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BlackMoria

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Everything posted by BlackMoria

  1. Once again, why? In WEGO you can take as much time as you like to input your orders and then start the turn. The game runs for one minute until the next order phase. In RT, you can pause and take as much time as you like to look around and do orders and then unpause to resume the game. The time doing orders for WEGO doesn't count against your scenario run time. Likewise, the time spent paused in RT does NOT count against your scenario run time. The clock is suspended while paused. The scenario run time is exactly the same for both otherwise. Where is this notion that RT takes more scenario run time to play than WEGO come from? 1 second of run time in WEGO = 1 second of run time in RT.
  2. Heh Heh. Something like that. What is remarkable is that one of the reasons for the one of the fleet grounding was rusty ejection seat rails. Rust? On an aircraft that has one of the highest maintenance hours to flight hours of any aircraft. Up until recently, the Canadian Navy was flying 35 year old Sea King helicopters and rust was never a reason for grounding the fleet and this in a maritime environment. Another issue, the F22 surely must like the desert because during a operational deployment to Guam, the rain would cause shorts and failures in the sophisticated electronics, necessitating the removal of the squadron from Guam.... and this in a 'all weather' aircraft.
  3. Hmm. I'm a freak too. Never touched any of that stuff. Playing CMSF and CM:BN is the only high I need.
  4. Maybe I am not getting it. Why would a RT player need more time than WEGO player? The WEGO player does his orders and moves and then runs the one minute turn. The RT player can pause at any time and give orders and moves and then unpause. Elapsed time IN GAME is the same. A minute of WEGO turn being run is still the same as a minute of RT being played out unpaused. As I said, I don't get it...
  5. Assuming you could draft a 'dream team' for a H2H game, what would you choose? Categories: Recce Vehicle - The Canadian Coyote, assuming that its sensor capabilities play into the detection algorithms in the game. A capable weapons capability for a recce vehicle, good speed and maneuvering capability. A bit on the tall side to sneak and hide in the weeds but who needs to if you can detect vehicles and infantry beyond visual range. IFV Vehicle - Dutch CV90 - my god, this vehicle slices and dices and kills the opposition dead. Who can argue with a 35mm autocannon with a great rate of fire and lots of ammo and the special airburst round. Great speed for a tracked vehicle, very good protection and enough variants to satisfy the specialist vehicle needs. Tank - Abrams M1 Tusk. Full package deal. Great protection, great gun, great accuracy. Very good maneuverability. Anti-Armour - the Javelin. Fire and forget, very good hit probably and knocks 'em dead if it hits. A two man team can cart the controller unit and three rounds and still keep up with other foot sloggers. Infantry - the Marine squad. Large number of soldiers, good selections of weapons and the ability to chuck grenades out from the grenade launchers like there is no tomorrow leaves the opposition weeping with body bags. Who cares if the squad size means that they can't fit into my CV90, I will shoehorn them into vehicles somehow. Sniper - make mine a 50 cal sniper rifle anytime and a marksman with the talent to use this bad boy at range. Artillery - Canadian M777 - three tubes of 155mm death from above is the smallest unit but Canadians don't allocate, by doctrine resource, below a battery of guns so any maneuver element is going to get a minimum of six tubes of 155mm for support. Fire mission Regiment! - yes please to 18 tubes of pure death if tasked to support a lead unit on the offensive. Fixed Wing - A10. Great loadout and the 30mm hurts and hurts bad unless you are a modern tank. Helo - Apache AH-1D anti armor. Nothing says loving to your opponent like sending a team of Apaches out to let the bad guys know they are not welcome in your 'hood. That is my dream team. What's yours?
  6. If I were to draft a 'dream team' of cherry picked equipment to make up my team for CMSF celebrity deathmatches, the CV90 get the number one spot in my book for the IFV category.
  7. I am doubtful the F-22 would have had any role in our hypothetical war. The F-22 still has not seen any operational deployment anywhere but the US for homeland defence. The aircraft has been plagued with a boondoogle of problems, resulting in the grounding of the entire fleet of aircraft at times. My assessment is the aircraft is too expensive and too much of hangar queen to risk in 'moving mud' operations in our hypothetical war in Syrian. Despite a chance to 'blood' the aircraft in Libya, that idea was nixed and the aircraft remains a prom princess for the photo op but too much a diva to get it's hands dirty bombing Khadafi's forces - and this is 2011. It seems the F22 is destined to be the bridesmaid but never the bride for a shooting war. The Typhoon most likely would have seen action in the conflict but it capabilities are not so advanced to matter from a game point of view. Air defence isn't modelled so it quasi-stealth capabilities really have no bearing on the game and it's payload capacity isn't much different from already deployed contemporary aircraft already reflected in the game. But speaking from a operational viewpoint, if the European nations which had them in 2008 would have bought them along to participate in the conflict.
  8. I enjoyed the Brit campaign considerably. I had very low casualties overall but the interesting thing was about 50% of my overall casualties was in the Dumayr Riot scenario. Ugh. Still feeling the pain from that one.
  9. Bingo. A hard cover puts contraints on the utility of the vehicle for different loadout configurations and loading and unloading utility. For example, the Canadian Unimog heavy lift truck has sides which can drop away (turning it into a flatbed), allowing for crane and forklift loading. One soldier can take down the canvas top and ribbing within 20 minutes (faster with more helping). The load can be stacked above the limits of the canvas roof (not that that is a good idea but possible) if need be, simply by taking the canvas cover and ribs off.
  10. Very nice scenario. Played it a few times. Took no casualties and got a Total Victory on the last playthrough (I play RT Elite). While somewhat gamey, I used the transports that start on map at the start of the game as taxis. Dump out the usual occupants and you can very nicely get a Brit squad into the vehicle. Once the reinforcements arrive, you got enough transports to move an entire platoon at a time. Big note: the transports are not AFVs so don't even try to use them as such. Just use them to move your forces quickly from one location to another without the fatigue factor adversely affecting your troops. Using said transports, you should be to get a platoon of infantry across the wadi within 30 minutes of game start on the left flank. I usually move the entire company up the left flank, along with the Jackals in a big left sweep. I can clear the high ground and the central objective within one hour of game start. I get a Total Victory easy enough in the remaining time by methodically working into the final two objectives. Time isn't an issue if you go up the left flank. I have walked infantry down slope to the wadi without being engaged effectively by the enemy. If the enemy does engage your advancing troops, it is with his HMGs and you want to find them. When an hostile HMG opens up, have your troops go to ground and engage the HMG position with mortars. Soon enough, the enemy will run out of HMGs, making your advance easier and allowing your Jackals to get in the fight without risking get shot up. In all playthroughs, I never felt pinched for time. There is lots of dead ground and covered approaches to move troops without exposing them to undue risk. The extreme heat is more the limiting factor on your manueuver rather than the enemy himself.
  11. I like that video of the improved rocket pod technical being set on fire by the backblast of the launch. It is said that most of the rebel irregulars are students.... very obviously, not ENGINEERING students. What is the line from the movie, 300? "They shout and curse, stabbing wildly, more brawlers than warriors. They make a wondrous mess of things. Brave amateurs....they do their part"
  12. Which was my impression as well. But above surface defense works still show a faint 'impression' on my machine. For example, trenches show as two parallel 'railway track' impressions when I zoom nearly full out. Perhaps it is a video glitch after all, but I am seeing what the OP is seeing.
  13. It is not a glitch. If you zoom out quite a ways, you will see the impressions of all breaks in the ground level mesh. And those breaks will be the location of trenches, bunkers and ditches. Nothing can be done about it, except to limit yourself to not zooming out to that level.
  14. I suspect the TacAI is overiding the smoke for AP rounds, since the AP round, in most circumstances, is the better choice. Try doing a 'Target' area fire with WP selected and indicate a point just in front of the enemy tank.
  15. Not to worry. Scenarios by the community will start popping up any time soon and once that floodgate opens, you will not lack for scenarios.
  16. I most certainly can confirm that grenades cause friendly fire... at least that is my observation and based on the suppression on the Syrian squad (CMSF) I was assaulting, I am pretty certain the grenades causing casualties to the Syrians and my forces were thrown by my own pixeltruppen. It pays to wait six seconds before charging your troops after they throw. I saw the AI pull off the most amazing case of friendly fire in the CM:BN demo scenario "Closing the Gap". I was playing the US side and I watched in awe as the German FO dropped a entire minute long barrage of 105mm on top of his own troops as they tried to assault forward down the center. It was amazing and stunning to see. I figured the friendly fire losses at around 25 - 30 KIA/Wounded.
  17. Because the refresh monkeys now recently become download monkeys are sucking up the bandwidth. There was once was a time when something like this would be all gentlemenly and such - things like 'after you, sir'. No dignity now days. It is all fists and feet and getting beat out of the line now. At this rate, I might finish my download sometime next week.... Bastards.... all of you.
  18. I am unconcerned. It is when the dead lurch to life and shamble towards my forces that I would be upset. Consider it homage to the 'dramatic death' scenes we see in war movies. I jest...
  19. The irony of the announcement was that I was in the middle of Birdstrike's CMSF scenario '3:10 to Yuma' and had just secured the terrorist leader 'Bin Wadi'. Within a few minutes of that, my son came down to the computer room and told me that CNN was just announcing that Bin Laden was dead.
  20. Congrats to the Tier One SF forces for finally dusting Bin Laden's ass. Looks like a lot of hard work in the intelligence community and the military finally paid off. I raise a cup in toast. A job well done. Looking forward to the story when it finally comes out of how the operation unfolded. Unfortunately, while the head of the snake was finally been cut off, it will change nothing. Al Queda decentralized operations after US forces moved into Afghanistan, so it will be business as usual. The downside of Bin Laden's death is that he is a marytr now for the Al Queda rank and file.
  21. I like this scenario because it is a tough one for blue. I played it twice. The first time, I lost the 3/4 of my initial vehicles and half my intial infantry and the red forces rolled into 3 of the objective areas before my counterattack with my reinforcements pushed them out. The second time, I spent considerable time optimizing vehicle run up locations and hides and hid my infantry better. This time the initial blue forces managed to hold their positions and kept the Syrians out of all objective areas (some red forces made it in but where either destroyed or withdrew). The blue reinforcements just had to advance forward and destroy the red units where they were halted. I only lost about a quarter of my intial vehicles and 85% of my initial infantry survived. It is possible to hold the line, since I have done it. It takes very good defensive placement, knowing when to expose units and when to withdraw, optimal use of the blue artillery and air assets and a dose of good luck to do so, though.
  22. Well, it is what typically happens once one snorts too many lines of coke. What Charile doesn't twig to is all the people on his twitter didn't sign up because they are eager to hear his pearls of wisdom. They signed up because they wanted to see if he can dig a deeper hole for his career and make a larger train wreck than Lindsay Lohan.
  23. I will continue to play CMSF as I love modern combat and it will keep me engage until CMSF 2 comes out. I have ordered CM:BN, even though I am not a fan of WW2 combat. I want to see how the new spawn of the CMx2 family plays out, even though I am not a fan of the subject matter, I am a fan of the game system. Who knows, I may even enjoy it as much as CMSF. But CMSF remains my first, best love. At least until CMSF 2 comes out...
  24. The only resupply is from the 10 Humvees that either start or come on map (which have 5.56mm ammo and 7.62mm ammo). Not much but it is enough, as long as you focus on the mission (find the Joker 3 callsigns) and not on trying to kill every insurgent you come across.
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