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Bonxa

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Posts posted by Bonxa

  1. I did get through this one on the first go at it. But it was very bloody and made the rest of the campaign, shall we say interesting? :)

    I had something like 200+ KIA and 200+ WIA. The rifle companies were decimated and it was only when i brought up some of the MG units to the very front that I got enough momentum to carry through. Maybe it was my experience from CMMC2 plowing forward with large amounts of siberian infantry that made me go on despite all the setbacks from german arty.

    Oh, and I had my first tank attempting to cross the bridge get immobilized on a mine. Didn't know you could blast the wire and get any mines to go away with it...

  2. I'm all for including a little more information on the unit icon. Part of that might be to include the labels from CMx1. I totally forgot about them but I usually had them on all the time, particularly in large battles.

    I prioritize morale state and recent casualties taken. Firing I can see from tracers and smoke puffs. Movement is also not that big a deal for me, I can usually spot the little guys moving about or the general location of the icon moving. However casualties cropping up from unseen enemy fire or a panicked squad is something I really don't want to miss.

    Thus I would suggest a red border appear on the unit icon when they take a casualty. It could fade away over a period of a minute (or slightly more to remain at the end of a WEGO phase). A yellow border with lower priority for incoming fire could be used simultaneously.

    For other status reports I would like the labels just as they were in CMx1, they worked fine there.

    Great and relevant discussion BTW! I think you have found the reason for why I don't play CMSF all that much after all. When I do it's PBEM where I review the turn many times to catch all the detail. I kind of lost interest in the campaign when I reached the big urban scenarios in the end.

  3. I'm no professional but when I do dismount at range that is usually at about the effective range of an RPG. So maybe 200 meters out? You will want to be able to spot most firers yet not lose Strykers to RPGs or infantry to close range small arms ambushes. The idea I would think is to get rid of the part of the approach part where you get harassed by long range MG and sniper fire.

    If there are significant AT threats you will have to dismount a tactical bound back, out of LOS completely.

  4. Thanks guys! This rhymes well with what I have observed myself in the game. I became extra interested in the matter recently as I'm playing my first heavily forested game. It's a lot fuzzier than it used to be! Getting units into overwatch positions takes a long time since judging LOS/LOF is rather tough. But I don't complain since that's how it is in RL as well as far as I can remember from my short service time.

  5. I have now noticed more than once that at times my men take a big detour to the rear before moving off to their ordered destinations. This seems to occur only to split off teams and the detours have been straight towards the friendly side, ie presumed retreat direction. At times they get on to their proper destination after a ~100 meter detour. But in one instance I did not get them moving forward at all, very frustrating. Particularly since most other pathing problems seem to be gone.

    Has anyone else noticed this? Is anyone else using teams extensively?

  6. In about a years time I would also be very interested in a CMSF meta campaign. I, like Kip, have had my, by far, best wargaming moments in CMMC2. It has its draw backs to organize a campaign like that but when it works it's amazing. BigDuke6 has managed to crank out a whole lot battles in the simplified but also very succesfull Lauban campaign as well (now defunct it seems). So it's doable but requires quite a few very dedicated individuals to pull the heavy workload.

  7. Partly due to RL and partly due to the unpolished nature of CM:SF at release I've had a year long pause from it. I just recently got back to playing it after reading good reactions to the latest patches here at the forum (and again realizing that there are no other games with nearly the same appeal to me as the CM series). It sure is a blast! The glitches are mostly gone and I get the results I expect.

    Now to my issue, the new infantry modelling. It works very well in an urban setting. I had a blast with Michael Dorosh's campaign scenario when you have to extract an infantry platoon in an urban setting. It was reminiscent of Black Hawk Down. Very nice! However, his next campaign scenario "Normandy" looked very nice as well. But it became obvious that using dismounted infantry in the bocage-like setting did not work as I wanted/expected. There were lots of small ridges, perfect for eg hull down positions for tanks, were I tried to deploy my men on the reverse slope. The idea was to have them reasonably protected from enemy fire yet still able to fire over the top. As it turned out it was either fully exposed and shot up or fully defiladed with no outgoing fire.

    I think this is in part due to the way infantry cover is handled and part due to the blob formation of infantry squads. Proper trenches seem to work quite well (with no apparent special treatment a la CMx1) so I don't know why ridges don't work so well? As for the formation I would like them to recognize the ridge feature and deploy on line when they have a face across the ridge. If no automatic conforming is possible could it be so that we set formation ourselves? As it is now half the squad could be on the hostile side of the ridge getting shot up while the other half is sitting on the reverse slope in full defilade.

    Has anybody else thought about this and what can one do about it presently?

  8. I did fairly well with an entry through the front gates. I had the 1st plt drop off one squad in each of the "guard houses" (outside the walls). This can be done safely. Then I waited for the 2nd plt to arrive to get me more overwatch fire. I proceeded to craw the area just outside the entrance full with Strykers. My trigger unit was then a single Stryker with infantry which took an immediate right and unloaded it's infantry by the short side of the front right building (no windows there). I used smoke from the bait Stryker and area fire onto the buildings on the left that could intervene. The infantry could then just run around the corner (towards the wall) and into the building. This whole maneouvre triggered enough enemy response to get the ball rolling yet cost me hardly any casualties at all.

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