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Everything posted by MOS:96B2P

  1. MOS:96B2P

    Minor visual Obdervations

    I will sometimes have a FIST/FO team Acquire a Javelin launcher since the javelin sight provides significant spotting improvements over both the binoculars and laser rangefinder.
  2. Not sure if you guys saw the below thread where @dragonwynn is working on a Korean scenario with mods. Thought you might find it interesting. He has been silent for awhile but hopefully he is able to get back at it again.
  3. MOS:96B2P

    BMP 1p (4c) Main Gun

    Yes. This what some players do in CMBS. Also they will sometimes purchase an Igla unit (which is just one troop) and have him take the commanders seat in the BMP and/or BTR after the dismounts leave. However some players discovered that having a squad leader in the commanders seat gave even better results than having a random troop. With the squad leader inside, the BMP was faster at sequentially engaging and destroying targets. So some will split the dismounted squad and send the squad leader half back into the vehicle. There are a few threads discussing this tactic.
  4. MOS:96B2P

    Hasty AAR: Rahadnak Valley Search (USMC)

    @L0ckAndL0ad cool head count tracker you made. And good luck with the remaining objectives.
  5. MOS:96B2P

    Squad Level Drones

    Both KIA (brown base) and WIA (red base) can receive buddy aid (buddy aid also serves to recover some ammo and equipment). After the completion of buddy aid both the KIA and WIA casualties disappear from the map. @SlowMotion just some more information that came from the below forum topic: WIA (red base) can turn to KIA (brown base) from additional hits. Buddy Aid is one on one however a team can treat multiple casualties in the same A/S concurrently. A team administering Buddy Aid will recover ammo including ammo for weapons they do not have in the team. Buddy aid on KIA (brown base) was about 15 - 35 seconds. On WIA (red base) about 1 minute – 2 minutes 30 seconds. Casualties only disappear if they receive Buddy Aid. I tested 2 KIA & 2 WIA for 1½ hours game time. They never disappeared. Experience of the teams administering buddy aid did not affect the length of buddy aid or the amount of equipment recovered. Lightly wounded (yellow base) are not counted as casualties on the AAR screen. To share ammo recovered in buddy aid the medic team must be part of the unit (“highlighted” unit) needing the ammo. During testing on average about 2 grenades and 170 rounds of ammo were recovered per casualty. I know from playing the game other equipment (radios, binoculars, some weapons etc.) can also be recovered but I did not try for that in the experiments. WIA (red base) incapacitated wounded are not counted in Parameter/Condition but are counted in Parameter/Casualties. Buddy aid does not make a difference to the score in Quick Battles or in Scenarios. Buddy aid does not make a difference to the score in a Campaign.
  6. MOS:96B2P

    Attacking a reverse slope

    In a PBEM Quick Battle this is what I try to do. Of course if it is a scenario the scenario designer may not provide TRPs. On the offense I choose my route of advance from my map recon before the mission (in CM games I generally prefer command push over recon pull). Then during setup I usually place three to four TRPs to support the scheme of maneuver with reverse slopes a high priority for getting TRPs. +1 That was clever!!! I'll have to remember that (of course I'm sure the wind won't cooperate when I try ).
  7. MOS:96B2P

    Squad Level Drones

    A casualty will disappear from the map after buddy aid is completed. I"m guessing in the chaos of the battle the air controller was hit and buddy aid completed before you noticed. Were you playing real time or WEGO? (not that it matters, just curious)
  8. YES ................... . I think some cool scenarios could be made with this amphibious ability...................... Maybe some loosely based along the lines of Operation Urgent Fury in Grenada.......... Kind of like the scenario Consulate Evacuation but a lot more ability with the editor now................ Cool, cool game.
  9. MOS:96B2P

    Tactical Decision Games

    Very interesting stuff. Thanks for sharing. Many small, short Combat Mission scenarios could be made from these TDGs. They fit the scale of CM very well. +1
  10. Interesting AAR @ncc1701e and @JoMc67. Thanks for posting. I'm looking forward to following the next one.
  11. I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”. It is in Beta testing now and is intended as player vs AI. Below is part of the Designer Notes that gives an overview. Followed by a few screen shots. This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment. It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements. A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol. Separatists scouting for vulnerable infrastructure to attack. Separatist mod created by @pquumm. Street fight in the town of Belz.
  12. Very cool video. Its interesting to see the command decisions players make and the tactics they use. Did you decide not to make an air assault and used an entirely overland force to get to the village of Uhniv? Using the river to get the BTR around possible mines along river road was a cool idea. Really thinking outside of the box. I was nervous the BTR was going to bog/immobilize before it got back in the fight. I was holding my breath as I watched ............ I'm glad that worked out for you. Also just FYI, the briefing gives clues to where the mines may be placed (spare tire flavor objects). The briefing is accurate, no tricks. What a blood bath at the radio station!!! It looks like you handed the Separatist their a$$ in that encounter. Cool fire fight. Is the intelligence you received so far understandable and useful? Very nice work with the camera and the on screen explanations of what is going on. Thanks for taking the time to make this.
  13. Okay, very good. I see you also have a CMFI menu screen now. Wow, you're a hard worker. You just crank this stuff out and it's high quality too. Thanks!!!
  14. Well, all your menu screens are awesome so when you get one done for this title that you are happy with let us know and I will be one of the first to download.
  15. MOS:96B2P

    New Scenario - Assault on Port Cros

    Very cool. Looking forward to this!! +1
  16. MOS:96B2P

    CMRT Module 1 Bones

  17. MOS:96B2P

    Improvement suggestions

    Agreed. I would not rely on the riders to provide the suppression. The OpFor IMO must be well suppressed to begin with for a tank rider assault to work. The riders contribute their fires to the suppression while they are hitching a ride but tanks and artillery are doing most of the work. I think its good for the morale of the riders to contribute........... it helps to keep them focused............ .
  18. MOS:96B2P

    Improvement suggestions

    Yep, if not Area Targeting, to shoot they would need confirmed contacts. So the riders would not keep up a constant suppression fire. However this, Target Arc tactic, might work well enough. So many tactics are situational dependent. For my part I try to keep the OpFor to the front with no intentional side (flank) exposure for the tank/rider assault. Then everything is shooting to the front. No intentional charge of the light brigade (with OpFor on multiple sides) for my troops .............
  19. MOS:96B2P

    Combat Mission future

    Interesting stuff. Thanks for sharing. +1
  20. MOS:96B2P

    Improvement suggestions

    A tank with riders will allow the plotting of waypoints Quick and Fast however the max speed the tank will actually travel at is Move when riders are on the tank. Of course a halftrack travels at Fast with passengers. I have used tank riders to help suppress the OpFor during an assault. I gave the riders an Area Target in the direction of the OpFor (to the front of the tanks). This type of infantry mounted assault generally works well as long as my judgement that the OpFor is sufficiently suppressed is correct. I generally try not to expose the side armor of my tanks to the OpFor so the riders wouldn't (in theory) really have targets off to the side of the tanks. So the one point Target order to the front for the riders worked. Having said the above, it would be cool if the riders/passengers were able to keep Area Targeting in the same direction and not just the same point.
  21. CMFB Vanilla CMFB Mord CMRT Vanilla CMRT Mord VERY COOL!!!