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Rocky Balboa

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  1. Russian's I believe also used the RM-38 50MM throughout WW2... Anyone have knowledge of how this weapon was normally deployed? Did it's TOE include radios? And when I'm asking these questions I understand that in a prepared defense they would probably all have wired comms and pre-registered targets but I'm primarily interested in how they would have been used 75% of the time in day to day operations
  2. Thanks so much for the response. While I understand that some "light" mortars like the US 60MM could be used in an indirect fire mode, how were they normally tactically deployed? For example were radios part of their TOE? If not then the normal tactical use of these "light" mortars would have been to direct lay them by team LOS? Is this the consensus?
  3. Trying to win a bet and I knew you guys would know the answer. Did light mortar teams (50mm to 60mm) in WW2 use radios and forward observers or did they spot for themselves ...
  4. Thanks for the help Mord but this is what I'm seeing. On the main screen I'm showing both icons for the base game and the Marines module as it should be. But when I go to the campaign menu everything is grayed out except TF Thunder & Training campaign. When I select the Semper Fi Syria Campaign, I get a message telling me that I need the NATO Module for that campaign. All the other campaigns are as you stated. It's possible that there is a bug in the Marines campaign file and it doesn't effect those who have the NATO Module.
  5. Ok this seems to work ... had to put in both the old activation codes from CMSF1 as well as the new codes from CMSF2... I did notice that there was no campaign with the Marines modules is that correct? It's been so long since I played CMSF I dont remember. I have the TF Thunder campaign and several USMC battles but no marine campaign .
  6. Yes this is an upgrade but I don't even have the original CMSF1 installed anymore. Do I need to install and activate CMSF1 first and then do the upgrade?
  7. I have installed CMSF2 full version for windows. when I start from the icon on my desktop I am asked to active the product. I put in my activation code in and the activation code is accepted. See attached inst1. After I hit the play button my desktop appears and then after 30 seconds to a minute the next scree appears. See inst2. As you can see something is not working right. If I close everything out and click on the CMSF2 icon again I get the same result as if it never did activate even though it tells me it does. Any help would be appreciated ...
  8. Yep. would definitely buy. Not sure why BF is so opposed to doing it. I'm hoping some enterprising 3rd party will partner with BF to create such a beast. I know snowball did CMA but but I'm not sure how that relationship has worked out ...
  9. Building protection has always been one of my issues with CMx2 as well. A moderately trained soldier can look at structure and in fairly short order be able to tell you how much protection it will afford. With CMx2 we have to guess at it. I personally would like to see a more full proof way of determining defensive properties of any given building. With that said there should also be some way to fortify or improve a buildings protection. Maybe something you can purchase during setup.
  10. Sounds like the OP is just deploying single tanks with no support. You should never have armor alone without some kind of support. Even a pure Armor formation should have tanks supporting one another. Sounds like the OP has neither which will get you killed sooner than later. I's always better to have a mixed force if possible, especially if you are unsure what you will be facing. There is a reason why a combined arms doctrine is so effective. This is why I like CMx2 because it forces you to use realistic tactics.
  11. Your support/suppressing element should continue to fire while your maneuver element is assaulting the target and continues to fire until the objective is taken. Make sure your support element is using target light so they don't use HE attacks which can harm your maneuver element as it approaches the target. Small arms fire doenst affect your own troops. When assaulting a hedgerow/building etc .... stop/pause your maneuver element briefly on your side of the wall. This will allow them to throw grenades before the final assault on the position.
  12. Mark, Great Job as usual. If it's a matter of time and therefore $ then update the CMBN QB maps and release them as a pack. I'll pay an extra $10 to have those maps updated with the new AI triggers ....
  13. Nah .... since when has war been a controlled environment? Even the controlled environment that you think you have today is not a controlled environment. If two players have roughly the same numerically sized force, there are still so many factors that are left up to chance. If you had a truly controlled game environment it would be so boring no one would want to play it. Good gaming is all about making choices and weighing risks vs rewards. I guess you've never been involved with betting or gambling of any kind? Been around since the dawn of man and and is still the most successful and lucrative form of gaming there is.
  14. There is a certain amount of gaminess within QB's however whether it's "fun" or not depends on how it's designed. For example a counter battery meta game might look like this: I can spend points on counter-battery but that's less point's I can spend on ground forces. So even though I might be successful at preventing my opponents 105's from having an impact on the battle, I might still lose the battle because I don't have enough ground forces to get the job done. In addition, depending on how may points I put into counter-battery might only succeed in delaying my opponent's indirect fire assets for a certain amount of time but he could still have access to them during some critical point in the game. Another way of designing it could be to forgo assignment of points to counter battery during QB purchase but to add a new counter battery mission type to the indirect fire menu. This could allow each player to determine during the battle if they want to commit a gun or battery to a counter battery mission for a certain amount of time.
  15. Absolutely agree ... this is even more important as CMx2 returns to modern combat. I would definitely be thrilled to see a treatment of counter battery techniques. Modern formations should be forced to keep their on map indirect assets on the move to avoid being pinpointed and even off map assets should be subject to neutralization under appropriate conditions.
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