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Combatintman

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Combatintman last won the day on January 20

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About Combatintman

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  • Birthday 10/09/1965

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  1. Combatintman

    Minefield Mayhem....

    No I don't know for sure. According to this, they were used in Ramadi: https://dod.defense.gov/News/Article/Article/642097/iraqi-security-forces-sharing-lessons-of-ramadi-officials-say/dom/foxnews/src/syn/ According to this, they were still being trained on the equipment in the lead up to Mosul: https://www.dvidshub.net/video/468579/iraqi-army-miclic-live-fire
  2. Combatintman

    MG Deploy/Pack up times

    Alternately: Cue thread title … 'The AI is broken because it always sets up MGs when I don't want it to (insert game title) is unplayable'. I think someone has already complained about the British 2" mortar in the WW2 titles and the 51mm mortar in CMSF2 always setting up when it stops at waypoint. The behaviour doesn't allow the player to hide the unit.
  3. I think you're right in the case of the Green 9 scenario. The rationale for using them was more about the small squad size than anything else. I think I added the ANA to give Blue enough tools to do the job, without overdoing it, by adding some plausibly realistic combat power to the British Rifle Platoon that in reality got itself into serious trouble that day. Otherwise my ANA picks were solely uniform based - if they had woodland camouflage then they were eligible to be picked because that was what the ANA were wearing then.
  4. Combatintman

    Update on Engine 4 patches

    If I could make a small amendment to (my bold) this excellent suggestion ... "At this point, I would challenge anyone who is impatiently waiting like me to make a 1.5 km x 1.5 km quick battle map based on the area surrounding your mother-in-law's house, take large quantities of off map arty and blast it to pieces."
  5. I'm no expert but as far as I can remember, hiding troops have a peek around occasionally. When they're not taking a peek then their LOS is limited, from what I've read from various people here, they will hide their observers until they know the spotting rounds are due to arrive and then unhide them during the spotting process and until they get Fire for Effect. Once FFE has been called, the spotter no longer needs visibility onto the target for the rounds to land where they should so you can safely hide the observer again unless you want to conduct battle damage assessment.
  6. Combatintman

    Update on Engine 4 patches

    Fine, I had a quick look and didn't see the date. I always work on the default that Steve doesn't give dates and when he does, there's always wriggle room. Doesn't bother me anyway to be honest, if they say they're working on it then in my experience they are so it'll come out when it comes out.
  7. Combatintman

    Drone Tactics

    Money well spent given that these things are often followed by a 1,000lb bomb or a battery's worth of 152mm.
  8. Combatintman

    Update on Engine 4 patches

    I'm not sure Steve has ever said this.
  9. Combatintman

    First try at a scenario: questions

    I doubt I can shed much light on this. My understanding has always been as per the Paper Tiger quote - namely: If an AI group has no setup order, it should always start where the designer deployed it in the unit editor. I have always found this to be the case. If setup orders are used, they must be painted on areas of the map that have been painted as setup zones in the map editor. If that condition is met, the AI will randomly set units up in the designated painted area of the setup order. As I've previously had mixed results with this, I've generally not used it much. I have certainly seen the turn 1 'jump' in scenario author test mode shifting units from where the designer has placed them to their setup zones in accordance with the AI plan that is active.
  10. Combatintman

    Missing BMP-3's (or just bad eyesight?)

    It is a known problem:
  11. Combatintman

    Lions of Kandahar

    Not to my knowledge - AFAIK it still sits in the good ideas box.
  12. Top marks for the DAR - reshow for the combat first aid training 😉
  13. Top marks for the DAR - reshow for the combat first aid training 😉
  14. @Zveroboy1 - that map looks hoofing (good) as the Royal Marines would say. Looking forward to giving this a spin once I kick one of my projects out of the door. Have a like anyway for the map and for joining the scenario designer club.
  15. Combatintman

    First try at a scenario: questions

    Personally I wouldn't use 'Destroy All' - it is very binary and I think limits your flexibility with VPs, my preference is always to go with 'Destroy'. That said, I'm not familiar with the victory conditions in the original ASL scenario that you're trying to replicate. As to the trigger thing, there is something clearly going on if only one unit is moving and this is not happening all of the time and you're not getting the 'wait for' dialogue. I'm no expert on triggers having only just successfully used them in the last six months or so but one thing I would consider is having a dedicated trigger objective rather than doubling up on the exit objective. It might be that units exiting on the exit objective are not hanging around long enough for the trigger to fire. Try drawing a trigger objective adjacent to the exit objective and see how that works as a starter for ten. I guess though for us to really understand what's going on, you're going to have put up some screenshots or provide more detail.
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