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akd

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Everything posted by akd

  1. With the Sherman IIA? South African 6th Armored Division.
  2. Okay, I see the issue, but I'm not sure it is avoidable due to how the code for uniforms works. The FJ motorized battalion and the FJ Panzer Aufklärung Battalion are both motorized rather than true airborne formations, but they did wear full FJ uniform and equipment. This all works properly in the full scenario editor, but at some point it was decided that even though these are airborne division / corps assets, they should not be in the "Airborne Infantry" QB section in fully motorized form for balance reasons. As such, the QB Airborne Infantry section has dismounted versions of both formations (which have correct uniform / helmets) and the QB Armored Infantry section has the intact, fully-motorized formations. Unfortunately, uniforms are not set by the formation, but by the "branch," so this placement under Armored Infantry leads to change in appearance although the formations are functionally the same. However, I think the premise of removing them from Airborne Infantry because they have vehicles needs to be revisited, as it causes problems like this and is not implemented consistently. Looking into this, also found some Brit Airborne formations missing entirely, so will try to get that addressed also.
  3. You will need to wait for next module for Waffen SS, but elements fo 16. SS will be available in the Anzio timeframe.
  4. The 81mm and 60mm mortars for the Stryker Battalion are still in the most recent TO&E. The recon battalion is a bit different.
  5. Yes in CMBS; CMSF/II not explicitly so, but perhaps it is given a lot of leeway. Might need to look at that if there is zero suppression. But there are all sorts of guidelines for utililizing earlier non-CS munitions from buildings, so it is never simply yes / no.
  6. I believe the plan is to either upgun or replace the Bradley. Replacement would have larger caliber.
  7. Mr. Kennedy's site is back, but still in the process of rebuilding! www.bayonetstrength.uk
  8. Well, the fake machine guns make me wonder...
  9. That might be weight simulator for tests.
  10. 1. 12 Stummels per armored panzergrenadier battalion is correct. Now we could delve into the particulars of the HG division at various times, but this was the authorized org. 2. The Stummels should not have FJ uniform, but the same HG uniform as all the other crews in the battalion. 3. FJ helmets do belong on the Marder crews in the Panzerjäger Battalion under Luftwaffe Airborne. This was an FJ division asset. There were also Corps-level FJ StuG units in Italy, but the one in game under Luftwaffe Armor is HG Division's StuG battalion. The FJ Corps StuG battalion/s in Italy mostly used Italian StuGs anyway, IIRC. 4. Glider M1919A4 uniform bug confirmed. 5. Call for fire without a radio is not a bug, but a limitation of the design.
  11. 12 is correct, both on paper and at times in practice. Six in heavy company, two in each panzergrenadier company.
  12. The core problem here is that it does not interact well with the player as god problem and the map as contained arena problem. Drive one guy in a Jeep fast down the road and he will probably die, but you’ll know exactly where to place your indirect fire.
  13. It was supposed to move from Infantry-only to Mech Infantry, but seems it got lost along the way.
  14. Excalibur does does have full fusing options, but there is no reason for only Excalibur to have all three options.
  15. “Armor” should read “penetration.” It is actually a poor choice against armor since there are no true anti-armor artillery rounds in game, and a near miss from a ground burst should be more damaging than a shell that buries into ground before bursting. Note: it is possible that the armor selection does nothing in game. Might be worth testing against some multi-story buildings and seeing if the setting leads to shells penetrating more often to lower floors.
  16. Agreed. Only helicopters and aircraft using ‘dumb’ ordinance should be getting shot at by SHORAD. Shilkas firing on F-15s dropping JDAMs is absurd.
  17. That is T-72B3 delivered from Russia in 2014. https://goo.gl/images/HpjftY
  18. Didn’t I send what I had to you at some point along with some Afghan terrain texture work I had done? Can dig around again, but not sure if this would even work in CMSF2.
  19. I don't recall that relying on mods, so it should work as is. Of course, adding new features like triggers would require a rework of the campaign which I'm not sure can be done easily without PT himself.
  20. Good point, but it is somewhat unavoidable to imagine a fictional civil war without also considering the real one and its affects on perceptions of that fiction. Given what has happened, it is difficult to imagine a scenario where Russia is sending its latest (-ish) vehicles and small arms to arm the government opposition. And if you were to include intervening outside powers, Russia would certainly make the top of the logical list (although I suppose we could imagine a scenario where UAE or Kuwaiti BMP-3s are in play against the government). Given that in reality there is really very little to distinguish between SAA army / republican guard / SF / airborne from an appearance and armament standpoint (beyond the mechanization of some armor units), that gives a lot of room to play with in the SF / airborne category to expand the dimensions of the conflict (real or fictional).
  21. Hmm...almost nothing under SAA SF / Airborne corresponds to anything related to the opposition. Personally, I would mod up the SF guys as Russian SF and the airborne battalion as generic Syrian special forces / airborne, swapping out the old soviet helmets for uncovered PASGT-style helmets (or even better a mix of helmets and uncovered heads). Mech airborne battalion and its vehicle crews can probably be completely ignored as it corresponds to nothing in reality. Biggest challenge would probably be trying to mod a US Army or Marines TOW-2 team into a credible opposition team.
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