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Erwin

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Posts posted by Erwin

  1. Are we talking WEGO or RL play?  Or both?  

    I still don't understand why no preplanned in ME's. 

    Also, very hard to have the discipline to do "3. When a Player checks LOS at any given Waypoint, then he must keep that Waypoint..."  That would require a much slower pace of play and very long scenarios.

    And...  why "Tracers off"?  That is how one sees enemies in RL and how your own troops see where the shells are landing in RL.  

    Manually ordered smoke dischargers are needed to provide cover.  I thought that was also a RL tactic.  

    Not sure about "5. Turn Off Armor Detailed Hits."  Would one not know where one is getting hit?

    I like the idea of Green troops.  That would make troops act in a normal "less heroic" manner.

  2. Units that surrender can "unsurrender" if friendly (to them) units come nearby.  That way you can rescue your own surrendered units in the same way that the enemy can theirs.  

    It is wise to leave some rear area units with enemy units that are surrendering - until the system automatically removes them from the map.

  3. 24 minutes ago, Centurian52 said:

    strongly disagree with this one. You can't implement realistic tactics without area fire.

    Totally agree with Centurian.  (One cannot see a dam thing especially WW2 night actions.)  It is a very normal RL tactic to hose down suspected enemy positions to allow friendlies to advance.

    Am also unsure about the "no preplnned fire in Meeting Engagements".  If you know what your enemy is heading for why not bombard?  Also if you know what you are heading for, why not bombard?  

    As mentioned earlier, most designers now solve much of this preplanned issue by having arty arrive as a reinforcement

  4. 33 minutes ago, Kinophile said:

    A whack load of CV90s or Bradley's would be nice..

    Not sure about that...  The Abrams, Leopards and Bradleys already sent do not appear to have had much effect as they are vulnerable to the new warfare being practiced.  Large armored formations sweeping across the Ukraine plains is akin to the WW1 dreams of horse cavalry sweeping across the plains.

  5. There is a CMSF mod called "Heaven & Earth" that mods the terrain to that of an "unspecific" SE Asia that could be Vietnam.  From the manual:

    Heaven & Earth is a supermod centring on the fictional country of Bong-Hai, the Bong-
    Hai civil war & its messy aftermath.
    The Bong-Hai Civil War is suspiciously similar to the real life Vietnam War but, for
    technical reasons (architectural, floral, TOE, linguistic, vehicular & weaponry), because
    the team could not truly represent that conflict we decided to go the fictional "Vietnamesque"
    route.

    The two sides are...
    • The People's Army of The Free Democratic Republic of Bong-Hai & its People's
    Militia insurgents (aka "The Roundheads")... they are the Earth component of this
    narrative & are as similar to the NVA & VC as we can get them.
    • The Imperial Army of the Divine Kingdom of Bong-Hai including its iconic, M16
    wielding Imperial Cavalry (aka "The Cavaliers") .. they are the Heaven
    component of this narrative & represent both the poorer & better performing
    elements of the ARVN.

    The Heaven & Earth modpack is designed for CMSF2 version 2.03 or 2.04, it is advised that
    you use no other mods alongside Heaven & Earth as it is a complete package with a unique
    UI, sounds, scripts, special effects, vehicle's & weapons... many of which are swapped
    internally by the use of tags.

  6. Traffic management for speed on a large map becomes important when playing H2H - esp MEETING ENGAGEMENTS when you want to get to a location as fast as possible - and therefore you don't want vehicles to slow down at bends in the road.  In those situations am often traveling FAST and using 2 waypoints at every bend that is 60 degrees or more.  (Yes, it is a PITA and a clickfest - as is trying to give new covered arcs to tanks at every waypoint.  It was easier in CM1 cos CM1 had a "one-click 180 degree arc" feature.)

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