
Charles Moylan
User Interface Design
Stephen Grammont
Charles Moylan
Jean-Vincent Roy
Character Animation
Bil Hardenberger
3D Models
Dan Olding
X-trusion 3D products
2D Artwork
Dan Olding
Fernando Carrera Bruil
Jean-Vincent Roy
Marco Bergman
Mike Duplessis
Gordon Molek
Still Images
US Army,
edited by Jean-Vincent Roy
Game Music
Daniel Sadowski
Matt Faller
Sound Design
Matt Faller
Mike Patti
Beta Testing
Greg Anderson
Kip Anderson
Raymond Ardry
Marco Bergman
Elmar Bijlsma
David Blakey
Chris Carnes
Robert Carpenter
John Costello
Charles Crail
Phillip Culliton
Thomas Daxner
Rudel Dietrich
Michael A. Dorosh
Mike Duplessis
Mark Ezra
Matt Faller
Andy Farley
Mark Gibson
James Goodman
Stephen Grammont
Jean-Charles Hare
Jeff Hoolihan
Mark Jarvis
Bil Hardenberger
Craig Harvey
Philip Hedegard
Rob Knight
Cassio Lima
George McEwan
Matthew Merrell
Jari Mikkonen
Gordon Molek
Brent Morrow
Chris Orosz
Tim Orosz
John Osborne
Jean-Vincent Roy
Wayne Rutledge
Jon Sowden
Mike Steiger
Dmytro Stepanchuk
Martin van Balkom
Thomas C. West
Thomas C. Wilcox
Stephen Grammont
Martin van Balkom
Blaine Whitney
Tips & Glossary
Mark Gibson
George McEwan
Jean-Vincent Roy
Jon Sowden
Martin van Balkom
Translations
Thophile Monnier
Jean-Vincent Roy
Martin van Balkom
Scenario Design
Raymond Ardry
Charles Crail
Michael A. Dorosh
Rudel Dietrich
Bil Hardenberger
George McEwan
Jari Mikkonen
Chris Orosz
Tim Orosz
Wayne Rutledge
Jon Sowden
Martin van Balkom
James Allen
Cover Art
Jean-Vincent Roy
Game Manual
212
Combat Mission