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cns180784

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Everything posted by cns180784

  1. Ok update two have just paused the game and there is now 1 hour and 55 mins left. TV station has fallen, TV crews got out of there and are hiding in an adjacent building and will remain there till help arrives, however one was killed in the TV station before he could escape. The JTAC and FO Spetznaz teams in the Southern most Consular building have been killed, the sole surviving BTR hit by an RPG and the men it carried, the Platoon HQ have been killed and their 3rd Squad are down to three men but we still hold the Consular buildings. Have successfully repelled attacks on the Governors Palace and Government Buildings but i could not believe my eyes just now. More rebel reinforcements from the NE...with T-55 tanks?? i cant believe it. I guess they did maybe get their hands on tanks abandoned by the Soviets in battles IRL when it occurred but i'd imagine this would have been rare, and would the rebels have been able to properly service and operate them? Anyway so i have 2 squads of DRA infantry in the government buildings with RPG's, i'm hoping they can hit the T-55's when they inevitably appear. In the meantime we're anxiously waiting for the Relief Force to arrive from the South as well as a DRA company from the East. With the relief force will come two Platoons of T-62's so they can deal with their tanks if our RPG's dont. Cant wait for this heavy arty to arrive too but the problem is i need that asap to hit them whilst they're out in the open, soon they'll all be in buildings having said that we do have 130mm guns. Theres' the Hinds too...come on reinforcements! really enjoying this scenario...so much tension.
  2. I see what you mean now just tried it out in Combing The Green Zone, was able to plot fire missions anywhere on the map and without specifying a delay they arrive pretty much straight away. But anyway...an update on your scenario "Action and Reaction" Started on this last night i took a while just in the setup phase with repositioning some units and giving first orders. After starting i played until there was 2 hrs 14 mins left (then saved and exited the game) and so far my initial forces- those being the Tribal and Sarandoy militia, and the DRA Platoon in the BTR's as well as the Spetznaz in the Consular buildings are holding out ok, however the Sarandoy Platoon defending the TV station with the TV crew are looking like they could be overrun soon. Their Platoon HQ lost their leader and one Squad is down to two men who are both slightly wounded. The Su-17s became available and i decided to have them take out two enemy AT teams spotted on the Hills to the South East, along with other rebels arriving to attack the City from there. So far one of the Fitters has taken out a team with a Carl Gustav ATM and another is about to attack the other team with an SPG-9. I thought these should be priorities as they can threaten my Air Assault Company (Relief Force) arriving from the South in BMD's. We have yet to spot their mortar teams but they should be on one of those hills to the South. However theres' another smaller hill to the SE, with hills also in the E and NE so they could be anywhere, but in all honesty the barrage they fired with right at the start caused only 1 or 2 casualties mainly due to none of my men being exposed on rooftops or out on the streets. My only major concerns at the moment are the militia in danger of being overrun in the TV station (which would result in the TV crews being executed no doubt) and the Spetznaz teams being overrun in the Consular buildings from rebel reinforcements arriving from the South but then i received reinforcements from the North with a DRA Platoon so straight away i wanted them to head South towards them down the road at fast speed and they did until there was a huge blast which took out two of three BTR's. Obviously there was an IED or mine setup there by the rebels and i never expected it so thats a kick in the teeth and now of that DRA Platoon only the one BTR with the Platoon HQ and 3rd Squad survived, however 4 men of 1st Squad survived but they are all panicking and are all slightly wounded. Thats the current situation 16 mins into the scenario with 2hrs and 14 mins left, its gona be one long bloody and large battle (getting lag at times) its all about keeping them at bay from the Governors Palace, Government Buildings and Consular buildings. Might have to concede the TV station and lose the TV crew unless more reinforcements arrive from the North asap.
  3. I cant see any TRF's on the map how do you make them appear? i'm going to start on the scenario you sent me last night now. One thing that stands out right away is that the unit icons for the high value civilian assets are the same as those for the infantry squads which makes it difficult to be able to find them at a glance in amongst your combatants which can delay giving them orders when trying to find them and at a crucial time like when you need to get them out of a dangerous location quickly (i play in real time, though i do pause the game frequently). It would be helpful if those civilians could have different coloured icons, that would be massively helpful but can understand if its not possible due to the games limitations for scenario designing. I have yet to even attempt to create a scenario myself yet, mainly due to not being too fanatical about the game and i tend to have phases where i play CM a lot then go a month or longer without playing it at all.
  4. The main reason i took so many casualties was i had the infantry up front to check for enemy firing points and was worried about RPG's. This combined with a lack of suppressive fire to enable infantry to move and flank was what cost me but still didnt lose any BMP's or tanks. Bit rusty havent played for a while. How do you pre-plot fire missions? i thought you can only do this with target ref points which i dont have (and havent seen since CM1 i dont think)
  5. Didnt do well, took too many casualties but after a slow start managed to drive forward and clear the ground by reaching all the phase lines so got a draw. Plenty of arty to call on but no-one good enough really to call it in, best spotter to use is the Company HQ which has a light red cross for calling arty so not good and fire missions were taking 11 mins to start and so in the end finished with still plenty of arty to call on. How have you all done in this scenario? i'll most likely play through it again knowing some mistakes i made.
  6. Never seen this, lol those women taking on a tank with rocks and actually hitting the turret with them.
  7. I enjoyed it and will try again at some point.
  8. I've literally just come from the Habibollah Kalay thread where i just mentioned this, i totally forgot i had posted in here before lol. Think what i have for this campaign is the final version. I forgot where i downloaded it from and couldnt find it on The Scenario Depot 3 site, it must have been from the BF site which as you say seems to indicate that its a Beta, but doesnt seem like it is after playing the first mission at least.
  9. I play real time in Elite, with many pauses. CM does most certainly demand that you think through properly what orders you give to your forces. I have been playing these Afghan based British missions that have been mostly made by Combatintman and they're very good scenarios. IIRC when playing other missions like against the Syrians in the included scenarios or campaigns that came with the game and the modules, you can take more losses as more losses would be expected fighting a force that has tanks, armoured vehicles and can call on more mortars and arty. Having said that, i have started on a small 4 mission campaign called Cobras Strike where you just command a single Platoon with two supporting MG teams and Javelin team. I got a victory (think tactical victory) in the first mission and only had 1 killed, 2 wounded but that was just against insurgents. For mission 2 my casualties havent been replaced and neither have my troops been resupplied...theres' just a Humvee with 500 rounds of 556 and 400 rounds of 762 for the MG's. No javelin missiles for the Jav team and they fired both missiles they had in the first mission. The Platoon was low on ammo after the first mission and not sure if what we have in the Humvee will be enough for mission 2 especially as theres more objectives and more enemy. Think its just insurgents again but we are expected to come up against elements of the Syrian 10th mech brigade at some point. Shall attempt mission 2 soon and see how that goes, gona need full 100% mental focus for that one considering the objectives, enemy and ammo constraints!
  10. Just completed mission one getting a tactical victory, 1 KIA and 2 WIA, enemy surrendered with 6 men left and occupied all buildings. Problem is i thought my Platoon would be resupplied for mission 2. Well they have, with just 400 rounds of 7.62 and 500 rounds of 5.56 inside a Humvee and i need to split my squads so they can get inside it. No Javelins left as i used both missiles my Javelin team had in the first mission on the 2 biggest buildings.
  11. I see but i did still get the points for the two objectives that we initially cleared which the enemy re- infiltrated. I'm guessing the friendly bonus must have been due to my casualties. Oh dear minor defeat when i played Green 9 and now tactical defeat...think i better sharpen up my tactics. One thing i've learned is to watch out for enemy spotting mortar/arty rounds and then move my troops accordingly. I take it a tactical defeat is worse than a minor defeat?
  12. Finished it and got a Tactical Defeat which i wasnt surprised by mainly due to my casualties, finished with 24 killed and 25 wounded. A lot less than theirs but its expected that they would suffer much more casualties. It wasnt actually due to my casualties why i got the defeat though, it was mainly due to their 50 points for "Friendly Bonus". What is that? is it points awarded due to not losing a certain amount of men? they did have 128 killed and 88 wounded so surprised by that. But what else surprised me was the first two objectives we secured at the start we cleared them totally of enemy but at the end when i reviewed the map there were fresh enemy troops both in those two objectives like they just seemed to appear when my troops pushed East towards the Sluice Gates. Were these their reinforcements?
  13. Yea before i last saved the game i had all of 2 Troop resupply from the APC's with 556 and UGL grenades. Thats something that can always catch you out in the longer scenarios.
  14. Well since that happened only had 2 more men wounded and have flushed out a good number of Taliban and are now preparing for an assault on Changal. Just under 2 hours left not sure if we can secure the Sluice Gates in time but i'll see, having fun with it, very good scenario and nice large map. I used loads of mortars/light guns and a few Apache strikes on a position where the Taliban were dug in along a tree line and next to them a row of buildings 2 of which got flattened by bombs dropped from F-15s. Thing is one insurgent survived inside one building that was blown to bits but got him in the end lol.
  15. Playing this scenario and have so far took quite a number of casualties with a good number killed and have only so far secured the first two initial Northern and Southern objectives (small compounds/villages). I've found the Taliban mortar fire to be deadly pin point accurate which wouldnt reflect real life, i've lost most of my men to these and just shockingly lost my whole 1 Troop HQ and 1 Troop 1 Section to a pin point mortar barrage. They had took no casualties up to this point then all of a sudden these came raining down and killed/wounded them all. Not exactly realistic the accuracy was unbelievable and they had cover from trees. So now the rest of 1 Troop (2 Sections) have no Troop HQ and are now cautious...not good.
  16. I'm interested though i'm going away on holiday tomorrow for a week but when i get back- if the scenario you put out is ready by then i'll play it.
  17. Well just managed to load up the site so as long as it works sometimes then its no major issue...
  18. Has anyone else had this? most of the time i try to go on their website it wont connect. Only occasionally it actually connects...
  19. Good tips there but i noticed they're based on playing as WEGO? i play in real time but with regular pauses to issue orders so i guess it doesnt matter either way? Well despite the poor outcome in this scenario i just played one of the original base scenarios with CMSF called House Cleaning. A good scenario where you have a company of infantry (minus one Platoon) with Strykers (US Infantry) and i got a Total Victory. The mission was to assault and clear quite a big building (hospital) of Syrian infantry as well as some other smaller surrounding buildings. Used the Strykers as base of fire firing on as much of each building as i could and had my 1st Platoon acquire (all three squads) javelins with 3 missiles each and all were used to smash the buildings, mainly the hospital. 2nd Platoon arrives about 15 mins in and from that point i start to move my 1st Platoon forward to the gully, South side of the outer wall. I moved them using set waypoints with fast commands and at each waypoint i had them pause for 15 seconds to target a building that would come into their LOS or just to target any building where enemy are firing from. I got this tip about pausing at waypoints to target something in another thread on here and found it very useful, this worked like textbook and i got both Platoons by the wall with just one casualty. Then i decided to blast through 2 gaps in the wall with demo charges to create a "murder hole" so my men could fire at the buildings at ground level (as the wall was blocking their LOS) and then i had 2nd Platoon blast through the wall where they could fire out to one of the small buildings only about 20 or 30 metres away. How i did this with these murder holes (not exactly little holes in the wall, rather a good section of the wall was taken out but i like calling them murder holes lol) was as soon as the charge detonated i would cancel the blast command so they wouldnt run through the gap and just had them target whatever. This proved effective. I wont go into it anymore, only i learned how best to blast through walls and how to more effectively have my Platoons fire and maneuver. These types of scenarios assaulting buildings especially where theres a good number of them are tougher as you never know how many enemy there are or what weapons they have as your men run across open ground to reach them. Its all about suppressing fire, fire and move and using smoke if possible to not allow the enemy in other nearby buildings to fire at your men. I'm really starting to enjoy CM more now and i'm soon going to take on a big scenario, another beast made by Combatintman called Habillolah Kalay (think thats how its spelt) and its 4 hours long.
  20. Just played this scenario and going into it i was very intrigued as i had watched the episode of Our War that this is based on. But...i did poorly and got a minor defeat despite securing all compounds and the CP. The main problem was casualties i finished with 5 killed and 16 wounded and the casualties gave the Taliban 100 points. I presume casualties doesnt include the badly wounded and just relates to the killed right? well i had 4 of my engineers killed (the other killed was an ANA soldier) when blasting through and assaulting the Northern compound. I had them blast through the side knowing this should stun the enemy inside and they would be easy kills but this wasnt the case they werent stunned at all and killed 4 of my men before we killed them. I had the ANA on point up to a point where we were pushing on the Northern compound and i had them positioned on the rooftop of a compound building (think it was the complex just north of the Central compound). This was to give overwatch to 7 Platoon and the engineers as they moved on to the Northern compound and served a purpose in suppressing a group of Taliban in a ditch to the West of the NE compound. I think my main error was not using the FSG at the CP enough to suppress the compounds, but at one point they couldnt provide support as they were under attack by Taliban reinforcements coming from the NE and SE. My mortars ran out of ammo fairly quickly and the Apaches didnt arrive till about 30 mins of the scenario left. One thing i liked was i used the Javelins to strike the Taliban in the ditch near the NE compound which took some of them out and suppressed them to a degree. I wasnt impressed by the Apaches when they were called in, dont think they inflicted any casualties and didnt seem to suppress the enemy in the Northern and NE compounds. Used all of 7 Platoon HQ's mortar smoke and HE rounds, the GPMG at the CP fired over a thousand rounds mainly just at the reinforcements that attacked. I think if those 4 engineers hadnt been killed then i would have been awarded points, i guess 100 for keeping deaths to only 1 and the Taliban wouldnt have been awared the points instead, maybe then i would have had a minor victory. In the AAR none of the Talibans' overall objectives for Ground, Targets or Parameters were met and for me only Ground objectives had a tick. Looking at it from another point of view they had 60 killed and more wounded with 26 missing so their losses were much higher, and i secured the ground so you could say the objectives were met...but at too high a price. The enemy in that Northern compound should have been stunned from my engineers demo charges but they werent which was what really cost me. Great scenario though lots of fun and thanks for sharing. Looking back at a save there were Taliban in both buildings of the Northern compound, what i should have done was split the engineers into 2 teams and had them blast through the side of both buildings but still, the building that was blasted didnt suppress the enemy inside. Also it was compound 5 i had my ANA on top of (North of the center compound). I had my troops climb to the rooftop of each compound that was secured as we went along to serve as overwatch and one section suppressed an attack from the West (reinforcements) before rejoining the rest of the platoon. There were things i could have done better for sure.
  21. The TUM vehicle with ammo for resupply was only needed to replenish UGL grenades for one section of a platoon from 2 Para. Overall my ammo usage was low and i got the points for that in the end. Whenever i had contact with the enemy and they were in good defensive positions such as irrigation ditches, i would straight away call in a mortar fire mission, for the irrigation ditches i'd use a linear fire mission and was very effective, except on one occasion when i though a ditch was cleared of Taliban after a linear mortar strike on it but one survived and managed to inflict 3 casualties to my ANA when they moved through a nearby ditch (one killed). That brings me on to clarifying something- i see for this mission and in others that for example it states casualties must be kept below 5% with condition at least 90%. I read in the manual that casualties are soldiers that are killed- where condition relates to a force and is depleted by wounded soldiers (yellow) incapacitated (red) and routed soldiers. Before i read this i thought condition relates to your soldiers overall fatigue by the end of the scenario so the more soldiers you have that are tired or worse, exhausted then the less condition your force is in. I'm sure in real life casualties covers seriously wounded (incapacitated) and killed soldiers, is this right? I had just 2 soldiers killed in this scenario so i was well under the 5%. As for condition well i had 6 incapacitated with none wounded or routed so passed that easily too.
  22. What i found odd was when the Taliban technicals arrived they didnt fire a single shot as my section from 4 Platoon and the RE hit them with small arms and rifle grenades, any ideas why they didnt fire? i was expecting to take casualties from that. Despite leaving the forces behind to defend the FOB according to the TASKORG i expected to take casualties due to the number of technicals and their weapons. Find it hard to believe none of them could see my men.
  23. Interesting and i can see how much work you put into the scenario. I agree with the time limits now i have to say, thanks for that.
  24. I see what you're saying, as for the withdraw button i meant that you could click this when you want to end a scenario instead of having to stick to a time limit. But yea cease fire is pretty much the same so you could press that to end a scenario for whatever reason (i.e. low on ammo, or all ground objectives have been met and dont want to pursue the remaining enemy) without worrying about how much time is left- that is if the enemy hasnt surrendered which would end the scenario itself.
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