

Convenient at this stage of CM development, since I strive for historical realism in my map/scenario design. Click on the Base Game option to see the full range of information about Battle for Normandy. Oh, and there were no flamethrowers available at Makin on D-Day the oxygen tanks got misplaced. Other users assets All the assets in this file belong to the author, or are from free-to-use modders resources Upload permission You are not allowed to upload this file to other sites under any circumstances Modification permission You are not allowed to modify my files, including creating bug fixes or improving on. Combat Mission Battle for Normandy (CMBN) faithfully recreates the experience of tactical land warfare in Western France during World War Two from D-Day through September 1944. The plan has gone sideways and all there is to do is for the doughs or Leathernecks to slug it out, spider hole by spider hole. The game was released on November 1, 2005, for the PC, Mobile phone, Xbox, PlayStation Portable, and PlayStation 2, the same day that Revenge of the Sith. I didn't want to start with a Betio, Iwo or Peleliu bloodbath, even though John Wayne (and Spielberg) and most of us who didn't have to bleed and sweat there love that sh*t there really isn't that much for the higher commander to decide, frankly. And yes, I do hope to convince BFC that a little CMPTO game is well worth doing at some point That's the main reason I chose Makin, together with it being very thoroughly documented. In any case *I* am more interested in the tactical challenges of securing a beachhead at battalion scale, while staying within a PBEM (H2H) scenario timeframe of ~2 hours. While Carlson's raid *could* be done enjoyably in CM (and my map covers some of the King's Wharf area, it really isn't best suited to the scale IMHO.

Nah, it's been done to death in shooters.
