And the great leap of imagination here is.........
The NATO module will be the next release from BF?
July 2010? A year after the Brit module? Leaving another 6-12 months for the release of either CMN or CMA, or both.
The dissapointing thing for me is that BF always seem to wrap up their major versions with a new module and sell it as if it were part of the game and not just a new patch.
I suppose its a good strategy though as some may think they dont get the updates without the game.
I dont think I will be getting the NATO module, heck I didnt even install the V1.21 patch on my PC, is there a great difference from 1.2 to 1.21?
To be candid I don't even remember. I believe it is over 6 months since it was released. There was a palatable difference with v1.20 but I remember v1.21 as more of a housecleaning type of patch. I'll attatch the list anyway in case something jumps out at you:
Combat Mission Shock Force v1.21 features
Soldiers
o Soldiers on rooftops receive better cover.
o Speed difference between Fast and Quick moves is slightly increased.
o Soldiers tire more quickly moving across difficult terrain or in very hot weather.
o Split teams that are in close proximity but on different vehicles will not attempt to join.
o Teams that rejoin will retain the target orders of one of the teams instead of erasing them all.
o Buddy-aid will not pick up heavy weapons from a different Team.
Vehicles
o Passengers manning a vehicle weapon may use it even if the crew has bailed out.
o Top gunner in a Humvee can use a personal weapon if his vehicle-mounted weapon is out of action.
o Vehicles do a better job using alternate crew to replace MG gunners who become casualties.
o Tanks won't waste APFSDS ammo on lightly-armored targets when alternative ammo is available.
o Refinements to vehicle damage from mines.
o Added radio to UAZ vehicle.
o Bradley IFVs and CFVs carry some 40mm grenades for their passengers.
o Vehicles move more smoothly in PBEM and hotseat replay.
Weapons
o Times to set up SPG-9 and most ATGMs are reduced.
o Powerful projectiles like sabot can penetrate trees and be slightly deflected rather than stopped.
o Heavy weapons set up near the edges of buildings won't drop to the ground after an explosion.
o Corrected a small problem where automatic weapons had a pause between the first and second rounds that was slightly longer than it should have been.
o MGs on bipods are a bit more stable than before.
o Corrected a rare instance where ATGMs could fly too low and hit the ground when they should not.
Terrain
o Roads are smoother when traversing rough ground or steep slopes.
o Large rocks (flavor objects) are more of a deterrent to navigate over.
o Flavor objects tilt to fit slopes when necessary.
o Trees are less resistant to damage from heavy artillery.
Artillery
o Updated behavior for artillery/air support time-to-target. Conventional Red formation leaders are now allowed to call in artillery from batteries at battalion level or below (e.g. light mortars).
o Corrected some issues affecting artillery arrival time after target adjustment.
o Corrected the display of artillery mission type in PBEM games.
o Artillery battery and aircraft pilot voices use the correct nationality when they differ from that of the spotter.
User Interface
o Troops may be given simultaneous Hide and Face commands, but changing facing often requires a soldier to change position slightly, during which time he will not be "hiding".
o When acquiring missiles from a vehicle, it is now possible to take the last missile without its reloadable launcher (e.g. Javelin).
o "Scenario Author Test" may be selected as a Skill Mode (1-player only). It will cause all enemy units to be fully displayed to the player, but not additionally "known" to player's troops.
Editor
o AI Plan #0 can be deactivated in the editor provided at least one other plan is active.
o In the map editor, some buttons were shifted from "Flavor Objects #1" to "Flavor Objects #2".
o Corrected some small issues with elevation controls in the editor.
Miscellaneous
o Large saved games that take longer to load do not advance the game clock in the process of loading.
o Corrected a slow framerate problem on the first PBEM turn.
o Small bullets kick up a tiny bit of dirt and dust when they hit ground.
o Computer-player air strikes aim at smaller areas, reducing friendly fire.
o Corrected a problem where some ATGM teams would appear to leave their ATGM launcher temporarily behind when embarking on a vehicle.
o Corrected a problem that caused the turn-based computer player sometimes not to dismount troops fully when instructed by the scenario AI plan.
o Corrected a PBEM synchronization problem caused by saving and reloading the game.
Marines Module Only
o US Marines sometimes have M203 grenade launchers instead of M32, especially at lower Equipment Quality settings.
o Added US Marine Mk11 sniper rifle (equivalent to Army M110).
o The US Marine sergeant in the scout team wears infantry gear, not vehicle crew gear.
British Module Only
o Jackal GMG (aka grenade launcher) can now be found in the Fire Support Section of the British Infantry Rifle Company, when the equipment rating is good (otherwise they get a WMIK).
o Loader on Challenger 2 Enhanced will not reload the top-deck MG unless ordered to unbutton.
o Warrior has slower (hand-cranked) gun elevation.
o Gunner in LMTV will use his personal night-vision gear when appropriate.
o LMTV carries more passenger weapons and ammunition.
o British Engineer Troop has 3 TUM ST vehicles, not 6.
o Corrected a problem with a US IBCT soldier carrying a British rifle.