HQS 2.4 Sound mod for CMBS, CMSF, CMAF

Sound mod for Combat Mission: Afghanistan, Black Sea and Shock Force by Waclaw

Changelog 2.4:
– 2,600 new sounds:
– Arabic voice
– British voice
– German voice
– “Canadian” voice
– new sound: M203, M4A1, AK-74, AKM, AKS-74U, M249, l85a2, sniper rifle, KPVT, D10-tunk gun, U-5TS-tunk gun, L30A1-tunk gun, anti tank missile launcher, AT-4, RPG-7, Mk 153 SMAW, SPG-9, L21A1 RARDEN, 2A28 Grom
– Improved M256- tunk gun, 2A46M- tunk gun, ZSU-23-4, M240B, M1128MGS, GP-30, reload
– M1A2 Abrams, Leopard 2a5 engine,
– more new sounds for the American, Polish and Russian infantry and more new sounds death
– More ricochets / penetrations / impacts / explosions / zips/incoming artillery/hits/ricochets
– Improved ambient sounds
and of course lots of other fixes and improvements

Source CMMods III

Combat Mission Shock Force Update News

battlefront.com wrote this:

Regarding CMSF updating… yup, we are very interested in bringing it up to current technical standards. It is something that I predict will happen, just not a firm idea of when. What I can say is that if we do it there will be (at least initially) no changes to the settings or the scenarios except (if needed and when possible) for rebalancing needs due to gameplay changes.

Steve

Source battlefront.com

USMC_Forging Steel

CM SHOCK FORCE [CAMPAIGNS]. US MARINE MODULE REQUIRED

Play Notes “Forging Steel” a CMSF Campaign Important: You will need the USMC module and your game patched to 1.11 to play this campaign. Play Blue Vs Red AI; H2H only

The basic concept behind this campaign is the same as that behind the training at the US National Training Centre at Fort Irwin. To paraphrase NTC’s mission statement: The mission of the National Training Center is to provide tough, realistic, joint and combined arms training in multi-national venues across the full spectrum of conflict set in a contemporary operating environment to assist Commanders in developing trained, competent leaders and Soldiers by presenting them with current problem sets to improve the force and prepare for success in future joint battlefields. As such in the scenarios Syrian forces are used to represent Threat forces. It should be borne in mind that these Syrian forces are not Syrian as such – think of a highly trained and well equipped force such as the Russians. The missions are designed to stretch the abilities and tactics of the Bluefor. Question is are you as the commander up to it?

The Campaign

This campaign covers a 12 hour period of intense mechanised combat which follows a US (Blue) balanced company combat team spearheading an attack against Threat (Red) mechanised forces. There are five main combat missions, assuming as the US (Blue) side you can fight your way through winning each one, if you don’t then you’ll have six actions to fight. Each mission has a distinct feel about it reflecting a key mission a mechanised combat team would, or might, be given. The enclosed flow chart shows the campaign flow from the Blue perspective with each action outlined.

Core Units

This campaign is designed to be played primarily from the US (Blue) side. The main core unit that is tracked through the campaign is on the US side and focuses around ‘Hammer Team’. However, the Threat side does have a core unit for part of the action – mostly the first few battles.

For this reason the campaign is designed to be played primarily from a US (Blue perspective) against the Threat (Red) AI. In saying that I have included briefings and maps for the Red side thus enabling it to be played H2H. Each battle has several Threat (Red) AI plans so there is a certain amount of re-playability. You should also note if you decide to replay a battle then the AI might adopt a different strategy in it’s operations…

Important!! The bottom line for the US player is you just cannot afford losses, at any stage. To do so will either see you kicked out of the campaign or facing an end battle with next to no units. Red can afford losses – in fact in many actions Red is fighting a desperately to stem the US (Blue) attacks or eliminate their gains.

The challenge for the Blue player, surprise, surprise is to achieve the mission objectives whilst conserving his force. There will be no 7th Cavalry galloping over the hill to save the day, in any battle.

Map and Battle Size

All the battles are on, generally speaking, very large maps – typically around 2.5 x 2.5Km square. Unit sizes on map are generally around a few platoons to at most a reinforced company. No massed battalions here you’ll be relieved to hear! The new BFC patch 1.11 should see these maps load far quicker, in a few minutes on average.

This is version 3 in which I have tweaked the Blue vehicle repair/recovery settings for each mission – hopefully this should mean any bogged/immobilised vehicles make into the next mission – also slightly tweaked the victory conditions for counter recon and corrected a couple of typos.

USMC_Forging-Steel.7z

Source The Scenario Depot III

USMC:From the Halls of Montezuma

CM SHOCK FORCE [SCENARIOS]. US MARINE MODULE REQUIRED

Following the start of the land invasion in Eastern Syria, it is hoped a surprise amphibious landing can be carried out to secure the port facilities intact.

1st Bttn 3rd MEU

Mission Briefing

Weather is clear with light winds forecast. The area is dominated by high ground to the rear of the beaches, which levels out to the North of the landing areas as it becomes built up and the harbour facilities and basins are encountered.

Mission 1/3
To secure bridgeheads GOLD, JUNO and SWORD, before swinging North to enter the town and secure the lock gate mechanisms and oil storage pump house, OBJECTIVES DEVIL and DOG respectively.

Heavy weapons are to establish overwatch in the bridgehead prior to forces entering the town and harbour area and securing the facilities there.

Co A to clear enemy forces from immediate beach area, and secure the beach for follow up units. Engineer support is attached.

Co B, plus units of Divisional Recon follow at 5 minutes, and are tasked to move through the beach area and to determine local resistance allowing Co C to deploy and neutralise all ENEMY forces in GOLD, JUNO, SWORD.

Co C are following Co B by 15 minutes and are to move and secure GOLD, JUNO, SWORD. Co A and B are to reorganise before moving forward to secure Objectives DEVIL and DOG.
Elements of CO C can be released to support, however the beachhead must remain secured.

Design Notes

This scenario was designed prior to the releases of Marines, to test the concept, and allow a switch of Blue forces as soon as Marines was issued. Hence there has been no play testing with Marine equipment and so balance is questionable.

To be played as Blue against AI.

The amphibious assault element requires a degree of acceptance/imagination, in order to overcome the lack of water in the current engine. If you don’t like the compromises made I suggest you play a different scenario.

Marsh tiles have an amended texture to represent “Sea”. In order to allow vehicles to move in the “Sea” sunken lanes have been created using the stock gravel texture. Also included are textures to alter building facade 8 to oil tanks, and changing the blue plastic barrels to brown.

I suggest that all vehicles in the “Sea” move at slow pace only, in order to represent the slow water speed of the vehicles.

If hit while in the “Sea” vehicles will not sink, and so remain in place. Passengers and crew that bail out need to be moved either to the beach or back to the offshore holding box. Other vehicles will reverse while still in the sea lanes. Live with it or play another scenario ????

The Blue bunker offshore represents on offshore spotter for Naval Gunfire. As noted by BF this starts floating in the air, however it will start in its correct location once the mission clock starts.

I’ve also noted the victory screen shows as Red on Red.

Enjoy and feedback always welcome

HallsofPW.7z

Source The Scenario Depot III

USMC Trial by Fire

CM SHOCK FORCE [SCENARIOS]. US MARINE MODULE REQUIRED

A platoon of inexperienced Marines must lend support to a recon probe when the probes search for suspected radioactive materials goes bad. Unknown to them their first days in country will test their abilities as a highly trained force attempts to counter their search of the warehouse. (Blue vs. Red, H2H, briefings for both sides)

USMC-Trial-by-Fire.7z

Source The Scenario Depot III

USMC RTB1 Az Zubayr

CM SHOCK FORCE [SCENARIOS]. Map & scenario for my Road to Baghdad Mod (RTB1).

This is my first map and short scenario – USMC RTB1 Az Zubayr. Apologies in advance.

It depicts a heavily fictionalised version of the attack on the Az Zubayr oil pumping station by elements of the Marine Expeditionary Force at the outset of Operation Iraqi Freedom in 2003. AI plans limited so must be played as blue on red only.

Recommend that it is played with the Road to Baghdad Mod.

USMC-RTB1-Az-Zubayr.7z

Source The Scenario Depot III

USMC Ramadi (IRAQ): Relief of JOKER 3

CM SHOCK FORCE [SCENARIOS]. US MARINE MODULE REQUIRED

This scenario and map faithfully recreates a well-documented historical action that took place in the city of Ramadi, Iraq on April 6, 2004.

3 separated Marine squads are besieged in a sprawling residential area by hundreds of insurgents. Two mobile QRF platoons starting at opposite ends of the 1km x 0.5km map must locate and rescue them.

Victory depends entirely on keeping US casualties below 5% of forces engaged. It will require a very different style of gameplay and urban tactics than you may be used to. Replayability should be high.

I strongly recommend downloading my Islamic Cemetery and Improved Shopfront mods for use with this map.

USMC-Ramadi-Relief-of-JOKER-3.7z

Source The Scenario Depot III

USMC Forging Steel: The Missions

CM SHOCK FORCE [CAMPAIGNS], SCENARIO PLAYABLE AS H2H AND VS AI. US MARINE MODULE REQUIRED

Play Blue/Red AI; H2H only About The MissionsThis series of missions is taken from the “Forging Steel “campaign. Originally the missions were packaged as a campaign which covered a 12 hour period of intense mechanised combat which followed a US (Blue) balanced company combat team spearheading an attack against Threat (Red) mechanised forces. Each mission has a distinct feel about it reflecting a key mission a mechanised combat team would, or might, be given. The enclosed flow chart shows the campaign flow from the Blue perspective with each action outlined. You can use this to play the appropriate scenario depending on how you get on in the previous one. Please note: The mission re-supply is not included. This was only intended for the player playing the campaign to review the state of their combat team prior to the next series of missions. The basic concept behind the campaign and the associated missions is the same as that behind the training at the US National Training Centre at Fort Irwin. To paraphrase NTC’s mission statement: “The mission of the National Training Center is to provide tough, realistic, joint and combined arms training in multi-national venues across the full spectrum of conflict set in a contemporary operating environment to assist Commanders in developing trained, competent leaders and Soldiers by presenting them with current problem sets to improve the force and prepare for success in future joint battlefields.” As such in the scenarios Syrian forces are used to represent Threat forces. It should be borne in mind that these Syrian forces are not Syrian as such – think of a highly trained and well equipped force such as the Russians. The missions are designed to stretch the abilities and tactics of the Bluefor. Question is – are you as the commander up to it? About the UnitsThese missions can be played from either side against the AI (Although Blue against Red is preferred – given the nature of the missions and limitations of the AI the Blue AI tends not to play all that well, good if you like blowing up Blue stuff!) or even better H2H. The main unit that is tracked through the missions is on the US side and focuses around ‘Hammer Team’. Each battle has several Threat (Red) AI plans so there is a certain amount of re-playability. You should also note if you decide to replay a battle then the AI might adopt a different strategy in it’s operations… Unlike the campaign you might find that the missions strongly favour the Blue side. This was to allow the Blue player to take casualties and still have a chance of winning the campaign further down the line. When playing the missions as standalones Bluefor will be at full strength for every mission thus making the missions feel easier. Map and Battle SizeAll the battles are on, generally speaking, very large maps – typically around 2.5 x 2.5Km square. Unit sizes on map are generally around a few platoons to at most a reinforced company. No massed battalions here you’ll be relieved to hear! The new BFC patch 1.21 should see these maps load far quicker, in a few minutes on average.

USMc-Forging-Steel_The-Missions.7z

Source The Scenario Depot III

USMC Day of Days Part1

CM SHOCK FORCE [SCENARIOS]. US MARINE MODULE REQUIRED

This is a fictional scenario of Marines of Bravo Company 1/4 QRF in urban combat against determined insurgence. It has elements of Fallujah and other similar battles that occured but is entirely fictional. I wanted to try and replicate the difficulty of this type of operation in a urban environment and I hope you will find it enjoyable. This is my second attempt at scenario building so any comments or suggestions would be helpful.

There are 8 parts to this download as there are a number of mods that I highly recommend using as well as some modifications I made to some to create the atmosphere I wanted in the scenario. Read the enclosed notes in the first download for instructions. All credit of these mods as well as the map goes to the authors.

PMCTODO download broken

Source The Scenario Depot III