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MOS:96B2P

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About MOS:96B2P

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  1. Interesting. This RL battle even featured the ARVN 8th Airborne Battalion jumping into the battle. Not sure that this would be practical for the scenario but it's an interesting factoid. Also an ARVN mechanized unit was reluctant to cross the terrain to engage the OpFor for fear of bogging their M113s. Looking at your maps above I can understand their concern .
  2. There are two ways for information to pass through the C2 system, Vertical and Horizontal. Vertical is displayed in the C2 panel. A HQ Support team (I'm assuming it was a company or Battalion Support/2IC/XO team) is not in the vertical chain of command unless the Company or Battalion Commanding Officer is KIA. So your 2 man scout team would not show C2 with a support/2IC/XO team and vertically provide information. However the scout team can still provide information to the support/2IC/XO team via horizontal information sharing. Horizontal information sharing does not appear in the C2 panel. If the scouts are within four action spots (about 32 meters) from any other team (even a team from a different battalion) they can pass on the contact information. When the support/2IC/XO team receives the information horizontally from the scouts a tentative contact icon of the enemy unit will appear when the support/2IC/XO team is selected. This tentative contact icon indicates that the support team has knowledge of the enemy location. Below is a link to a section on page #1 where it might be explained a little better. http://community.battlefront.com/topic/126005-c2-information-sharing-redux/?do=findComment&comment=1729432
  3. If this team with the radio has artillery call privileges they can call in artillery. In theory probably. In the CM WW2 titles it would take a Target Reference Point (TRP). I may not be understanding what you're saying on this one. The C2 panel shows if there is any communication to higher and what type. If the C2 panel is empty the scouts don't have contact with their platoon HQ or higher HQ. And this is often the case (in the WW2 titles) because scouts are off scouting ahead with no C2. If they come across an enemy tank then they return to C2 range and report the tank. This Spot report then enters the C2 system.
  4. Good news Combat Mission games now have the all in one installer. I upgraded to a new PC a while back so had to download everything to the new PC. Very easy and straight forward. It could be difficult back in the day but not anymore. And I'm in no way a computer tech type person.
  5. This may have something to do with it. Aircraft (depending on game title) come in up to six configurations: Strafe, Light, Light Rockets, Heavy, Rockets & Maximum. There are three types of air missions: Light, Medium & Heavy. This refers to the ordnance to be used. Light = bullets Heavy = bombs. Example: A Strafe configuration would always be light even if given a heavy mission since it only has light ordnance. Example: A heavy configuration given a light mission would only strafe and not drop bombs. Aircraft have two types of targets: Point and Area. Area target is a seek & destroy mission. If the pilot spots OpFor in the area he will attack. If they do not spot a target fixed & rotor wing aircraft loiter about 3 to 5 minutes before returning to base. There are no intentional dud bombs in the game that I am aware of. Not sure if any of the above helps or not. For clarification, are your planes starting the scenario with 8 bombs and ending with 0 bombs (As shown on the support panel display)? Are you playing WEGO or Real Time?
  6. They are both very good but CMSF2 has many more nationalities, equipment, scenarios, campaigns (the user made CMSF1 scenarios, campaigns work in CMSF2). CMSF2 also has unconventional forces to include IEDs, VBIEDs and spies. Just off the top of my head.
  7. Yes. He is talking about adjusting AI plans in the Editor for a scenario.
  8. Ah, the details ...... . First to define scouts. Game mechanic definition: Scouts are obtained by the administrative command split for scouts that split off a two man rifle team or the three man purchase screen of scouts that generally have three dudes with SMGs. These above defined "scouts" generally have lighter equipment than the remainder of their squad. The rest of the squad has LMGs, AT weapons, etc. that they are the prime movers for. So the difference in equipment carried may have resulted in different fatigue states. That would be my first guess. Below are some notes I have that I thought you might find interesting. Most of the below notes came from some experiments run by @Josey Wales who looking at the four soft factors (Experience, Fitness, Motivation & Leadership). Fatigue states best to worst are; Rested > Ready > Tiring > Tired > Fatigued > Exhausted Keeping troops stationary recovers their fatigue relatively quickly. Hiding troops has no additional benefit. Troops will recover fatigue whilst at the Move but it is at a slower rate. Experience, Leadership and Motivation do not effect Fatigue states or recovery times. Fatigue has no effect on Morale either persistent or temporary. Fatigue has no effect on accuracy nor the range at which targets are engaged at. Fatigue will affect your movement options: Tired troops cannot Fast Move. Fatigued troops cannot Fast, Assault or Hunt Move. Exhausted troops cannot Fast, Assault, Hunt or Quick Move.
  9. A heavy load of ammo will cause troops to fatigue. Fitness definitely will effect fatigue. Using Hunt or Fast for 50 meters will, noticeably , cause fatigue. All movement commands will cause some level of fatigue except Move (walking). Troops can actually improve their fatigue state while using Move. My default movement command is Quick. Quick from cover to cover with Pause. Pause (since troops go prone or at least kneel) will help break any OpFor LOS on the team, will rest the team and allow the team to spot. Pause used at certain waypoints will reduce fatigue of all the movement commands except Move. Troops can use Move with no fatigue penalty. Of course it is often not practical to use Move (walk) depending on the situation. I generally use Hunt with Pause for scouts who I think are about to make contact but I'm not sure exactly when/where they will draw fire. On Hunt the team of scouts will halt and go prone. Then the overwatch and the rest of the platoon can begin to deal with the shooters.
  10. My first guess is that the mods are not showing because the txt file has upper case letters. Try lower case. Below are my mod tag notes. Place the tagged mod in the mod folder. Example: stream a [squalor] Create a txt file with the word squalor typed on it. The text file needs a single word, lower case for each tag. For multiple tags type all the tags on the same txt document separated by a space, comma, or line feed. (Once the txt is imported the tag names will display in the editor the same way no matter if they were entered on the txt with a space or comma or line feed between them.) Example: squalor, separatist, ramadi, coup Place the txt file in the briefings folder. Open the scenario in the editor. Go to Mission – Mod Tags – Import – briefing folder – mod tags – txt document with the tags Click on the txt document and it will automatically import into the scenario. Save May need to exit game and restart.
  11. What you described seeing above is an example of ammo sharing described below.
  12. If a team, from the same platoon as the truck, enters the truck and then uses the Acquire command a list of acquirable items will display. Click on the items you want. Trucks from the same platoon as the teams will also share ammo with the teams when they are within ammo sharing distance (2 action spots / 16 meters). So if a truck (from the same platoon) with mortar ammo is parked 10 meters from the mortar team the team will have access to the mortar ammo (the mortar ammo will show on their inventory) with out getting in the truck and using the Acquire command. They just can't move off more than 16 meters away from the trucks. I'm guessing you may be seeing a combination of these two types of behavior (sharing & Acquiring) and it is causing some confusion. You think a team has taken possession (Acquired) the ammo when in fact they are just sharing it. Then they move off more than 16 meters and it disappears from their inventory. When they use the Acquire command the ammo will stay with the team. Or maybe I misunderstood completely........ But I gave it a shot. Also of interest: Only ammo a team has the ability (room) to carry will show as a choice when Acquire is clicked on.
  13. The manual says the Hiding vehicle will "keep a low noise profile". It has also been posted on the forums that giving a vehicle a Hide command cuts the range at which the vehicle can be heard by half.
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