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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I find pioneers/engineers and their demo charges are very effective at knocking out heavy armor. The trick is getting them in range (two action squares). I can sometimes do it in close terrain. Looks like you got that StuG in fairly open terrain. Good job. I know the visual representation of the box flying through the air is a bit odd. After the StuG was knocked out did the occupants come out blazing away with their pistols?
  2. Possibly .............. but this reminds me of what was said after nukes were obtained. Our ground forces, for awhile, were neglected (partially because it would be a nuke war anyway) until the Reagan rearmament of the US military. The nukes were never used however the conventional forces have been deployed to dozens and dozens of hot spots around the world and continue to be. Cyber will play a role (and maybe nukes or the threat of nukes) but like any fight IMO the combined arms approach is the best. Cyber, nukes, conventional, unconventional, space etc. Neglect anyone one of these will be accepting risk in the neglected area and the OpFor as always will attempt to exploit our neglect. There will always be a need for a robust conventional force in the combined strategic approach.
  3. The scenario "Consulate Evacuation" now has a new home at The Scenario Depot III. Thanks to @Bootie for moving it over and giving it a cool new photo. I don't know how Bootie finds the time to run The Few Good Men, relocate all these scenarios, deal with RL and do so many other things for the community but It is greatly appreciated. Below is the link to the new location for Consulate Evacuation. Thanks again Bootie. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force/consulate-evacuation/
  4. I found some recent information (10-12-2016) about the updating of CMSF in a different thread. It had been awhile since I heard anything and I was starting to wonder if it would ever happen. It sounds like Shock Force will be updated. It is just a question of when. Below is the link.
  5. Correct CMBN does not have tank riders. The only time you should get the green down arrow (Red down arrow means they cannot board) on a CMBN tank is when re-mounting the tank crew. Just to double check I loaded my test map and attempted to load different teams and crews onto both a crewed and an empty M4 Sherman tank and was not able to replicate the green down arrow.
  6. And once spotted are always displayed on the map no matter if you still have LOS or not.
  7. Yes this. While we're on the topic make it $20 per upgrade and hire another programmer so the production speed can increase and we can buy even more stuff at a faster pace.................... I can dream..........
  8. Did you get it to work? If not are you playing real time or wego?
  9. In a Quick Battle you, the player, set the time limit when you are choosing the various parameters for the QB. For a scenario (battle) you can open it in the scenario editor and change the time. I think you can make them four hours long plus the extra time.
  10. LOL, Wow that was quick. @Bootie doesn't waste time. About two hours from request to implementation. Impressive.
  11. The Target Arc controls where the infantry will fire. The infantry will generally ignore OpFor outside of the arc. The higher motivated the infantry the more they will stick to the restrictions of the Target Arc. The Target Arc is useful so your scouts don't shoot and give away their position while attempting to locate the OpFor position. If you are wanting an advantage at spotting - Stationary infantry teams with binoculars are your friend. If the infantry need to be moving I sometimes incorporate a Pause command at waypoints. The general spotting cycle is 7 seconds. So, in theory, if the infantry team has a 15 second Pause at a waypoint it will use the binoculars for two stationary spotting cycles. Good luck.
  12. This sounds good. You might also encourage people to ask follow up questions. So if anybody wants more detail on something hopefully they will ask. Then their questions will cause other people to answer adding more experiences and knowledge to the discussion.
  13. That's interesting and good to know. So only ammo that a team has the ability (room) to carry will show as a choice when Acquire is clicked on. I hadn't run across this yet but it was only a matter of time before I did. Thanks for posting.
  14. ////////////////////////////////////// SPOILER ///////////////////////////////////////////////// ///////////////////////////////////////////SPOILER//////////////////////////////////////////////////////////////////// Mission accomplished. Total Victory. Screenshots below. This was a very interesting, tense scenario. Very fun to play. The I think the HUMINT source and CIA agent added an interesting fun new dynamic that is seldom seen in Combat Mission scenarios. It is also in an easily playable time frame of one hour. I found myself wanting to play just one more turn. If it was not for RL getting busy I probably would have completed the mission in one sitting. I took a bit to long getting out of the compound and the Pakistani military & police showed up. As a result a running firefight developed on the route from the compound to the LZ. The SEALs knocked out five BRDM-2s along the Exfil route (Islamabad is not going to be happy). If I didn't know better I would have thought that the CMSF AI had Triggers. It was like the AI was knowingly chasing my troops across the map. Well done. I had two KIA in the running firefight. Also the unfit HUMINT source was about two minutes from making the LZ when time ran out. (Arrangements will be made to have his photo placed on a milk carton) Download this. It is a great scenario.
  15. Compound Secured. Conducting Sensitive Site Exploitation (SSE). ACE Report:
  16. //////////////////////////////////////////// SPOILER //////////////////////////////////////////////////// Playing in WEGO. So far no casualties however the southern part of the compound is not yet secured. The SitMap is not showing tentative contacts in the southern buildings of the compound however I know from the briefing OpFor are there. I have 19 OpFor KIA so far counting Geronimo. Still hunting for at least five more. Also being cautious in case the intel estimate under estimated the number of OpFor in the compound (no offense ). After I have the entire compound secured I will send an ACE report.
  17. //////////////////////////////////// SPOILER ///////////////////////////////////////////////// /////////////////////////////////////////////////// SPOILER /////////////////////////////////////////////////////// SitRep 0117 Hrs. GOOOOOD MORNING Abbottabad!!!!! "For God and country, I pass Geronimo" "Geronimo EKIA" - From the book "No Easy Day" In-country CIA Agent and his HUMINT source. SitMap 0117 Hrs.
  18. Okay, the relevant chapters of "No Easy Day" have been read. The movie Zero Dark Thirty was re-watched. IPB was completed. The Helos are loading up as I type. SitReps will be sent with screenshots per SOP as the tactical situation allows. ////////////////////////////////////////////////// SPOILER///////////////////////////////////////////////////////////////////////////// I think the "what if scenario" referred to in the designer notes may make this CMSF scenario even more interesting than the RL operation. Having to secure and move a CIA agent and HUMINT source and secure an LZ while maneuvering on foot in the dark with a probable OpFor QRF responding should make for an interesting night out. After securing the compound I will have the tallest building in the AO and night vision with two M240 machineguns . Some things to think about on the helo ride to Abbottabad Pakistan are the roving OpFor patrols. Especially the patrol in the area of the VCP. Orders are to Exfil. quietly to the LZ but I can see this patrol interfering with the Exfil. Also the VCP patrol is near the most direct avenue of approach into the LZ for the OpFor QRF. Might have to smoke that patrol......... so many things to think about....... Lock and Load.
  19. Is there ammo for the MG? I think they are grayed out when re-loading / empty.
  20. I mostly use Fast. The vehicle will adjust to a lower speed, on it's own, when it enters certain terrain tiles (light forest etc.) or when it crushes something (fence, wall etc.). It will then go back to Fast. Also of interest - Tanks will shoot on Fast and Quick if they spot OpFor. Speed does not seem to make any difference in bogging / immobilization. Depending on the tactical situation Slow may be useful for keeping pace with dismounted infantry and according to the game engine manual 3.01 page 46 Slow makes vehicle less likely to appear as a sound contact.
  21. If they get shot at while walking they will probably Quick to the next waypoint. Would having the FO team sit on a stationary, buttoned, tank be useful for comparison? Not sure.
  22. Downloaded the book "No Easy Day" to my Kindle in preparation for this mission. After I get far enough into the book and complete the IPB screenshots and spoilers will follow.
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