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Ricochet67

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  1. There are 16 missions if you take the southern route. I suspect the number of missions remains the same if you elect to head north into Damascus. Quite a few missions must be completed in under an hour. In my experience, it requires double the mission time to finish a RT battle versus about triple the allocated time to complete a scenario in WEGO. What can I say? I'm a voyeur who loves watching WEGO's pretty explosions.
  2. Challengers are equally resilient. During one of the British campaign missions, I had 2 or 3 CR2s survival frontal hits from AT-5s, albeit with damage to smoke launchers, sights and so forth.
  3. I agree. The bad guys usually have better tailors and designers, eg. StarWars' Empire vs Rebels. Perhaps if they spent less money on looking good and more on the war effort, they'd win occasionally? Roll on CM:N.
  4. I recall our Warrant Officer telling us his rank was WO Class Two and not WO Second Class.
  5. This talks about unlicensing modules. I'm uncertain how it applies to a module bundle. When you purchased the bundle, did you receive a single license key or a key for each module? http://www.battlefront.com/helpdesk/index.php?_m=knowledgebase&_a=viewarticle&kbarticleid=162 If you don't have any luck, perhaps you ought to kick it upstairs to the Battlefront helpdesk?
  6. This knowledgebase article on unlicensing may help: http://www.battlefront.com/helpdesk/index.php?_m=knowledgebase&_a=viewarticle&kbarticleid=47 Or these instructions on manually unlicensing: http://www.battlefront.com/helpdesk/index.php?_m=knowledgebase&_a=viewarticle&kbarticleid=48&nav=0,2 Good luck!
  7. I was focused on the OPs and made a second attempt at the mission after overlooking the fact there are 3 deployment zones and I'd tried to reach all OPs from one corner of the map. Unfortunately, while I successfully recced all the OPs, I was spotted which resulted in another draw. I'll take it on the chin and move on. It was an interesting bloodless mission. At one point, I had a Syrian FO marching obliviously through my sights. I came very close to unleashing hell on him.
  8. Curious about the spotting abilities of snipers versus regular grunts, I created a 2km long test map with a high berm down the centre separating a standard 3 man sniper team with M110 from a 9 man US Army squad. Advancing from the far end of the map towards the US forces were 2 Syrian mechanised infantry squads (sans vehicles). All units were regular experience, normal motivation, no leader bonus and fit. The terrain is dirt, weather is clear, there's no wind and it's 9:30am. Both US teams had contact markers at 1350m. By 1200m, the squad had identified the enemy but the sniper still had a contact marker. At 1050m, the sniper also identified his target. It was interesting to note that, at 1000m, the sniper would see 4 individuals when the Syrian squad moved but would gradually lose sight of these one by one over a minute or two until he could see but a single soldier. On the other hand, the squad saw all 8 squad members at the same distance and would only lose sight of up to 2 of them after several minutes had passed. It's hardly an exhaustive test, but indicates larger units spot farther and identify targets sooner than small sniper units, despite the sniper's improved optics. The sniper's optics benefit him primarily in being able to engage distant foes. In the test, the sniper achieved his first kill at 830m and killed the final squad member at 400m. The Syrians suffered greater suppression and tired quicker from the sniper fire than the other Syrian squad did when it came under long range fire from the US squad's M249s. I was surprised to see the M249s light up the Syrians from about 850m. The fire was ineffective (no casualties or suppression) and it wasn't until the Syrians were at 500m that it caused some light suppression. The final observation I made was that the Syrians were completely unaware of the US forces until they'd been under fire for some time. Despite coming under fire at 850m, the Syrians only saw a contact marker and didn't identify the squad until they reached 500m. On the other side of the map, the sniper didn't even show as a contact marker to the Syrians until 600m and wasn't identified until 450m. There's an obvious correlation between the size of the spotting units (remember, the sniper is whittling down his target, leaving fewer pairs of eyes to spot him) and the volume of incoming fire they're receiving (M249 vs M110). Next, I'll compare the spotting abilities of the 3 man sniper team with a 3 man HQ unit. I'm also curious as to whether units occupying the upper levels of buildings spot better than those on the ground.
  9. Is it a case of count the eyeballs and divide by two? The sniper team, despite possessing superior optics, comprises only 2-3 men and therefore takes longer to spot a target than a squad of 7-13 men? It'd be an interesting exercise to compare various groups' spotting ability.
  10. Like many of you, I begin cautiously and end up racing for the objectives before time expires. Despite not achieving all the mission goals, I frequently win because the enemy surrenders. Elmar summed it up best when he said:
  11. Not since patch 1.04. --v1.04 Patch Features-- * CM:SF is multi-processor/multi-core friendly. Workarounds like "setting affinity" to single-processor are no longer needed.
  12. That's a great screenshot, TheVulture. It looks like you blasted your way into the room. Something I'm increasingly fond of doing after suffering a couple nasty ambushes.
  13. So when an Israeli tanker says he's getting a cold one from the fridge, you should run for cover?
  14. Agreed. The Jackal looks cool. The lack of platoon MMGs is somewhat offset by a plethora of tincans toting exposed MGs. I miss being able to overwatch infantry by MG teams able to occupy buildings/rooftops. An APC isn't as nimble as an MG team and is a considerably larger target. The fact dismounts man the MG in some vehicles is interesting. In some cases, I kept small HQ units mounted in order to keep the MG operating. Nonetheless, there were a half dozen APCs unable to contribute fire support in the first campaign mission. There's a dearth of .50 cal MGs. The 7.62mm MGs don't have anywhere near the same punch. I noticed the .50 cal is available on some light vehicles like the Jackal. The smaller squads are noticeable with only 7 or 8 pairs of boots depending on whether the unit is armoured or mechanised infantry. All up, the differences encourage, nay, require a fresh approach to the game. I take more care of the thin-skinned armour and make a greater effort to provide direct and indirect fire support to the infantry. It's definitely an eye-opener seeing the Brits hardware and organisational structure. Mind you, I quite like the Challenger and Warrior. Even if I did manage to lose 2 Warriors in the second mission but I put that down to sheer stubbornness on my behalf - and lack of an integral ATGM.
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