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NATO
Module Manual
CMSF: N A T O 1
Introduction
Welcome to the third Module designed for the Combat Mis-
sion: Shock Force environment! The purpose of this
supplement is to describe the elements unique to the NATO
Module which are not found in the main game manual. Since
the game itself plays exactly the same for all customers,
no matter what Modules they do or do not have, the main
game manual is still the primary source of information about
how the game itself works. Therefore, the bulk of this
Supplement covers the units contained within the NATO
Module and, to some extent, tips and techniques for using
them. There is also an expanded section about licensing
and installation and patching for CMSF and its modules,
and we begin with that.
Installation
Installation from disc
In order to install the game, insert the game disc. The CMSF
Installation Menu should appear if you have CD Autostart
enabled on your computer. Click on the “Install Game”
option to begin the installation process. If you have CD
Autostart disabled, or if the Installation Menu does not ap-
pear, please browse the contents of the disc and simply
double-click on the file called “CMSF_NATO_Setup.exe”.
That will manually launch the game installer.
2 CMSF: N A T O
License Overview
Combat Mission: Shock Force is protected by an online acti-
vation system called “eLicense”. eLicense is a tool to restrict
the illegal distribution of the software without being annoy-
ing or intrusive to the legitimate customer.
Licensing
When you first run CMSF:NATO, 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) if you have Windows Vista or Windows 7, make
sure you launch the game with full administrator
privileges. This is usually achieved by right-clicking
on the executable file, selecting “Properties” from
the pop-up menu, and making sure that “Run as
administrator” is checked
c) enter your license key into the correct field in
the pop-up window
d) 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 follow-
ing 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...)
CMSF: N A T O 3
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 com-
puters which experience problems with a firewall or proxy
settings since, unlike the direct online activation, off-line
licensing only requires a simple non-encrypted internet
connection. If you do experience firewall or proxy prob-
lems, simply follow the off-line licensing steps on the same
computer that is having the problem.
eLicense allows you to license, un-license and re-license the
game as often as you wish. This allows you to use CM:SF
on several computers if you like (up to two at the same
time) without reinstallation, and gives you the right to re-
sell the game after you’ve had your fun with it (as long as
you un-license your copy).
Note: Licensing is only necessary once, namely the first time you run a
game on a PC. For subsequent launches, there is no communica-
tion needed between your game and the licensing servers.
Un-Licensing
One of the neat features of eLicense is that your license never
expires and is never used up, unlike so many other pro-
tection systems out there. If you buy a new computer,
replace a hard drive, or even give the game to a friend,
you can simply un-license 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,
that’s 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.
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:
4 CMSF: N A T O
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...
b) right click on the file you’re 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 to un-license, as well as solutions to potential
problems are explained in the F.A.Q.:
http://www.battlefront.com/helpdesk
After the Un-license window opens, you must enter your li-
cense 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 don’t, then your game was not properly unlicensed,
and your license might still be “in use”.
Note: Licensing and Un-licensing is not the same as Installing and Un-
installing! For example: You can uninstall a game without
unlicensing (which means that you would not have to relicense
the game after a reinstallation), or you can unlicense a game
without uninstalling (which means that you can use the key
elsewhere and keep your game on your PC, but cannot launch it
until it’s relicensed).
Modules
Modules are not standalone games! They require the base
game (in this case, Combat Mission Shock Force) to play.
It is therefore VERY IMPORTANT to install the Module in
the correct location, i.e. inside the previously installed CMSF
base game directory.
CMSF: N A T O 5
Note: if you purchased the module as part of a bundle together with the
base game, then this is taken care of automatically during
installation of course!
The installer will try to find out where the base game is in-
stalled automatically and suggest the correct location, but
this may not always work 100% correctly, especially if
you didn’t use the default installation paths, or if you have
a non-Battlefront localised version of CMSF. Please
doublecheck your installation folder therefore BEFORE in-
stalling the Module (the Installer Menu will remind you of
that).
If you have a non-Battlefront version of the base game which
requires the CD in the drive in order to play, then by
installing the NATO Module this will no longer be required.
IMPORTANT! After you have the NATO Module installed, you will never
need to patch the base game of CMSF separately. All future NATO
patches will also include the corresponding patch to the base
game of CMSF (if any).
6 CMSF: N A T O
2b- use your Marines Module license key to activate.
This will activate both the base game AND the module.
3- install the British Forces Module. This will update your
game to v1.20.
3b- use your Britihs Forces license key to activate.
4- install the v1.21 Patch. This will update your game to
v1.21. Make sure to select the correct components (modules
+ Base game) to update.
5- install the NATO module. This will update your game
to v1.30.
5b- use your NATO module key to activate. This will
activate both the base game and the module in one go.
6- if available, install the latest patch for CMSF. Only one
patch is required to update all game components, including
the base game and modules.
Note: It's important to patch as the last step! This will ensure that your
game and all modules are up to date; otherwise you may uninten-
tionally downgrade your game to an older version by installing an
older module.
UNLICENSE link
This is a quick way to manually unlicense your game before
uninstalling (or e.g. before making any major modifica-
tions to your PC).
CMSF: N A T O 7
Tactical Considerations
This module introduces the German, Dutch and Canadian
forces to Combat Mission, as well as some new units for
the Syrian forces. The fundamentals of combat are the
same as before; however, you need to familiarize yourself
with the formations in this module in order to take advan-
tage of their strengths and to avoid placing them at a
disadvantage. This section points out some things to keep
in mind as you learn how best to use NATO Module units on
their own and in cooperation with the other forces of CM:SF.
For more general tactical and game tips, please see the
main game manual.
Note: One of the most important things to keep in mind is that similar
equipment does not mean similar performance or tactics. For
example, US Marines, Canadian infantry, and Dutch infantry all
use small arms based on the M16, FN Minimi, and FN MAG. These
similarities are just about the only thing common to each.
Headcount, internal organization, supporting arms, and in
particular organic AT capabilities are very different. This, in turn,
can have a dramatic impact on the outcome of tactical situations.
If you don’t take this into account it is likely those outcomes will
be suboptimal at best, a disaster at worst.
German Army
At the highest level, the structure of the German Army is
largely similar to the other armies we see in the game,
with light infantry, mechanized infantry, and armor forma-
tions. The units chosen for this module are mostly based
on the structure of the German 10. Panzerdivision. This
division, based in the southern part of Germany, includes
the primary active units that would participate in a hypo-
thetical invasion of Syria.
8 CMSF: N A T O
The German Army infantry force is built around the G36 as-
sault rifle, which comes in several configurations, one of
which includes an AG36 under-barrel grenade launcher. The
iconic 7.62 MG3 machine gun, direct successor to the world
war two MG42, has recently been phased out of most for-
mations in favor of the brand new 5.56 MG4. However, the
MG3 can still be found here and there. The Panzerfaust 3
and the Milan ATGM are the primary AT weapons used by
the Germans.
Light Infantry
GebirgsJaeger Battalion
The Gebirgsjägerbataillon is the German designation for moun-
tain infantry, and represents the bulk of Germany’s light
infantry force. It consists of about 1,000 soldiers divided
into 6 companies. The first company is responsible for staff
and support duties, which is outside of CMSF’s scope. Ex-
cept, that is, for the “Hochgebirgsjägerzug” (a special elite
platoon) for recon and fighting in the highest mountain ter-
rain. The next three companies are the combat companies,
consisting of light infantry using the Transport Panzer Fuchs.
The fifth company is a heavy company equipped with the
Wiesel AWC for mortar support, anti-tank defense, and
supporting cannon fire with 20mm guns. The sixth com-
pany is a training and replacement formation that is not
portrayed in the game.
The main tasks of the German mountain infantry are warfare
in extreme weather and terrain conditions, as well as in
urban terrain.
Mech Infantry
Panzergrenadier Battalion
A Panzergrenadierbataillon has 5 companies. The first com-
pany is responsible for staff and support duties, while the
2nd, 3rd and 4th are the combat companies. The main
weapons system is the Marder IFV with its 20mm machine-
cannon, coaxial MG3, and side-mounted Milan anti-tank
CMSF: N A T O 9
system. The primary role of the Marder is to transport 6
Panzergrenadier soldiers for dismounted infantry tasks.
The battalion is an offensive force characterized by a combi-
nation of fire and movement in conjunction with main battle
tanks. The Marders allow for rapid and flexible engage-
ment in either mounted or dismounted roles, in open or
dense terrain.
This flexibility and firepower does come with one significant
area of concern, however. Specifically, the limited seating
capacity of the Marder means that the dismounted squads,
though heavily armed, are more “fragile” than other infan-
try units in Combat Mission. If you do not take this into
consideration while playing, you will quickly find out for
yourself how fragile they are!
Armor
Panzer Battalion
The Panzerbataillon, or tank battalion, is the spearhead of
every German armored attack. The battalion consists of 5
companies. The first company is responsible for staff and
support duties, the other three are the combat companies.
Each company has 14 Leopard 2 A6 MBTs organized into
three Panzer Platoons, the first of which is commanded by
an officer and the other two by senior NCOs.
Aufklaerung Company
Aufklärung is the German word for reconnaissance.
The Aufklärungs Company is part of the Division’s Recon Bat-
talion, though it is almost always parceled out amongst the
Brigade’s various battalions and not used as a single force.
An Aufklärungs Company consists of six platoons, which
use mostly Fennek light armored reconnaissance vehicles
armed with MG3 or GMG (Grenade Machine Gun). Although
the bulk of the formation is permanently mounted, there is
a limited dismount capability in the form of scout-troops
riding in lightly armored Wolf vehicles.
Panzerpionier Company
The Panzerpionier (Armored Engineer) Company is part of
the Divisional Pionier Battalion. Like the Aufklärungs Bat-
talion, the Panzerpionier Battalion is divided up and does
10 CMSF: N A T O
not fight as a whole unit. Their main task is to clear mines
and support the infantry in battle, especially in MOUT war-
fare. The Pionier Company in the game consists of two
platoons (a third is a construction and bridging platoon not
relevant to a tactical battle). A special version of the lightly
armored Transport Panzer Fuchs keeps the engineers mo-
bile and offers them some fire support.
Mech Battlegroup
When a Panzergrenadierbataillon is task organized with a
Panzerbatallion, the resulting larger unit is called a Mech
Battlegroup. Typically, the Germans use a 2:1 ratio of Mech
Infantry to Armor, which is what you command in the Ger-
man campaign. Besides the two Panzergrenadier Companies
and one Panzer Company, the Mech Battlegroup typically
fights alongside Recon and Engineer Companies, depend-
ing on the situation.
Dutch Army
The entire Royal Dutch Army ground fighting force is quite
small compared to all the other nations represented in
Combat Mission Shock Force. However, the Dutch have a
long history of committing their forces into battle alongside
their stronger allies. On the battlefield, the Dutch army is
usually organized in Battlegroups or Maneuver Battalions.
These formations include whatever units are needed for
the specific mission they have been assigned to. For the
mission in Syria, we have chosen a Maneuver Battalion as
the main formation, as that is similar to what was deployed
in Bosnia and Afghanistan. Some individual formations, like
the Light Infantry Company, Mech Battalion, Engineer Com-
pany and Tank Battalion, are also included, although they
are unlikely to see combat on their own.
The Royal Dutch Army´s main rifle is the C7A1, with the AG36
grenade launcher an integral part of the Rifle Squad’s fire-
power. The Minimi squad automatic weapon and the larger
caliber FN MAG are the primary means of enemy suppres-
sion. For anti tank duties, the Panzerfaust 3 and the Gill
are used.
CMSF: N A T O 11
Light Infantry
Light Infantry Company - Independent
Three Rifle Platoons, with thirty two men each, make up the
bulk of this company. These platoons use the G-Wagen
armed with a .50cal machine gun, grenade machinegun,
or FN-MAG. The attached anti-tank platoon uses two-man
dismounted teams armed with Gill missiles and Panzerfaust
3 IT. For transport, they use a special version of the Fennek,
the MRAT, armed with a .50cal machinegun. An integrated
forward observer and three off-map 81mm mortars pro-
vide organic fire support.
Mech Infantry
Mech Battalion
The three fighting companies of the Mech Battalion use the
YPR-765 PRI infantry fighting vehicle as their usual means
of transporting infantry into combat. However, at the time
of the hypothetical conflict in Syria, the new Swedish-made
CV9035NL was being introduced and is available in the game.
The YPR also has optional reactive armor (ERA) available
to it. The Editor allows players to choose between these
different options.
Each Mech Infantry Company has three Rifle Platoons. Al-
though the YPR-765 PRI carries supplies of Panzerfaust 3
AT weapons, for longer range AT duties each company re-
lies on its Antitank Platoon armed with Gill missiles. Each
company also has its own organic off-map 81mm Section
of three mortars.
At the battalion level are a Recce Platoon and an FAC (For-
ward Air Controller) Section.
Armor
Tank Battalion
The structure of a Dutch Tank Battalion is similar to the Ger-
man Army. It contains three Tank companies based on the
Leopard 2 A6 MBT. While it does have a FAC Section, it
12 CMSF: N A T O
lacks other specialized capabilities such as recon or engi-
neers. Since Tank Companies are almost always used in
conjunction with Mech Infantry, they rely upon others to
provide these services.
Maneuver Battalion
Depending on operational requirements, the Dutch organize
their Maneuver Battalions as either Heavy or Medium. The
Heavy is built around a Tank Battalion with one Tank Com-
pany removed and a Mech Infantry Company put in its
place. A Medium version is instead built around a Mech
Infantry Battalion with one of its Mech Infantry Companies
removed and replaced by a Tank Company. In tactical situ-
ations, the Heavy is better suited to open environments
where infantry are not critical to the success of the mis-
sion, while tanks are. Likewise, the Medium is better suited
to achieving objectives which require infantry more than
the heavy firepower of tanks.
Engineer Company
A higher level formation which usually accompanies a Maneu-
ver Battalion, though is not a part of it, is the armored
Engineer company. It consists of three Engineer Platoons
of forty four men each riding in their specialized YPR-765-
GN vehicles. By giving up some mobile firepower (the GN
variant is armed with .50cal MG instead of a 25mm can-
non), it is able to field a slightly larger squad of 9 men with
the usual C7A1 rifle, AG36 grenade launcher, FN Mag,
Minimi, and powerful demo charges.
Canadian Army
As with the other forces in the NATO Module, the Canadians
use the Battlegroup concept to organize their combat forces.
Having said that, instead of simply swapping around some
Tank and Mech Infantry Companies, the Independent
Battlegroup also includes a Light Infantry Company. In to-
tal, it has five combat companies instead of the usual three.
This gives the Canadian commander more combat power
and additional tactical flexibility right at his fingertips.
The Canadians have as their main rifle the C7A2 and its op-
tional M203A1 under-barrel grenade launcher. These are
CMSF: N A T O 13
based on the US M16 and M203 weapons. As with most
other modern NATO forces, the primary infantry firepower
is provided by the FN MAG and FN Minimi. Additional anti-
tank capabilities come from the disposable M72, Carl
Gustav, and medium range ERYX. For longer ranges, they
rely on the LAV III TUA (TOW Under Armour), which has a
turret equipped with 2 TOW launchers.
The LAV III is the main vehicle used by the Canadians, which
is similar to the US Stryker (they both use a common de-
sign).
Light Infantry
Rifle company
When participating in a combat operation, such as Combat
Mission’s hypothetical Syrian setting, the Canadians would
likely not use full Light Infantry Battalions. Instead, the
flexible lightly armed soldiers would be assigned to an In-
dependent Battlegroup to complement its heavier combat
elements.
The exact form of the Canadian Rifle Company was appar-
ently somewhat up in the air for the time period Combat
Mission portrays. Therefore, we have done our best to as-
semble a reasonable approximation of what would likely
take part in a conventional conflict. First of all, its three
Rifle Platoons would probably use the medium armored
Nyala APC instead of their standard light armored G-Wag-
ons. For peace keeping duties, the G-Wagon may be a
practical choice, but for a conventional war it would be a
poor choice for most situations. Secondly, the exact com-
position of the Weapons Platoon would likely undergo some
manpower adjustments to better crew weapons and utilize
the Nyala’s passenger capacity better. One could question
these choices; however, given the conflicting structures on
paper and in Afghanistan during this time period, we feel
this organization is as close to accurate as it can possibly
be.
Mech Infantry
Mech Infantry Battalion
With four Mech Rifle Companies this battalion contains the
most infantry of any NATO Mech Infantry force. Each of
14 CMSF: N A T O
these companies has three Mech Rifle Platoons with 4 LAV
III and around 40 soldiers. The battalion’s Combat Sup-
port Company provides recon, engineer, and anti-tank
capabilities with its three combat platoons. It also provides
off-map 81mm mortar fire from its Mortar Platoon.
Throughout the battalion, the primary vehicle is based on
the LAV III with G-Wagons being used in small numbers.
Armor
Tank Squadron
A Canadian Tank Squadron (company) contains the most tanks
of any standard armor company found in Combat Mission
Shock Force. It has four Tank Troops (platoons) each with
four Leopard tanks instead of the usual three platoons of
four tanks. Unlike the Germans and Dutch, the Canadians
still field the Leopard 1 (in upgraded form) as well as the
more modern Leopard 2A4+ and top of the line Leopard 2
A6M.
Independent Battlegroup
Pretty much anything a battlefield commander needs can be
found assigned to an Independent Battlegroup. Unlike other
nations, the Independent Battlegroup is basically a com-
pletely unique structure that borrows far less directly from
the standard battalion types. The closest force in Combat
Mission Shock Force to compare against is the Marines MEU.
The Independent Battlegroup boasts five combat companies
and the Mech Infantry Battalion’s Combat Support Com-
pany, for a total of roughly six companies of combined
combat strength. For its dismounted punch, it has one (light)
Rifle Company and two Mech Rifle Companies. This pow-
erful infantry force is backed up by a Tank Squadron and a
Combat Support Company. Additionally a Recce Squadron
(recon company) is available in full for the purposes of
finding, fixing, and eliminating enemy forces. All in all a
very powerful and flexible force.
CMSF: N A T O 15
New Syrian units in the module
Although this is called the NATO module, a number of new
Syrian units have been included as well. They are:
Truck Plato on
They can be found in the Syrian Army under Infantry. This
truck platoon consists of three Zil-131 trucks. It has only a
driver as crew. The Zil-131 can carry up to 11 soldiers and
carries ammunition supplies. Thus, it can be used in the
game as both transport and supply truck.
Flak Battery
In the Mech Infantry tab of the Syrian army, you will now find
the Flak Battery. Each battery consists of three ZSU-23-4
“Shilka”, the Self-Propelled Anti-Aircraft Gun (SPAA).
In the game, the Shilka cannot be used as an anti-aircraft
weapon, but it is deadly against enemy light armored ve-
hicles, infantry and strongpoints as an infantry-support
vehicle.
16 CMSF: N A T O
Vehicle and Weapon Details
GERMAN ARMY
Leopard2 Main Battle Tank
For the German Army, we included in the module two variants of this mighty tank: the
Leopard 2A6 and the Leopard 2A4. The Leopard 2A4, however, will only be found in
a few units and at the lowest quality settings. It is interesting for the player to see the
great improvements from the A4 to the A6 and experience them in battle.
The Leopard 2 is the successor to the successful Leopard 1 which was first produced in
1963. The Leopard 2 started production in 1979 and can be considered one of the
most successful projects for a main battle tank, with over 3,200 units produced. It is
in service with the armies of (among others) Austria, Canada, Denmark, Germany,
Finland, the Netherlands, Norway, Switzerland, Sweden and Spain.
The main weapon of the Leopard 2 is the 120mm Rheinmetall smoothbore gun. The A4
uses the L44 caliber gun, while the A6 uses the L55. The L44 gun barrel has a length
of 530cm while the L55 has a length of 660cm. The extension of the barrel length
from caliber length 44 to caliber length 55 is 130cm and results in a greater portion
of the available energy in the barrel to be converted into projectile velocity.
The gun can be used with a variety of ammunition types: Rheinmetall APFSDS-T,
known as DM-33 KE (Kinetische Energy), and HEAT-MP-T, known as DM-12
MZ(Mehrzweck = multipurpose), both types having combustible cases. 27 rounds of
120mm ammunition are stored in a special magazine in the forward section of the
hull, to the left of the driver’s station - an additional 15 (making a total of 42) are
stored in the left side of the turret bustle, and separated from the fighting compart-
ment by an electrically operated door. DM 53 (LKE II) tungsten long rod penetrator
rounds(A5, A6), Rheinmetall’s latest ammunition developments for the Leopard 2,
include the DM 43 A1 120mm KE cartridge, DM 53 120mm LKE cartridge and the new
120 MP cartridge.
Apart from the gun, other differences between the A4 and the A6 are:
Increased armor on hull and side skirts; the turret front and sides are fitted with wedge-
shaped add-on armor; driver’s hatch, which is now electronically operated and slides
to the right to open; gun mantlet, which was completely redesigned; increased
armor protection for the crew and improved command and control system capabili-
ties; an auxiliary engine, improved mine protection and an air-conditioning system.
The electro-hydraulic gun control and stabilization system was replaced by an all-
electric system, and these are just a few of the improvements.
As secondary weapons, the Leopard uses 2 x 7.62mm MG3 machine guns.
CMSF: N A T O 17
The tank fields a crew of 4 and can reach speeds up to 72km/h. It has a weight of 55
tons(A4)and 62 tons(A6). As far as protection and armor, the Leopard 2 A6 is one of
the best protected main battle tanks in the world, firmly established in the same class
as the US M1A2 Abrams SEP main battle tank.
Marder
The Marder is the main weapon of the Panzergrenadiere (mechanized infantry) in the
German Army.
Marder 1A3 is currently the most common version of this system, and is in service with
the Bundeswehr. The Marder 1A4 differs from the 1A3 only by the use of a cryptog-
raphy-capable radio-set. The newest version of the Marder is the Marder 1A5 with
advanced mine protection. Only a small number of this variant are in service.
It is going to be replaced by the Puma in the future, which is similar in many ways to
the CV9035NL, used in the module by the Dutch.
Its main armament: 20mm Rheinmetall MK 20 Rh 202 automatic cannon. Some
Marders also use a MILAN AT launcher. Secondary armament is a 7.62mm MG3
machine gun.
It has a crew of 3 and can reach speeds of up to 75km/h.
Note: To use the Milan mounted on the Marder, you need to use the Open
command so that the commander hatch is open and the com-
mander out to man the weapon
Fennek
The Fennek is a lightly armored 4WD reconnaissance vehicle, operated by a three-man
crew and developed for both the German Army and the Royal Dutch Army. The
primary mission equipment is an observation package, and sensors include a thermal
imager, daylight camera and a laser rangefinder. Combined with the vehicle’s GPS
and inertial navigation system, the operator can accurately mark targets or points of
18 CMSF: N A T O
interest and pass that data to the digital battlefield network. The Fenneks used by
the Bundeswehr are armed with an MG3 or an HK-GMG. The vehicle is protected all-
round against 7.62mm rounds.
Wiesel 1 (20mm)
The Wiesel is an air-portable armored fighting vehicle. It entered service with German
airborne units in 1982. Production of the Wiesel 1 ended in 1993. Over 300 of these
vehicles were built.
The Wiesel is used for a wide range of missions, including armored reconnaissance,
command and control, battlefield surveillance, resupply, recovery, and as an anti-
tank guided weapons carrier.
The chassis is made of steel armor and can resist common 5.56mm and 7.62mm small
arms ammunition.
A variety of different turrets and weapons systems can be installed on the Wiesel 1,
which enables it to undertake a wide range of roles on the battlefield.
The Wiesel 1 MK20 fire support version fields a Rheinmetall MK 20 Rh202 20mm
cannon.
CMSF: N A T O 19
Wiesel 1 TOW
This is the TOW variant with a TOW anti-tank guided missile (ATGM) instead of the
20mm cannon as its main armament.
Wolf
The Wolf is a light utility military support vehicle with its origins in the 1970s, being
produced in Germany. The German Armed Forces use it under the name “Wolf”. Over
12,000 vehicles have been delivered in over 50 versions, ranging from ambulance
vehicles to armored vehicles used by the German special forces.
Designed to be a durable, reliable, and rugged off-roader, it uses three fully locking
differentials.
The fact that it has no armor means that you should use it with care, for recon missions
or in the rear areas of the battlefield.
It is present in the module as open top and closed top.
Fuchs
The TPz (Transportpanzer) Fuchs is an armored transport vehicle that started produc-
tion in 1979 in Germany. It was the second wheeled armored vehicle to be fielded by
the Bundeswehr, joining the Luchs/Lynx armored reconnaissance vehicle. As well as
offering protection against small arms fire and shrapnel, the Fuchs features a venti-
lation system for protecting the fighting compartment from nuclear, biological and
chemical contamination.
It is used for various missions, including troop-transport, engineer-transport, bomb
disposal, NBC (Nuclear, Biological and Chemical), reconnaissance and electronic
warfare.
Currently, the German army operates over one thousand TPz-1 Fuchs APCs.
20 CMSF: N A T O
GERMAN ARMY AIR ASSETS
Tornado ids
The Tornado IDS (Interdictor/Strike) fighter-bomber is one of the models of this aircraft
used by the German airforce.
It was designed for low-level supersonic ground attack bombing. Its good high-speed
and low-speed flying characteristics enable it to take off and land at short distances.
In order for an aircraft to be efficient at both high and low speeds, variable wing
sweeps were incorporated into the Tornado design.
The Tornado has a computer controlled fly-by-wire system that ensures optimum
performance. The system has multiple redundancy built in to accommodate any
number of potential failures. The system is comprised of several units that interact to
minimise the risk of the aircraft leaving controlled flight.
The ASSTA 2 upgrade began in 2005 only for the 85 ECR and RECCE Tornados, as the
IDS is in the process of being replaced by the Eurofighter Typhoon. It mainly consists
of digital avionics, a new ECM suite and provision for the Taurus cruise missile.
Beginning in 2000, German IDS, ECR and RECCE(IDS with additional cables to support
the RECCE-POD) Tornados received the ASSTA 1 upgrade. The major modification of
the ASSTA 1 (Avionics System Software Tornado in Ada) upgrade was the replace-
ment of the weapons computer with a MIL-STD 1553/1760 or Ada MIL-STD 1815
computer. The Tornados also received an internal GPS, a Laser Inertial Navigation
System, and the "Tornado Self Protection Jammer" ECM-pod. The new computer
supports the HARM III, HARM 0 Block IV/V and Kormoran II missiles, the Rafael
Litening II Laser Designator Pod and GBU-24 Paveway III laser-guided bombs.
CMSF: N A T O 21
GERMAN ARMY ARTILLERY ASSETS
PzH 2000
This is a German 155mm self-propelled howitzer used by the German Army. PzH 2000
is the abbreviated form of Panzerhaubitze 2000 or “Armored howitzer 2000”. It has
a very high rate of fire. In burst mode, it can fire three rounds in 9 seconds, ten
rounds in 56 seconds, and can fire between 10 and 13 rounds per minute continu-
ously, depending on barrel heating. The 155mm armament is automatically laid at
high speed and precision, its position is checked after every fired round and, if
necessary, it is relayed automatically. Two operators can load 60 shells and propelling
charges in less than 12 minutes. PzH 2000 is currently fielded by the armies of Italy,
Netherlands, and Greece. It will eventually serve even more nations as many NATO
forces replace their M109 howitzers. In September 2006, the PZH 2000 completed its
first live-fire combat mission with the Dutch Army in Afghanistan, as part of Operation
Medusa. In operations against the Taliban, three PZH 2000 provided fire support at a
range of more than 30km.
Mortar R (120mm)
The Panzermörser 120mm “R”, or armored mortar 120mm “R”, also designated 120mm
mortar (MTV), is mounted on the chassis of a M113 armored vehicle, and enables
fire-support for the Gebirgsjäger and Panzergrenadiere of the German Army at
ranges between 450m and 6350m.
Maximum rate of fire is 15 rounds per minute, 5 rounds per minute sustained.
22 CMSF: N A T O
G36 Rifle
This is the standard and most common variant of the G36 family. It weighs around 3.63
kg, has a length of 999mm, 30-round magazine and an effective range of 200-
600m.
G36 K carbine
The “K” model (K for “Kurz” or “short”) is the carbine variant, with a shorter barrel and
a shorter forend, which includes a bottom rail that can be used to attach tactical
accessories.
MG3
This is the Bundeswehr’s general purpose machine gun that uses the 7.62x51mm NATO
cartridge. It is very much based on the World War Two MG42 system. The MG 3 was
developed in the late 1950s and adopted into service with the German Army, where
it continues to serve to this day as a squad support weapon and vehicle-mounted
machine gun. The weapon has been exported to or license-built in Chile, Denmark,
Italy, Pakistan, Saudi Arabia, Iran, Norway, Austria, Australia, Portugal, Poland,
Greece, Cyprus and produced under license in Turkey.
The MG3 is still used as the standard secondary weapon of most modern German
armored fighting vehicle designs (e.g. Leopard 2, PzH 2000, Marder (IFV)), as a
primary weapon on light/non armored vehicles (e.g. Wolf, LKW 2to, ATF Dingo) and
as an infantry weapon on light bipods as well as different tripods.
CMSF: N A T O 23
bined with the fragmentation effect of mortar ammunition. You will find them on
vehicles such as the Fennek or used by special teams.
Panzerfaust3-IT600
This Panzerfaust 3 variant, the PzF 3-IT-600, uses a dual mode warhead and can be
fired from ranges up to 600 meters using an advanced computer-assisted sighting
and targeting mechanism.
MILAN ATGM
The MILAN 3 is a portable, medium-range, anti-tank guided missile. It uses a guide-by-
wire system, requiring the operator to guide the missile by maintaining the reticle
centred on the target during missile flight. It can fire dual hollow charge “tandem”
warheads that can defeat explosive reactive armor. The maximum range of the
MILAN is up to 2000m, and there is a significant MINIMUM range as well, which is
400m.
The MILAN version in the game includes the MIRA thermal imaging sight which gives it
night-firing ability.
DM 51 Hand Grenade
The DM 51 is a German dual-purpose hand grenade. The body can be used separately
as an offensive grenade, and - when the jacket is placed around it - the two parts
together make up a defensive grenade.
24 CMSF: N A T O
CANADIAN ARMY
Leopard2 A6 M
This is the Leopard 2A6 with an upgrade for extra mine protection with increased armor
under the lower front hull and the underbelly, plus a new redesigned crew compart-
ment which increases survivability. It also includes slat armor to the sides and rear of
both hull and turret.
Leopard2 A4 (plus)+
A4+ is the Canadian variant that uses the longer 120mm Rheinmetall L55 smoothbore
gun of the Leopard 2 A6 but no other improvements of the A6.
Leopard1 A5 C2
Sometimes referred to as just Leopard C2, this is a Canadian version updated Leopard
1 A5 that uses the 105mm L7A3 gun and MEXAS upgrade of composite armor panels.
CMSF: N A T O 25
LAV III
The LAV III is the latest version in the LAV vehicle series and forms the transport basis
of Canadian Mech Infantry units. Developed in Canada, its main armament is a M242
25mm chain gun with TIS. The secondary armament is a C6 7.62mm machine gun.
The LAV III carries a dedicated crew of 2 and up to 8 dismounts.
Also included in the module is the LAV III TUA (Tow-Under-Armor) with turret-mounted
TOW missile launchers for anti-tank purposes.
Coyote
Nyala
The RG-31 Nyala is a mine-protected vehicle manufactured in South Africa. The
Canadian version, an Armored Patrol Vehicle (APV), also known as Nyala, incorpo-
rates a Kongsberg Protector M151 Remote Weapon Station and is equipped with a
day and night sighting system, which allows the operator to fire the weapon while
remaining protected within the vehicle. It also has enhanced IED protection. The
vehicle can carry up to 10 soldiers, including the crew.
26 CMSF: N A T O
GWagon
The ‘G’ in the name is short for Geländewagen (or cross-country vehicle / rough terrain
vehicle).
This is the same vehicle as the Wolf used by the Germans. Main difference here lies in
the weapons used, with the MG3 and MG4 being replaced by M2HB and C6.
CMSF: N A T O 27
overhead support to friendly troops. The weapon can fire 20 rounds per minute for
short periods and 15 rounds a minute for sustained periods. It can be used against
targets between 200 and 4500 meters away.
C7A2 Rifle
The C7A2 assault rifle is an improved version of the C7A1 combat rifle. The C7 rifle is
a Canadian version of the U.S. M16. C7A2 rounds are 5.56 x 45mm NATO standard.
The weapon has an effective range of 400 meters and a rate of fire of 700 to 940
rounds per minute. Along with the optical sight, optional attachments include a
M203A1 40mm grenade launcher, an AN PAQ 4 laser pointer and an Image Intensi-
fication Night Sight (Kite sight).
C8A2 Carbine
This is the carbine variant of the C7 rifle. The C8 features a telescoping butt-stock and
a shortened barrel, while retaining all common parts of the C7. This weapon is
standard issue to armored crews and can be issued to troops on special missions that
require compact weapons.
28 CMSF: N A T O
C9 LMG
The Minimi light machine gun, also used by the US forces in the main game and by the
UK forces in the British Forces Module. The main difference is the steel tubular stock
and a vertical grip on the underside of the stock.
CMSF: N A T O 29
C3A1 sniper rifle
C3A1 is the designation of the British-made medium range sniper rifle used by the
Canadian forces. It has a range of up to 800 meters. It is rugged and performs well
under extreme climatic conditions. The C3A1 is a bolt action, single shot, shoulder
controlled, magazine fed weapon. It uses the 7.62x51mm NATO round.
DUTCH ARMY
Leopard2 A6 M
Same specs as the German version, except the Dutch use the FN MAG instead of the
MG3 in the vehicle’s MG positions.
30 CMSF: N A T O
CV9035NL
A variant of the CV90, the CV9035NL is a powerful IFV. It is armed with the powerful
Bushmaster III 35/50 cannon. Its secondary armament is a 7.62mm Browning
machine gun. It has a crew of 3 and can carry 7 dismounts. The CV90 can reach
speeds up to 70km/h.
Although the CV9035 is expected to replace all YPR-765s in the Dutch forces, this was
not the case in 2008. This is reflected in the NATO module where you will find only a
small number of CV9035NLs, mostly in HQ units, whereas the YPR-765-PRI is used
to transport most of the troops.
CMSF: N A T O 31
YPR-765 PRI and GN
G-Wagen
This is the same vehicle as the German Wolf and the Canadian G-Wagon.
32 CMSF: N A T O
The Dutch versions are armed with one weapon at the front, manned by the com-
mander, and a second at the back. There are 3 variants of this vehicle in the module
that use either the .50cal HMG, the HK-Grenade Machine Gun or the FN MAG.
These are very light vehicles that offer hardly any protection against small arms. Be
careful how you use them!
F16
This is the ground-attack aircraft used by the Dutch. With the ability to be armed with
a staggering combination of anti-air and air-to-ground (precision guided and un-
guided) munitions, the F-16 has repeatedly proven itself to be an extremely capable
and adaptable weapons platform. In the game, depending on the type of mission,
support weaponry includes various types and sizes of bombs, and the AGM-65G
Maverick Missile.
Mortar(120mm)
This is the RT-61 mortar and uses standard NATO 120mm mortar ammunition. It is a
French mortar produced under license by a Dutch company. They can be fired either
directly when dropping the bomb in the muzzle, or by a trigger system. It is usually
towed by a YPR-765.
C8A1 carbine
This is the carbine variant of the C7 rifle. The C8 features a telescoping butt-stock and
a shortened barrel, while retaining all other common parts as the C7. This weapon is
standard issue to armored crews and can be issued to troops on special missions that
require compact weapons.
CMSF: N A T O 33
FN MAG machinegun
The FN MAG is a general purpose machine gun (GPMG) and is issued in substantial
numbers to combat units. The FN MAG is a fully automatic, air cooled, belt fed gas
operated weapon that can be adjusted to fire between 650 -1000 rounds per minute.
Panzerfaust3-IT600
This Panzerfaust 3 variant, the PzF 3-IT-600, uses a dual mode warhead and can be
fired from ranges between 50m and up to 600m using an advanced computer-
assisted sighting and targeting mechanism.
Gill ATGM
The Spike-MR(Medium Range) or Gill, is the only one of the AT weapons present in this
module that has a fire-and-forget system, with lock-on before launch and automatic
self-guidance. It is made up of a fire control unit and the missile with dual hollow
charge “tandem” warhead. Its total weight is 26kg with a range of 2500m.
34 CMSF: N A T O
Syrian Army
ZSU-23-4 Shilka
The ZSU-23-4 “Shilka” is a Self-Propelled Anti-Aircraft Gun (SPAAG) featuring a promi-
nent radar dish - which can be folded down - mounted on a modified PT-76 chassis.
It has four liquid-cooled 23mm automatic cannons mounted on the front of a large,
flat, armored turret. Each of the autocannons has a cyclic rate of 850-1,000 rounds
per minute for a combined rate of fire of 3,400-4,000 rounds per minute.
In the game, the Shilka cannot be used as an anti-aircraft weapon but is deadly against
enemy light armored vehicles, infantry and strongpoints as an infantry-support
vehicle. With its high rate of accurate fire, the ZSU-23-4 can even neutralize tanks by
destroying their gun sights, radio antennas, or other vulnerable parts.
Apparently, Syria has 400 of them.
CMSF: N A T O 35
Zil-131
The ZIL-131 is a general purpose 3.5 ton 6x6 army truck designed in the Soviet Union,
the basic model being a general cargo truck.
It gives the Syrian Army and Uncon units not only a transport vehicle but also a supply
unit, since the Zil-131 can carry ammuniton and weapons.
MiG-21bis
The Mikoyan-Gurevich MiG-21 is a supersonic jet fighter aircraft produced in the Soviet
Union. Fast, small, agile, dependable, and above all simple, it could be turned out in
prodigious numbers. Some 50 countries over four continents have flown the MiG-21,
and it still serves many nations a half-century after its maiden flight.
The MiG-21bis belongs to the third generation and is the ultimate variant.
Su-25
The Sukhoi Su-25 is a single-seat, twin-engine jet aircraft developed in the Soviet
Union. It was designed to provide close air support for the Soviet Ground Forces. It
is fairly heavily armored and easy to service. It is armed with one twin barrel 30mm
gun in the bottom of the fuselage with 250 rounds. There are 8 pylons under the
wings which can carry about 4,000 kg of air-to-ground weapons, including 57mm to
330mm rockets. There are two small outboard pylons for AA-2D/ATOLL or AA-8/
APHID AAMs.
36 CMSF: N A T O
Su-22
The Sukhoi Su-17 family has seen a huge number of variants produced. The one used
by the Syrian Forces is the Su-22-M, designated by NATO as Fitter J. This is the
export version of the SU-17.
The attack plane has been developed out of the Su-7, a rugged swept-wing attack
fighter dating back to the 50s. To improve the range and performance of the Su-7,
Sukhoi modified the aircraft with pivoting swing-wings to produce the Su-17. The
design proved so successful that the Soviet Union proceeded with a production model
known as the Su-17M ‘Fitter-C’ in the mid 1970s. A great number of models entered
production until the familywas finally discontinued in 1990.
Su-17M
The model used by the Syrian Forces is the Su-17-M, designated by NATO as Fitter C.
As mentioned above, this was the first model produced in this family of aircraft.
CMSF: N A T O 37
PURCHASING EQUIPMENT
Most of the units in CM:SF have very specific equipment assigned to them because, in
real life, there is no significant variation to speak of. However, some types of
equipment are more variable and therefore are assigned to units semi-randomly. The
main CM:SF Manual describes, in detail, how to influence the game’s equipment
selections. This section arms you with the specifics unique to the NATO Module.
German Army
Sniper sections
Excellent: Most M82s.
Good: Some M82s.
Average: All G22s.
Fair: All G22s.
Poor: All G22s.
Marder
Excellent: Marder 1A5 (Milan 3)
Good: Marder 1A5 (Milan 3) / Marder 1A3 (Milan 3)
Average: Marder 1A3 (Milan 3)
Fair: Marder 1A3 (Milan 3)
Poor: Marder 1A3 (Milan 3)
Leopard
Excellent: Leopard 2A6
Good: Leopard 2A6
Average: Leopard 2A6
Fair: Leopard 2A6 / Leopard 2A4
Poor: Leopard 2A4
Canadian Army
Sniper Sections
Excellent: C14
Good: C15 / C14
Average: C15
Fair: C3A1 / C15
Poor: C3A1
Leopard
Excellent: Leopard 2A6M
Good: Leopard 2A6M / Leopard 2A4+
Average: Leopard 2A4+
Fair: Leopard 2A4+ / Leopard C2
Poor: Leopard C2
Nyala
Excellent: Nyala (RWS)
Good: Nyala (RWS) / Nyala
Average: Nyala
Fair: Nyala
Poor: Nyala
38 CMSF: N A T O
Dutch Army
Mech Infantry Company
(Typically the Co HQ and 1st Platoon will have the higher quality IFV)
Excellent: CV9035 / YPR-765 PRI (ERA)
Good: CV9035 / YPR-765 PRI (ERA) / YPR-765 PRI
Average: YPR-765 PRI (ERA) / YPR-765 PRI
Fair: YPR-765 PRI (ERA) / YPR-765 PRI
Poor: YPR-765 PRI
Engineer Company
Excellent: YPR-765 GN (ERA)
Good: YPR-765 GN (ERA) / YPR-765 GN
Average: YPR-765 GN
Fair: YPR-765 GN
Poor: YPR-765 GN
Leopard
Excellent: Leopard 2A6
Good: Leopard 2A6
Average: Leopard 2A6
Fair: Leopard 2A6
Poor: Leopard 2A6
CMSF: N A T O 39
Icons
CM:SF makes extensive use of various Icons to allow the
player to spot vital information in the game user interface
at a glance. Below is a quick overview list of the most
important icons introduced in the NATO module, and their
description.
Branches
Canada Germany
Armor Armor
Infantry Infantry
The Netherlands
Armor
Armored Infantry
Infantry
40 CMSF: N A T O
Special Equipment
Gill-AT
Gill-AT Missile
Panzerfaust 3 IT-600
CMSF: N A T O 41
Scenario Designers
Jon Arkley
Credits Neil Clark
Michael Duplessis
Mark Ezra
Module Lead Jean-Charles Hare
Cassio Lima George McEwan
Game Design Matthew Merrell
Charles Moylan Jari Mikkonen
Stephen Grammont Christopher Nelson
Karl White
Programming
Charles Moylan Beta Testers
Kip Anderson
3D and 2D Art
Raymond Ardry
Cassio Lima
Jon Arkley
Vanessa Campos
Martin van Balkom
Additional 3D Modeling Max von Bargen
Bruno Cesar Marco Bergman
Paulo Rodolfo Neil Clark
Voice Talent John Costello
Alex Munnik Phil Culliton
Gerrie Noordermeer Michael Duplessis
Michel Koning Mark Ezra
David Sluiter Andy Farley
Max von Bargen Mark Gibson
Martin van Balkom Stephen Grammont
Lex Schwier Anthony Hinds
Philip Chan Jean-Charles Hare
Mohammed Kammouna Cassio Lima
George McEwan
Game Manual Chris Meacham
Cassio Lima Stella Meacham
Stephen Grammont Matthew Merrell
Martin van Balkom Jari Mikkonen
Campaign Lead Christopher Nelson
Neil Clark Tim Orosz
Johnnie Osborne
Additional Animations
Mike Piggott
Cassio Lima
Florian Schroeder
User Interface Design Alex Sholenberg
Stephen Grammont David Sluiter
Charles Moylan Jon Sowden
Jean-Vincent Roy Dmytro Stepanchuk
Tom West
Special thanks go out to Neil Clark for his Phil Williamson
tireless work on coordinating the con-
The Battlefront Team
struction of the Campaigns!
Charles Moylan
Research Stephen Grammont
Anonymous Dutchman Dan Olding
Anonymous German Fernando J. Carrera Buil
Anonymous Canadian Martin van Balkom
Phil Culliton
42 CMSF: N A T O
Tech Support
Bugs
If you run into a bug, or have problems in running or installing the game, please visit
our Knowledge Base at
.............. http://www.battlefront.com/helpdesk
For specific questions not covered there, and to get quick support from the community,
you can also post at the applicable Tech Support forum:
.............. http://www.battlefront.com/community
If you still do not find a solution to your problem, please submit a support ticket at
.............. http://www.battlefront.com/helpdesk
Patches
Please also do not forget to check regularly for the latest patches to the game at
.............. http://www.battlefront.com/patches
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/helpdesk
If you do not find a solution to your problem there, please submit a support ticket at
.............. http://www.battlefront.com/helpdesk
CMSF: N A T O 43