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rogue189

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  1. I have considered taking the big town first, but haven't figured out a good way to do it. The map seems to lend itself to going after the top left town first since it has good overwatch positions. I once tired to use the ford near the starting position to attack the big town, but it ended badly. In the end, I have always fought the map the same way, but have never had much success in finishing the fight. Usually by the time I have taken the first two towns, my force is too depleted to effectively take the big town.
  2. Good to know. I have been having trouble with this scenario. I have been watching Usually Hapless's videos anything to use his advice to improve my gameplay. But I'm stuck on the small town in the top right, hand order of the map. I haven't found a good way to use overwatch and fire support to get my guys in town without taking a lot a casualties. To make it worse, the Russian artillery keeps moving with my group, making it difficult to have a rally point. I need help!
  3. Hmmm. Does that make the drones useless? If I spend the time AA hunting with the drones and they get shot down before my strike arrives, what is the point of having them? There are two Tunguskas in this battle and both are far enough back that the game will be over by the time they are found and eliminated by my ground troops. To be clear, I'm not trying to argue. But if the drones are to help the commander understand whats ahead, do they serve any purpose if they can so easily be killed?
  4. I posted on this once before, but it was a long time ago. What is the best way to keep drones alive? I know the easy answer is to kill the AA fire, but what can you do to minimize their exposure to AA? I loaded up Cry Havoc! and each time I launched the Raven during setup, it was generally shot down less than five minutes into the game. I usually put it over objective Honeybadger in hopes that it wasn't directly over an AA gun. Sadly, sometimes, it didn't even spot anything before it was shot down. When I got a Shadow drone, I waited the 6 minutes for to arrive over objective Honeybadger. It promptly spotted a T-90 and I called in precision fire on the tank. When I hit play, the drone was again shot down before the fire mission request was even broadcast. Am I doing something wrong? Is there something more I can do? Is this just bad luck on my part? I have played this mission several times, but I have never been able to keep a drone alive longer than a few minutes. Hitting cease fire to find the locations of the AA guns feels like a cheat and I don't want to be in the habit of doing it. Does anyone have a suggestion?
  5. Also, some of my US troops don't have uniforms in certain scenarios. They have the web belt, boots, and helmet, but their uniform is all black.
  6. I loaded up my CM:FI and discovered that I don't have any exterior grayhound models. I can give commands and the "vehicle" responds appropriately, but I have three guys floating around in the air driving around their invisible AFV. Is there a fix for this?
  7. I just got a second computer monitor for Christmas! But I have not run two monitors on a home system before. Can CM display across two monitors? If so, how do I set it up?
  8. Really? I never do the scenario design stuff so I don't know how those rules work. I should probably thumb through them to understand the game play better.
  9. Can the vehicle immobilization rule be changed in a future patch? When SF2 released, I thought this was a good move to make immobilized vehicles unavailable as it reflected the fast drive through Syria. But I noticed during my first run through the TF Thunder Campaign that it seemed like vehicles are more prone to getting bogged than they were in the original SF. It was frustrating to have my Abrams or Strykers get immobilized through bogging in the first couple of missions, then not have them available for some time. I understand not having a vehicle available if it loses a track, wheel, or engine, but I just don't see a bogged AFV taking more than a few hours to get unstuck. Yes I am sure there have been times in real life that something has become hopelessly bogged down, but for the purposes of game play, there doesn't seem to be many opportunities to get your guys that stuck. The terrain is usually dry to very dry and only a few times you are in rainy or muddy conditions. Unless the campaign missions are considered to be within a short time frame of each other, a bogged AFV should be made ready for the next battle.
  10. I have a question, why is it so easy for drones to get shot down? As I understand the rules, the stealthy drones are supposed to be difficult to spot as long as they are not used to attack. However, my experience seems to be the opposite. Whenever I deploy a drone during the setup of a mission, it is usually shot down within the first 5 minutes. If I get a drone to last 10 minutes I feel lucky. I have been working on improving my game play started up the Bridge of Kharalyk. However, my RQ-7B Shadow was shot down within the first 3 minutes. My understanding was that this a a more difficult drone to detect. Am I wrong? Am I just unlucky? Should I expect these things to not last? Is there anything I can do better? Update: My Raven was shot down at the 5 minute mark. ugh!
  11. Thank you for the response VSL Veteran. I wasn't mad about any of it, just surprised mostly. I have never attempted to contribute to the SF or SF2 community but is there anything I can do to help? Typing is not too hard, generally, and I have no clue as to how to create missions.
  12. I have been playing SF2 for awhile now and have noticed that there are briefings do not accurately reflect what is actually delivered in game. For example in the Semper Fi Campaign mission Highway 2, the briefing (specially the tactical map) stated that I was supped to receive 60mm mortar support immediately and a CAAT elements after 10 min. However, I didn't get any 60mm mortars and after 30 min, the CAAT had not showed up. I also noticed in scenarios like Baker 1-1, the briefing started that you would receive a second platoon of reinforcements, but the game notes stated otherwise. I found myself wondering, "where are they!" as I was playing. Are these bugs? Am I just being impatient? Are they briefings that slipped through quality control? Is this an attempt to say, "no plan survives contact?" I don't mind if it is, but I just want to know if I should or should not expect additional reinforcements.
  13. Its is odd that marking a mine doesn't guarantee safe passage of infantry or vehicles over the mine. Yes I understand marking a mine doesn't make it safe, but the limitations of the game mechanics can make close quarter maneuvering difficult. It would be nice if there were MICLIC systems available in the game that could more reliably clear a path through mine fields.
  14. I never expected the mark mine button to be a magic mine detector. Rather, I believed that if I moved my engineers to a suspected mine field, I could get them in position then click mark mines. My expectation was that they would spend the next minute or two looking for mines. I did notice that my group did detect one mine, but there was nothing I could do about it. It made me assume they only mark mines and not disarm them. But I also noticed that the engineers don't always detect mines in their location. I had a squad in one position of the suspected minefield for about 3 or 4 minutes. No mine detected, so I moved on. BOOM! My stryker found a mine right where the engineers had just left. Is this a game mechanic? A bug? or did I do something wrong?
  15. How do you mark mines? I am playing the first TF Thunder mission and put my engineers in the suspected mine filed and the Mark Mines button stayed grayed out the whole time. Now a stryker just hit a mine, killed everyone, and panicked the engineers. What do I have to do to get them to look for mines? I had them in position for almost 10 minutes without moving or getting shot at.
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