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Chainsaw

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  1. Like
    Chainsaw got a reaction from 37mm in Helmand Scenario help   
    So, Im working on my first CSMF scenario ever (slow and painful so far...) and it will be british light infantry against insurgents in Helmand. Ghorak is the village that gaved me the idea but I havent bothered doing the whole Ghorak, just a small portion with allot of "artistic license".

    As this is the first time doing terrain I want some feedback/input on it. I would appreciate if anyone with experience could download and check out the terrain and tell me what you like and what must be changed.

    this is the current state of Ghorak, I havent started adding any flavor objects yet, I will do that when I feel the terrain is 100% done.

    The Idea for the scenario is from this:
    http://helmandblog.blogspot.com/2009/10/rifles-launch-assault-on-taliban-drugs.html

    But my plan so far is 3 platoons with engineer support (bunch of walls to breach thrue) and a fire support group in TUM WMIKs. Enemy will be insurgents with IEDs and there will be preserve status on some of the buildings but plenty of air assets.

    /Thomas












    https://www.yousendit.com/download/dXFXWUhzQ1AwMEd4dnc9PQ
  2. Like
    Chainsaw reacted to Kaunitz in Shall try to start an unofficial screenshots thread?   
    A British MG position in Sicily.  


    A British AT gun waiting for information about interesting targets. Note that there is an FO team (+radio) with the gun. I tend to do this because the FO team can deliver all information about enemy sightings to the gun. The frontline units spot stuff and tell their superiors. The superiors (battalion level) of ALL units on the battlefield stick together at the command post so that they can share information verbally, even if they' don't share a common superior. By this method, all sightings are shared to all units but it may take a while. So here the FO team is very busy listening to the radio and spotting while the gun-crew has some tea. Of course this only really matters if you roleplay a bit and don't let units area-fire at targets they don't know about. 

     
     
  3. Like
    Chainsaw reacted to Heinrich505 in Shall try to start an unofficial screenshots thread?   
    With much talk centering on CMFI and the upcoming (hopefully soon) release, I played out a scenario that had some great action.  I thought I would share it.
     

    It is December 6, 1943, 2:15 PM local time, and Obersoldat Rolf Schenk peers through his binoculars at Villa Roggati.  His uniform is soaking wet, the cold rain running in rivulets down his neck and back.  It drums off his steel helmet with maddening consistency.  He wipes the smears of rainwater off the end of his binoculars, letting out a sigh of frustration.  Things are quiet now, way too quiet. 
    He was in town when the Canadians attacked, and his unit had to retreat.  They took up positions just outside of town, and now he has his MG team set up where they can just barely see the town.  He has been tasked to support the coming counter-attack, but Hauptmann Esch has also given him the job of providing intelligence from his vantage point.  He has not been given a radio, so he will have to break away one of his ammo carriers for this task, leaving him a man down.  He is not pleased.
    He quietly waves over one of his ammo carriers, gives him specific details, has the man repeat them, and then sends him to the rear with his observations.  Time is ticking inexorably towards the attack time of 2:30 PM.
     

    The attack begins, slowly at first.  Artillery begins to fall on the town at precisely 2:30 PM.  Off to Rolf’s left is a PAK, set up to cover approaches into the town.  Suddenly two Sherman tanks are spotted by the PAK gunners.  The tanks ease out from behind a large white building – they are barely visible.  The PAK gun is pointed straight at their location, but a hail of MG fire from the tanks causes the gun crew to duck for cover.  Then they are slowly picked off by the deadly hail of lead, one at a time, until they are all dead or wounded.  Schenk can hear the wounded moaning in pain, but he dares not move from his position to help.  The tanks have that location zeroed in.
     

    Rolf hears the distinctive squeal of tank treads as panzers move up to try and duel with the Canadian tanks.  The Germans didn’t have tanks earlier when they were thrown out of the town by the Canadian attack.  Now they do.  He wonders where HQ managed to scrape them up.  If they’d had them earlier, then they would still be in the damn village.  One of his crew mutters that the tankers will deal with those upstart Canadians.  The panzers roar and 7.5 cm shells launch towards the enemy tanks.
     

    The lead tank trundles forward under cover of the following tanks.  Oberstleutnant Fuhrmann is trying to gain a flank shot on the enemy tanks.  He has his driver ease past a small shed, his turret already facing the right direction.  Fuhrmann is confident they will get the first shot off.  As his tank barely clears the shed, Fuhrmann stares in shocked horror down the barrel of one of the enemy tanks.  The tank spouts fire, and the first shell rips into the lower front of his tank.
    Smoke instantly fills the interior.  He can hear screaming from the driver and radio man positions.  His gunner is already ripping at the side hatch, self-preservation overtaking any thoughts of return fire. 
    Fuhrmann is counting down numbers in his head.  He knows a good tank crew can reload in about 5 seconds.  He yells “Everyone OUT!!!” as he reaches up for the…4…hatch.  The lever swings…3…and he throws his back against the hatch.  The hatch flies…2…open and he is looking up at grey sky that immediately bathes his face with cold rain.  He starts to…1…clamber up into the cold rain and he hears the roar of a tank gun.  He realizes that if he hears the gun, the round is already on the way…his last sight is a boiling roar of red flames…
     

    View from the Canadian tank – a catastrophic explosion as the kill shot ignites the enemy tanks ammunition loadout.  There are no survivors.
     

    In the space of a mere five minutes, the Canadian tank gunners knock out three German panzers.  This view is from the Canadian held town. 
    Funeral pyres of the flaming steel coffins rise into the grey December sky.  Fuhrmann’s tank lies in a crater in the road, caused by the giant explosion.  Schenk sees some badly burned survivors run from the other tanks.  He immediately sends his runner back to Hauptmann Esch to inform him that the initial thrust up the center is being blocked expertly by the Canadians.
     

    Hauptmann Esch slams his fist down on the hood of his Kubelwagen.  He didn’t rush the armor in.  He was cautious.  Still, the verdammt Canadians are putting on a show.  His right flank is getting blasted by very accurate artillery fire.  He sends out the orders – Left Flank, GO!
    Several remaining panzers veer off to the left flank.  They take a circuitous route, bogging at times, but somehow managing to pull out of the sticky Italian mud.  They arrive in time to support the Landsers who are trying to overwhelm stubborn Canadian resistance.  The cowering ground-pounders find new courage with the arrival of the steel monsters, and they rise up to push through the warehouses on the left flank.
     

    Pioniere Unteroffizier Hardenberger leads his squad up the same road as Fuhrmann.  He is confident they can work their way along an embankment, concealing their approach.  As they near the flaming wreck of Fuhrmann’s panzer, 7.5 cm shells and machine gun fire tear into his men.  He screams “VORWÄRTS” and sprints towards the shed that appears to be the only real cover available.  Two more of his men crash through the door and throw themselves on the floor, panting with exertion and adrenaline.  Hardenberger can just see the Sherman tank through a crack in the wall.  How the hell did it see us? he wonders.  “These Canadians are possessed by the Teufel,” he mutters out loud.
     

    The unlucky Pioniere caught by the enemy tanks…
    Fuhrmann’s tank still burns on the road. 
     

    Hauptmann Esch receives reports that the left flank attack has broken through into the town.  He orders his command staff into their Kubelwagen and he heads around the left flank to see the progress.
    Hauptmann Erwin Ruckdeschel leads the push into the town from the left flank.  His Mark IV Panzer takes a right turn on the first street and eases slowly towards the town center.  He is careful not to outpace the infantry.  Like all panzer men, he hates fighting in the close confines of any town.  Dead Canadian soldiers lay in the street as a reminder that nothing is safe here.
    “Feind Panzer, Eins Uhr!” shouts his gunner.
    Ruckdeschel’s eyes immediately snap to the one o’clock position.  His gunner had already pointed the turret in this direction moments before, as the driver slanted the tank at a slight angle to increase their front armor effectiveness.  He sees the barrel drop ever so slightly as his gunner lines up the shot.  He has a very good crew.
    Following tanks are covering flanks with HE, and he had his loader keep AP in the breech.  He calls out “115 meters.”  This is knife fighting for panzers.  They are so close.  
    Erwin sees the enemy Sherman tank starting to round the corner.  Their turret is already turning in his direction.  He smiles, knowing they will be too late.
    “Fire!” he shouts, the roar of the cannon rocking the tank.  Smoke fills the interior and then begins to vent.  “Treffer!” shouts the driver.  Now Erwin can see the explosion.  Flank shot.  It is a kill!
    Two more Sherman tanks will try to work around their flaming comrade and will meet the same hideous end, brewing up after taking one or two hits.  Ruckdeschel’s crew is putting on a clinic.
     

    A forward MG crew has set up in a blown up gasoline station.  The pumps are still standing but the building is rubble.  They took casualties and one of the crew tries to stem the bleeding of his comrade.
    In the distance to the right, another squad of Pioniere are also attending to casualties.  Smoke from the three Shermans brewed up by Ruckdeschel are ahead to the left. 
    Ruckdeschel and the crew of a Wespe, commanded by Unteroffizier Thylin, systematically reduce the buildings that are sheltering the two Shermans that blunted the initial attack.  Their handiwork can be seen by the MG team, as a field of rubble that used to be buildings now stretch out before them. 
    Stabsfeldwebel von Pannwitz tried to ease his Mark IV Panzer slightly past the bus station to get a flank shot on the enemy tanks.  Again the cursed Canadian tanker somehow was already watching.  Von Pannwitz took a shell in the turret, knocking out his main gun.  Obergefreiter Lorenko is now in command and Ruckdeschel does not know if his friend, von Pannwitz, is dead, dying, or merely wounded.  It tears at him but he keeps his focus on the dangers all around him.
     

    There is some confusion now, as the battle grinds to a halt.  The two Canadian tanks at the front of the village are stopping the frontal assault and have now stopped the flank attack too.  They are perfectly placed to interdict any movement towards them from the front or from the side street where Ruckdeschel sits.  And, unfortunately, they are very good at their craft.
    Hauptmann Ulrich is given hand signals by Unteroffizier Franz Witt.  They are at the front edge of a vineyard and can see the enemy tanks, maybe 100 meters to their front.  Ulrich sees that Witt wants a smoke screen dropped on the enemy tank position.  If that happens then perhaps the tanks in town can get the drop on them.
    Franz has something more daring in mind.  He plans to lead his squad into the smoke for a close assault of the enemy tankers.  The Hauptmann doesn’t get that part of the message.
    Ulrich calls in the smoke.  The FO is one of the best, and the smoke rounds start to fall in about 3 minutes.  The smoke is now building all over the enemy tanks.  They will be blind.  The tanks on the flank will now be able to advance and once the smoke dissipates, they will have the drop on the Canadians.
    Ulrich sees Witt leap to his feet, and start sprinting towards the wall of smoke.  Witt’s squad instantly rises as one and they pound after their squad leader.
    Hardenberger sees the smoke and immediately has the same idea as Witt, even though he has no idea what Witt is planning.  One of Hardenberger’s survivors has at least one satchel charge and they can use that on the blind tanks.  He roars to his two men to charge the tanks.  They leap to their feet and begin the crazy charge towards the wall of smoke and probably certain death.
     

    Rolf Schenk and his men see the smoke dropping.  There is a silent Mark IV right next to their position, yet another panzer vexed by the skill of the Canadian tankers and knocked out with a single shot.  All the crew got out of this one though.  In front of the berm protecting his men are two dead soldiers from an earlier attempt to sneak through the vineyard.
    They have no idea what is being planned, until Rolf sees Unteroffizier Hardenberger and his two men, greatcoats dark against the backdrop of white smoke, pounding across the wet field from the left, heading right for the smoke.  He catches his breath at the daring attack, and one of his men shouts “Sind Sie verrück?”  This echoes his own thoughts – they must, indeed, be crazy. 
    They don’t see Witt and his men off to the right, as the smoke has already obscured their equally mad charge.
     

    It is chaos and madness in the smoke.  Hardenberger can barely hear anything from the loud pounding of his blood through his head.  Machine gun fire rips the smoke, as the Canadians fire blindly.  He barely hears the screams of one of his men, and he finds himself running just under the barrel of the enemy Sherman.  He has no idea that Witt’s men are also rushing into the smoke.  Witt himself is crawling towards the misty bulk of the enemy steel monster that lashes out at the host of tormentors that mean to do it harm.
    Hardenberger rues the fact that he didn’t take the satchel charge himself, as he is now in the perfect spot to attach it to the enemy tank.  But all he can do is run in the smoke, hoping the enemy tankers focus on him and don’t see his men trying to assault it with the satchel charge.  He now seeks some sort of cover as the tank flails the smoke with its machine guns.
     

    Franz Witt’s men are among the two enemy tanks.  There is some slight cover from the rubble of a building and some craters from artillery fire.  The smoke is dissipating way too fast – the rain is settling it too quickly.  Dammit, Witt thinks, they only have seconds to live now.
    Witt takes cover in a crater and hurls his grenade.  The man to his left – Max, he thinks but can’t be sure – is about to shove a grenade into the front tracks of the tank.  Karl, off to his right, is about to hurl yet another grenade.  All he can do is hold his breath now.  It occurs to him that maybe this wasn’t such a great idea after all.
     

    Witt’s grenade goes off, a cascade of sparks and smoke lighting up the side of the tank.  Two more grenades are heading for the enemy monster.  It is time for them to get the hell out of this deathtrap.  He screams to his men to run.  The enemy tanks open up with their machine guns.  He hears some of his men scream as they are hit.  Everyone runs like frightened rabbits in every direction to confuse the enemy gunners.
     

    Erwin Ruckdeschel sees a Feldwebel in the captured bus station to his right.  The man is waving through an open window, trying to get his attention.  He throws open his hatch and slightly pokes his head up to try and hear the man.  The Feldwebel shouts that Landsers are attacking the two Sherman tanks, running into the smoke screen.  Ruckdeschel had seen the smoke dropping, but in the absence of any instruction, he had remained in his position, covered by the wall of the bus station. 
    As the smoke clears fast, the Feldwebel gives Erwin a running blow-by-blow as he describes Witt’s and Hardenberger’s men being cut down by the enemy tanks.  This is too much for Ruckdeschel.
    He gives his orders fast.  He has the turret swung to the 2 o’clock position, and he orders his driver to move forward smoothly about 15 meters.  He tells the crew they are going to try and hit the two enemy tanks in the flank, just like von Pannwitz tried earlier, but his crew is going to succeed perfectly.  The men nod quietly and grimly.
    “Now!” he orders, and the tank slides smoothly out from cover, gun turret already lined up in the right direction.  A soldier, incapacitated from his wound, lies helplessly in the street as the giant panzer rolls past him, missing him by centimeters.  He can only scream, knowing that no one will hear him over the roar of the panzer engine. 
    He stops screaming when he realizes he has not been crushed.  Then new terror fills him.  What if the tank turns?  What if the tank is blown up?  Horrors flood through his mind but he is powerless to do anything.  Mercifully he passes out from blood loss and fear.
    Erwin’s gunner has two perfect flank shots, just as predicted by his commander.  The Sherman on the left starts to turn its turret.  That makes the choice for the gunner.
     

    The first shot is a hit.  Is it a kill?  No time to judge.  The second Sherman is now trying to turn the turret towards them.  Ruckdeschel lets his gunner turn the turret smoothly to address the 2nd target.
     

    The second shot – this is a certain kill.  The second Sherman is torn apart in a massive explosion.  Still no time to breathe or think.  The gunner gently sweeps the turret back to the first Sherman.  They have to be sure.  Moments count.  Seconds tick off.  Erwin is not aware that he has stopped breathing. 
    The tank is utter silence, save for the clang of the ejected shell casing on the floor of the tank and the schick of the new round being slammed home into the breech, then the slam of the breech as the shell is rammed into the gun.  The loader cries out that the gun is ready.
    Unvented smoke is wafting through the interior and the heavy smell of burnt powder is tickling the back of Ruckdeschel’s throat.
     

    The gun roars again, and sparks and flames gush from the 1st target.  It is a kill too!!!  Smoke is already pouring from the burning wreckage of the other Sherman.
    “Damn fine job, Comrades, Damn fine job!” shouts Ruckdeschel.  The crewmen smile and bask in their commander’s praise, while still watching the enemy ahead.
     

    A figure is seen leaping from the burning tank on the left.  His uniform is blackened and smoking.
     

    A second man falls from the Sherman.  Then a third.  All are burned and covered in soot.  They are too far away to see any blood.  Ruckdeschel sees the faces of his men turning towards him, questions on their faces as they wait for orders.
    “Let them go,” he says quietly.  “Don’t fire.”  He thinks he sees relief in the faces of his crewmen as they turn back to their stations.  He knows the Canadian tankers have fought with skill and bravery, just men doing a horrible job.  The survivors deserve a chance to escape.
     

    With the destruction of the two enemy tanks in their crucial defensive position, the Canadian opposition wanes and they fall back to defensive positions outside of the town.
    Oberleutnant’s Gloser’s command squad emerges from the vineyard and joins with Rolf’s MG team.  They are bloody and grim from attending to all the wounded in the vineyard.
    Pioniere Harzer, the sole survivor of Hardenberger’s attack in the smoke, finds his squad leader bleeding in a shellhole, wounded as he fled the attack on the enemy tanks.  Harzer still has satchel charges that he didn’t use in the attack, as he faltered at the last minute when they entered the smoke and he found cover to hide.  Hardenberger is bleeding and unconscious.  Harzer shoves the charges under some nearby rubble and attends to dressing his squad leader’s wounds.  No one will know.
    Witt and his entire squad are wiped out.  They will never know if they immobilized the one tank in their attack.  The two tanks are destroyed so it wouldn’t matter to anyone but Witt and his survivors if their attack was for nothing.
    Witt is badly wounded, as are two others from his squad.  Three are dead and the attending Sanitäter remove identity discs from the fallen while others patch up Witt and move him and the rest of his wounded squad to the rear.
    Ruckdeschel knows that the attackers in the smoke played a vital part.  He saw that the two enemy tanks were distracted by the brave Landsers in the smoke.  This was what gave his tank the edge, that and the skill of his crew.  He is so proud of them – the crew can see it in his eyes.    
    Rolf Schenk sees a very different skyline of Villa Roggati now.  It is a scene of carnage and destruction.
    He shakes his head at the stubborn Canadians.  They fought with skill and honor and they died when overwhelmed.  They have surely given his comrades a bad blooding this day.  He wonders why they didn’t just retreat out of the town.  Why did they stay and die?  Do they owe The Queen and England their lives?
    One of his comrades gives the Canadians an off-handed compliment.  “I sure don’t want to come up against these bastards again,” he mutters.  Rolf quietly concurs.

    The war goes on.
     
    Heinrich505 
  4. Like
    Chainsaw got a reaction from Bearstronaut in German Roadblocks   
    Roadblocks are still used today in order to slow the enemy on different levels.
    On the lowest level you can use a roadblock to slow down the enemy so you can hit him. Say for example you only got light AT-weapons and need to fire on a road. hitting a vehicle moving 40-50km/h on 100-200m distance take some skills, and with heart racing, combat around etc it becomes even harder. Putting up a road block behind a bend or whatever either halts the enemy or slows them down to make the shots easier.
    You talk about moving the obstacles really quickly. well it might look that way, but dig down 1-2 mines in that road block and see how fast it takes to remove it after the first mine detonates.
    Obstacles and mines are "normally" defended, which means that when a enemy encounter a minefield or obstacle they deploy for combat, and moves slower untill they know there is nothing. this takes time, and thereby buys you time. That also makes them much more accesible for indirect fires, a FOO and a bunch of roadblocks can pin down the enemy for a good while for example.
    On a bigger level many roadblocks can either slow enemys advance to buy your side time to do a propper defence or make the enemy accesible for a counter attack and so on.
    Roadblocks are a very useful weapon in the way i have described and its particuly so when you look at the time it takes to make. Ad hoc roadblocks can take just about 5 mins (driving out some trucks in the road, throw a visible mine infront of it) or just a few hours work (saw or detonate trees accross the road, blow up the road etc and depending on what you go for it doesnt have to be manpower heavy either.
    I am a combat engineer in the swedish army and we have plenty of heavy forest to use and canalising terrain so we use roadblocks ALLOT mixed with mines and proper minefields to delay the enemy, to make them change direction (into prepared better defences) or to hold them where they can be counter-attacked, so its a great tool really.
     
  5. Like
    Chainsaw reacted to FoxZz in A plea for a French Army DLC   
    Hello all,
    As it's rumored that this game is expecting several DLCs, I take this opportunity to make a plea for a French DLC, or a LDC including the French. Why should the French be included in a DLC over other nations ?
    First, let's look at the setting. Game setting is placed in Ukraine, at the border of Europe in 2017/2018. France is a permanent member of the UN Security Council, it's the third world's nuclear power, and the first military power of Europe (if Russia doesn't count as Europe). Diplomatically, France has been at the forefront of the discussion on Ukraine, being at the initiative of the Minsk II agreements, and is as such very involved on this matter. Historically, France is a very active military power and has significantly taken part in all the majors conflicts since the end of the Cold War : Gulf War, Yougoslavia, Somalia, Afghanistan, Lybia, Mali, Syria, etc. Furthermore France is regularly (and currently) involved in NATO and bilateral military exercises in Eastern Europe which show its commitment to the security of this region. Lastly, France would probably be able to come very quicly into the theater with significant amount of troops having a very high readiness and being located in continental Europe. All those elements make it almost certain that France would get involved in a conflict in Ukraine.
    On a gameplay point of vue, we would get a ton of exotic toys. Most of French gear and vehicles are indegenously devlopped. It would be also very refreshing as French military very rarely depicted in the Video Game industry (at the exception of the Warhame series). French army is also very modern and would be balanced with US and Russian military. Interesting fact, French army is the only to have fielded operationally its future soldier system program. French army also has an orginal doctrine which differs from the US or Russian one: emphasis on mobility, flexbility, and initiative, even at the lower echellons, which comes from its exprience in irregular warfare. It influenced many of its military design, with, for example, an emphasis of wheeled vehicles. As such, many asks, how would this system fare in a more conventionnal context ? CM:BS gives us the opportunity to test it. Here is a link about French Doctrine https://wavellroom.com/2017/11/30/the-french-intervention-in-mali-a-lesson-in-mission-command/
    Moreover, as I said, French armed forces are very rarely depicted in video games, and French video games market is very dynamic one with 4,3 billion euros of revenue in 2017. So it would probably attract many French players eager to play their national forces (even if they're not very vocal on english speaking forums) while also attracting players from all around the world interested in brand new faction. Lastly, French forces are the only major military power never depicted in a modern CM game. We had the US, Russia, Canada, UK, Germany, Netherlands, but not France.
     
    Operationnal structure :
    The basic infantry combat squad is made of 8 soldiers: 1 squad leader, 1 marksman, 1 300m fire team with 1 team leader and 2 AT4 soldiers and 1 600m team with 1 team leader, 1 minimi soldier and 1 light mortar soldier. There is 3 combat squad in a platoon as well as one support squad made of 1 squad leader and 2 Eryx teams, which can exchange the Eryx against M240 MGs. Lastly, the platoon is led by a 4 men command team with one platoon leader and its deputy, one radio operator and one medic.
    3 infantry platoons are supported by a weapon platoon with two 81mm mortars teams and two MILAN atgm teams, those teams can also be armed with .50 calls or .30 calls. This makes a company.
    The French cavalry platoon is made of 4 tanks (Leclerc or AMX10RC) and 4 armoured scout cars (VBLs). There is also a recon platoon made of 8 scout cars with different equipments (Milan, .50, .30, etc)
    The compagny is the center of an infantry centric French operationnal Battlegroup. Then, it receives several reinforcements from other arms. Usually, a cavalry platoon, an artillery battery, a engineer platoon, a recon platoon as well as support elements (Snipers, JTACs, Commandos, Logistics, Transmission, Health and Oil services, etc). If the battlegroup is cavalry centric, then, its made around a Cavalry squadron, with the support of an infantry platoon, etc. There is also the possibilty of mixing it up with two infantry platoons and two cavalry platoons, etc.
    Those battlegroups are part of a broader battallion  which can either use them dispersed or together. Usually it's made of 3 infantry compagnies and 1 tank  squadron and the support elements. The proportion between tanks and infantry varies in the same fashion as in BG depending of the need. Nowadays, French troops are always deployed in Battlegroups or Battallions. Regiments, Brigades and Division are only used as adminsitrative command levels in metropolitan France.
     
    As of 2017, here is a list of indigenous French army armament :
    - Leclerc MBT: https://en.wikipedia.org/wiki/AMX_Leclerc ; http://www.military-today.com/tanks/leclerc.htm
    - AMX 10 RCR wheeled tank: http://www.tanks-encyclopedia.com/coldwar/France/AMX-10-RC-RCR.php
    - VBCI IFV: http://www.military-today.com/apc/vbci.htm
    - VAB line of vehicles, including ULTIMA version with remote .50 cal, Mephisto version with HOT missiles, 20mm version, etc: https://en.wikipedia.org/wiki/Véhicule_de_l'Avant_Blindé
    - VBL scout vehicle: https://en.wikipedia.org/wiki/Véhicule_Blindé_Léger
    - PVP liaison vehicle: https://en.wikipedia.org/wiki/Petit_Véhicule_Protégé
    - 120mm Rifled Mortar, its rifling permits to fire bigger shells (similar effect than 155mm shells) at longer ranges than regular mortars: https://en.wikipedia.org/wiki/Mortier_120mm_Rayé_Tracté_Modèle_F1
    - CAESAR 155mm SPG: https://en.wikipedia.org/wiki/CAESAR_self-propelled_howitzer ; https://www.army-technology.com/projects/caesar/ ; http://www.army-guide.com/eng/product1470.htm
    - 81mm Mortar: https://en.wikipedia.org/wiki/LLR_81mm
    - FAMAS assault rifle: https://en.wikipedia.org/wiki/FAMAS
    - FRF2 and HECATE II sniper rifles: https://en.wikipedia.org/wiki/FR_F2_sniper_rifle ; https://en.wikipedia.org/wiki/PGM_Hécate_II
    - MILAN 3, ERYX and HOT 3 ATGMs: https://www.army-technology.com/projects/milan/ ; https://en.wikipedia.org/wiki/ERYX ; https://en.wikipedia.org/wiki/HOT_(missile)
    - Mistral MANPAD: https://en.wikipedia.org/wiki/Mistral_(missile)
    - Tiger HAD and HAP attack helicopters: https://en.wikipedia.org/wiki/Eurocopter_Tiger
    - Gazelle HOT scout helicopter: https://en.wikipedia.org/wiki/Aérospatiale_Gazelle
    - Rafale fighter-bomber: https://en.wikipedia.org/wiki/Dassault_Rafale
    - Mirage 2000D bomber: https://en.wikipedia.org/wiki/Dassault_Mirage_2000N/2000D
     
    France interesting bits of kit :
    - Rifle Grenades, both anti-tank and HE: https://en.wikipedia.org/wiki/AC58 ; https://en.wikipedia.org/wiki/APAV40
    - Infantry mortars: https://en.wikipedia.org/wiki/Lance-grenade_individuel_Mle_F1_(LGI_Mle_F1)
    - BONUS anti-tank shells: https://en.wikipedia.org/wiki/Bofors_155_Bonus
    - SPACIDO precision fuse: http://www.nexter-group.fr/en/press/528-spacido-la-france-engage-la-phase-finale-de-la-qualification-du-premier-systeme-dartillerie-a-correction-de-trajectoire-de-nexter-munitions-et-junghans ; http://basart.artillerie.asso.fr/article.php3?id_article=1341
    - FELIN system, with special optics and improved situation awarness: https://en.wikipedia.org/wiki/FÉLIN
    - AASM self propelled stand-off bomb, with a low altitude launch range of 15km, which allows the plane to escape long range anti-air missile while staying out of range of SHORAD systems: https://en.wikipedia.org/wiki/AASM
     
    Here are some videos where you can see most of the gear I talked about :
     
    In 2017 in Estonia, where you can how would look like a French Battlegroup in CM:BS  :
    https://www.youtube.com/watch?v=v9tzEyWL-zo&
     
    Combat actions in Mali where you can see VBCI, VAB, AMX10RC, shoulder launched Eryx, Rifle grenades, infantry mortar, Hecate II, Tiger, etc
     
    So, as you saw, lots of interesting and cool stuff could get added into the game with a French DLC. I hope it will convince you ! DOn't hesistate if you have any question.
     
    Here is a last video to convince you of the awesomeness of the French Army
     
  6. Like
    Chainsaw got a reaction from Zaba in German Roadblocks   
    Roadblocks are still used today in order to slow the enemy on different levels.
    On the lowest level you can use a roadblock to slow down the enemy so you can hit him. Say for example you only got light AT-weapons and need to fire on a road. hitting a vehicle moving 40-50km/h on 100-200m distance take some skills, and with heart racing, combat around etc it becomes even harder. Putting up a road block behind a bend or whatever either halts the enemy or slows them down to make the shots easier.
    You talk about moving the obstacles really quickly. well it might look that way, but dig down 1-2 mines in that road block and see how fast it takes to remove it after the first mine detonates.
    Obstacles and mines are "normally" defended, which means that when a enemy encounter a minefield or obstacle they deploy for combat, and moves slower untill they know there is nothing. this takes time, and thereby buys you time. That also makes them much more accesible for indirect fires, a FOO and a bunch of roadblocks can pin down the enemy for a good while for example.
    On a bigger level many roadblocks can either slow enemys advance to buy your side time to do a propper defence or make the enemy accesible for a counter attack and so on.
    Roadblocks are a very useful weapon in the way i have described and its particuly so when you look at the time it takes to make. Ad hoc roadblocks can take just about 5 mins (driving out some trucks in the road, throw a visible mine infront of it) or just a few hours work (saw or detonate trees accross the road, blow up the road etc and depending on what you go for it doesnt have to be manpower heavy either.
    I am a combat engineer in the swedish army and we have plenty of heavy forest to use and canalising terrain so we use roadblocks ALLOT mixed with mines and proper minefields to delay the enemy, to make them change direction (into prepared better defences) or to hold them where they can be counter-attacked, so its a great tool really.
     
  7. Like
    Chainsaw got a reaction from Bulletpoint in German Roadblocks   
    Roadblocks are still used today in order to slow the enemy on different levels.
    On the lowest level you can use a roadblock to slow down the enemy so you can hit him. Say for example you only got light AT-weapons and need to fire on a road. hitting a vehicle moving 40-50km/h on 100-200m distance take some skills, and with heart racing, combat around etc it becomes even harder. Putting up a road block behind a bend or whatever either halts the enemy or slows them down to make the shots easier.
    You talk about moving the obstacles really quickly. well it might look that way, but dig down 1-2 mines in that road block and see how fast it takes to remove it after the first mine detonates.
    Obstacles and mines are "normally" defended, which means that when a enemy encounter a minefield or obstacle they deploy for combat, and moves slower untill they know there is nothing. this takes time, and thereby buys you time. That also makes them much more accesible for indirect fires, a FOO and a bunch of roadblocks can pin down the enemy for a good while for example.
    On a bigger level many roadblocks can either slow enemys advance to buy your side time to do a propper defence or make the enemy accesible for a counter attack and so on.
    Roadblocks are a very useful weapon in the way i have described and its particuly so when you look at the time it takes to make. Ad hoc roadblocks can take just about 5 mins (driving out some trucks in the road, throw a visible mine infront of it) or just a few hours work (saw or detonate trees accross the road, blow up the road etc and depending on what you go for it doesnt have to be manpower heavy either.
    I am a combat engineer in the swedish army and we have plenty of heavy forest to use and canalising terrain so we use roadblocks ALLOT mixed with mines and proper minefields to delay the enemy, to make them change direction (into prepared better defences) or to hold them where they can be counter-attacked, so its a great tool really.
     
  8. Upvote
    Chainsaw got a reaction from A Canadian Cat - was IanL in German Roadblocks   
    Roadblocks are still used today in order to slow the enemy on different levels.
    On the lowest level you can use a roadblock to slow down the enemy so you can hit him. Say for example you only got light AT-weapons and need to fire on a road. hitting a vehicle moving 40-50km/h on 100-200m distance take some skills, and with heart racing, combat around etc it becomes even harder. Putting up a road block behind a bend or whatever either halts the enemy or slows them down to make the shots easier.
    You talk about moving the obstacles really quickly. well it might look that way, but dig down 1-2 mines in that road block and see how fast it takes to remove it after the first mine detonates.
    Obstacles and mines are "normally" defended, which means that when a enemy encounter a minefield or obstacle they deploy for combat, and moves slower untill they know there is nothing. this takes time, and thereby buys you time. That also makes them much more accesible for indirect fires, a FOO and a bunch of roadblocks can pin down the enemy for a good while for example.
    On a bigger level many roadblocks can either slow enemys advance to buy your side time to do a propper defence or make the enemy accesible for a counter attack and so on.
    Roadblocks are a very useful weapon in the way i have described and its particuly so when you look at the time it takes to make. Ad hoc roadblocks can take just about 5 mins (driving out some trucks in the road, throw a visible mine infront of it) or just a few hours work (saw or detonate trees accross the road, blow up the road etc and depending on what you go for it doesnt have to be manpower heavy either.
    I am a combat engineer in the swedish army and we have plenty of heavy forest to use and canalising terrain so we use roadblocks ALLOT mixed with mines and proper minefields to delay the enemy, to make them change direction (into prepared better defences) or to hold them where they can be counter-attacked, so its a great tool really.
     
  9. Upvote
    Chainsaw reacted to Artemis258 in Meeting at the River: TFGM ladder QB FIVEFIVESIX STAY OUT!   
    A short while later...Overview, Turn 4Well I was right in wanting to rush to my forward positions quickly... while most of my units made it to their disembark points safely, a few laggers behind caught it in the face... but before we get to the gory bits...  Overview, turn 4: 1st Co. makes it to the town largely unmolested, thanks to the speed of their advance. Already they are moving to occupy positions in the own on the friendly side of the river, while 3rd platoon holds in reserve at Overwatch village. 2nd Co have started moving down to blocking positions on the southern side of town haven likewise incurred light casualties, however they have lost their company command element to Long range fire. That's what he gets for leading from the rear! Battalion FO, having achieved a good OP at the train station, calls in the first round of supporting fires from the 120mm mortar battery. Friendly forces have spotted enemy BMPs suspected of carrying enemy infantry down the hill to the east and the plan is to catch them as they dismount and move through the town. Might be danger close for the scouts I plan n pushing into the town proper but eh... War is hell. AT assets have mostly reached their positions and begun setting up. Reports are in that the recoilless rifle crews in particular are enjoying the shade and the scenery. Armour takes a casualty from an enemy AT missile, launcher unknown. The remaining tank from the 'open ground' section immediatly relocates to harder cover and gets a spot on an enemy BMP, launching an AT missile of it's own in revenge! I guess it got dazzled though, because part-way through it's flight it veered wildly off-course and missed by about 100 meters or more. So much for 'guided' missile. Company level support elements (Machine guns) and some of Battalion's grenade launcher elements are following the infantry into the town, with the hopes of taking up short range ambush positions in tall buildings. Now for some violence:  2 Co. command gets it in the face. Strangely Recon wasn't the first to take casualties...  ...But they're close behind. I thought through-and-through was supposed to be a good thing...  This isn't good... is this the one with APS?  Nope.  REVENGE! Oh dear. I sense the force is strong with this one.  'Guided' missile my arse. Casualties four turns in: 1 CO: 1 BTR4E (no pic, took a round while returning fire on suspected enemy positions) 2 CO: Command element and MANPAD section. Cowards Tank Platoon: 1 tank. RECON: 1 section + 1 RPG team. Eh, they died quick. Oh well, as C3k would say, you're not in contact with the enemy unless your ptrupen are burning!
  10. Upvote
    Chainsaw reacted to Placebo in Buddy Aid way too easy   
    I really like it the way it is, i try to buddy aid where possible and it does slow down an advance which seems quite realistic.  Adding more micromanagement would not really add anything to the gameplay. 
  11. Upvote
    Chainsaw reacted to MOS:96B2P in Armor Radios   
    The infantry are using the tank's radio.  This is one of the cool things about tank riders.  Not only can they ride on the tank but they can use the tank's radio for C2.  Below is part of an old post of mine when I discovered this fact.    
     
    In a PBEM quick battle I had a three man scout team that was assigned to a tank platoon.  The scout team was in a wooded area and positioned on top of one of the tanks.  The platoon HQ tank was positioned about 70 meters away in the same woods.  The scout team and its tank had no visual or voice contact with the HQ tank.  However they both had radio contact with the HQ tank. 
     
    The scout team, was selected from specialty teams during the QB purchase phase and had no radio assigned to it.  The scout team was able to use the tanks radio to stay in C2.  I dismounted the scout team and positioned them next to the tank.  No more radio contact.  The scouts must be on the tank to use the tank’s radio for C2. 
     
    Another interesting possibility is for the scout team to dismount, move 50 or so meters away from the tank, look out of the wood line, observe enemy activity or lack of activity, run back to the tank and report up the chain of command. 
     
    Hope this helped.
  12. Upvote
    Chainsaw reacted to Ryujin in Evade command is actually super useful   
    This came up in another thread, but I think it deserves its own thread as it seems to not be widely known (at least I had no clue it was different from a normal fast move).
     
    The point being after some quick tests it seems it's the "Don't Stop!" move I had been missing for a long time. Unlike a normal fast move the troops will try much harder to complete an evade move under fire. 
     
    So if your units get pinned in the open, an evade may get them on their feet and running to cover rather than laying there to be picked off. 
     
    But the really interesting thing is it can be used preemptively. You can use it to say run across a street with much less risk of them stopping in the middle and all being killed. You can even use it to charge an enemy if you're feeling a bit desperate/suicidal. Obviously because they won't hit the deck, they'll be very exposed standing and running. So use it wisely.
     
    They also seem to stop to fire while carrying it out. I need to test it more, but it might work in some cases for an assault or room clearing move when you want them to keep going. Ironically, evade may be the closest thing to a proper 'assault' order...
     
     
    The evade button is the 4 arrows '+' looking button next the to the 'M' button. When you press it it'll create a waypoint you can drag around. Try putting it on an enemy and watch your guys keep running under fire to see it in action. 
     
     
    Should save a ton of pixeltroopers, especially in urban combat. 
     
    EDIT: Also seems like you can change the waypoint type and it'll keep the effect. Not so sure about following waypoints after the first. 
  13. Upvote
    Chainsaw reacted to TCMHQ in Donezk Airport map - WIP   
    Gentlemen,
     
    just a short impression of a new project I started today: a massive 4 x 3 KM map of the infamous Donezk Airport and its industrial/commercial surroundings and villages.
    The map is based on this google map area:
     

     
     
    A very early WIP impression:
     


     
    Dont´t hold your breath: this will take a few weeks to finish......
     
    Cheers
     
    Tom aka TCMHQ
     
     
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