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Rinaldi

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Everything posted by Rinaldi

  1. I used to hate the laser warning receiver (LWR) too - and I know of one other skilled player here that still detests it for the same reasons I did - but I've come to love them. If you're able to stop fighting it and let it do its job it saves lives. Especially now with the hull down command - rather than having to manually screw around finding a perfect hull-down and then have to weigh the risks of how long I want a tank to pause there, I just give the hull down with full confidence that the LWR will make the tanks back down the slope into cover if they get painted before they spot a threat.
  2. So we do! I still have it via dropbox, just checked. I'll have a look at my old files this weekend. I was about a quarter done with the second map iirc; I doubt I will have time to commit to it. Winter academic break is coming up in limeyland so I'll see if I can't re-release Once and for All on TSDIII then. All my print-based source material is in my office at home so I'll scan the relevant pages when I go back for my annual proof-of-life. So many potential projects, so little time. The guys at FewGoodMen were hoping for my help with making a Graviteam manual people could actually understand too...
  3. That would be me that stepped back from it - if I recall correctly my scenario is still available on The Proving Grounds and it _should_ now be ready to play out of the box since the fix, though I had a few AI tweaks I would've liked to have made since the update. Or, rather, the scenario was on the proving grounds but the site is undergoing yet another make over and it appears to be in the process of re-uploading everything again. The original files may still exist on my desktop in Canada, which is a few thousand kilometers beyond my reach at present.
  4. From a recently concluded PBEM: House-to-house fighting with @Emory's infantry. Who absolutely bedeviled me with a couple of Tunguskas he had holed up in the town for support.
  5. You may also want to try Open Broadcast Software, which is what I used until I purchased an Nvidia equipped laptop.
  6. Political expediency, really. It's good sense to plan for a fight against your peers, even better sense to not offend sensibilities by labeling them as much. Much like how we in the West go to painful lengths to create fantastical nation-states to fight.
  7. No, this isn't a bug. Depending on what the map-maker sets the equipment standards too Pz.Grenadiers will lack their paper-strength of two MGs. This was a deliberate decision in FB to capture the relative haste with which the German army groups in the west were reborn. I am fairly confident the manual states as such at some point. Try putting a Panzergrenadier battalion in editor with 'excellent' equipment and you will see them with 2 x MGs, I am confident.
  8. A few ugly turns Ian, though from your recce it seems he has a lot of heavy assets up front. I do wonder if he has as many assets in depth as he'd like you to believe. My money is on no.
  9. That's correct Tom regarding laser guidance (our OP seems to have forgotten that MBT lases have no problem going through non IR blocking smoke all the time) though the TOW in Black Sea is the wireless, radio guided variant. Which makes me wonder what heavy jamming does to it - I never had my Bradleys in a position that justified having them fire TOWs during the campaign mission where the Russians have maximum ECM against you.
  10. Yeah the tandem fires are a mixed bag in my experience - both giving and receiving. When they work, they work very well, though the 2nd shot usually goes flying off course or is too quick behind the first to penetrate APS.
  11. They'll burn if the ammo inside goes off - which because of their durability is rare. In that regard they're no different than any other 'vehicle.' Keep 'em coming, Bud!
  12. Thinking out loud but was this a few missions into the campaign? Shield of Kiev doesn't have resupplies at all during its course (making preserving your BTR-4Es even more paramount) I imagine that extends to APS.
  13. As promised here is a link to a compiled .pdf of the AAR: https://drive.google.com/open?id=1QtvMj5-T6CbqvQnR-6utl-nmpMH1rhM9
  14. That's a good task grouping for each force, which definitely helps to mitigate the risk you always run when splitting your forces. I like that you've left some degree of flexibility based on what the recce and carrier platoon reports. I know it's early days and you haven't really taken any fire but your communications between recon and combat elements so far has been superb. Good C2 all around. QED. I enjoy your AARs, they're some of my favorite to read/watch next to Miller's and Josey Wales. I love how consistently thorough you are with your orders, which I first noticed in your Eindhoven AAR. Keep it coming!
  15. There's something just oddly attractive about the light armour and cruisers. The Cromwell has become a particular favourite of mine, both tactically and aesthetically.
  16. The AAR comes to an end, probably with excellent timing given the Rome to Victory AARs have now begun! Thank you to all who followed with interest, I will post a .pdf of the amalgamated posts in a couple days' time. ___ 1843-1846: The Challengers take a battle position near the original BP3 while they wait for the smoke mission, ordered from the Palace observation point, to fall. They promptly spot and engage a pair of T-72s in the vicinity of EA1 upon taking their position. The enemy now appear completely dislocated at this point; even as the T-72s pull back into EA2 and the immediate surroundings, BMPs are seen speeding towards the vacated BP1. They are rushing headlong into 1st platoon’s alternate battle position in the reverse slope and are handled easily by the warriors interposed between the buildings. A lone platoon of Syrian infantry remains in good order and pushes onto BP2, though are kept at bay by the riflemen now in position at the palace with ease. By 1845, the smoke is falling and building in a gap between rocky mesas, masking the counterattack which kicks off shortly after at 1846. The column is motoring forwards, putting down marching fire, when the battle ends. The Challengers spot and rapidly engage - with catastrophic effect - the T-72s that had minutes earlier pulled back into EA2. Dismounts from the 3rd Platoon fire on the only Syrian unit still maneuvering aggressively, keeping them a comfortable distance from their positions. Debrief: A short, sharp battle, though many lessons to reiterate none the less: The battle is a good example of why having a plan, even a skeletal one based on little information, is important. Likewise, alternate positions are imperative – even if they are found ‘on the fly.’ Topping this point off: there is almost always an alternative position, no matter how barren the terrain seemingly appears. Know when to pull back. Admittedly, it could have been a done a bit earlier from BP1 – which to my surprise was the main effort of the enemy, rather than on my right like expected. It was simply too tempting to keep the dismounts at BP1 on line and putting down fire on the enemy dismounts. This only really served to expose them to overwhelming return fire from Syrian small arms, BMPs and eventually, artillery. It was good fortune that they did not incur more losses in such a position. An artillery fire mission over a wide area would’ve sufficed to smash the slow moving, dismounted thrust. A defense against a combined arms attack is an intricate dance in separating armour from infantry transports, the transports from their dismounts and then destroying each in turn with assets best suited to do so. In this case, these assets were Javelins, Warriors and Artillery, respectively. Active counter-recce can sometimes be as easy as trusting your gut at fleeting glimpses of movement and putting down an area-of-denial fire mission. Fires don’t have to kill enemy observers or scouts, merely compel them to continue to displace. A scout dodging shrapnel is not reporting on your dispositions or guiding in fire. There are lessons to learn from the Syrians, too: The initial thrust on my right flank was disquieting but broken up by javelins. Had more weight been thrown behind that initial thrust I would’ve found myself very hard pressed – could the Warriors have stopped a company’s worth of BMPs at that position? I’m doubtful. The enemy attack on the left was also disquieting for a short while, before it rapidly became shambolic. The enemy dismounted attack was not a bad idea in theory, certainly it had sufficient overwatch elements, though it could’ve made use of artillery before rather than after it commenced. Further, the supporting BMPs taking the forward slope of the small rise they took position on was a fatal decision to the supporting effort. The enemy clearly had a lot of indirect fire assets. It was used anemically in the initial bombardment, coming down in small quantities for only a short time. It was also poorly templated: the best positions I could take were obvious and yet no fire was put on them. A stronger initial suppressive fire would’ve allowed for a much further forward dismount point. Infantry dismounting 300m away from my positions, rather than 800m away, would have likely put me in checkmate. Situation at end of battle & Total Losses: The butcher's bill at battles end.
  17. Trust me as a Canadian in the UK I can agree with the last sentiment - of course, according to them our English is off...it is a recurring point of contention with my better half.
  18. Following with interest. There's a certain Spitting Image song I have in mind regarding Afrikaaners that I shall keep to myself. The map is beautiful, I'm curious to see what scheme you develop.
  19. This has been modeled for a while - it's just rare to see. The older BMP1s will have functional firing ports. Also seen in CM: Afghanistan, which is on an absolute dinosaur build of the engine.
  20. Let's crack on - only one more update left. Things move quickly now. ----------------- 1832-1842 The enemy infantry pinned in front of BP1 hug earth and return fire, often firing their RPGs at excessive range in an attempt to hit the Warriors that continue to menace them. Syrian mortars begin to range in on 2nd platoon’s dismounts in BP1, which causes me considerable anxiety. While the firefight is going my way the sheer number of Syrian infantry pinned down and firing at 2nd platoon’s infantry (who are slowly accruing casualties) make it too risky to currently disengage, so the best I can do for now is sit tight and hope the enemy fire mission is inaccurate. My own artillery at 1832 begins its own fire for effect. Similarly, the Harriers continue to smash unseen targets at the western edge of the battle zone, apparently hinting at still-fresh enemy forces entering the area. The tell-tale spires of acrid black smoke confirm as much. The Harriers expend their remaining ammunition in this manner and bug out of the fight, their job magnificently done. By 1834 the enemy mortar fire is hitting in the vicinity of BP1, thankfully well to the rear of the platoon. Our own artillery fire however, hits with devastating accuracy and effect. Syrian infantry are downed in heaps under the air bursting 155mm shells. 2nd platoon engages the enemy infantry from BP2 as friendly 155mm bursts over the pinned enemy. 1st platoon displaces as enemy artillery bursts on and around BP3. 3rd platoon likewise remounts and displaces as new enemy armour appears to their front and left. Enemy artillery fire also begins to range around BP3, with much more accuracy. 1st platoon takes a few light casualties as the enemy artillery switches to a fire-for-effect but is quickly able to displace from the potential kill zone and shelter in their Warriors. The enemy artillery fire coincides with a spot report at 1836 of additional enemy armour, in platoon strength, moving into EA1 and towards the Syrian infantry. The arrival of this armour marks the end of the fight at BP1, the survivors of 2nd platoon are ordered to disengage, pushing through the mortar fire in their rear and to their planned alternate position. The near absence of long-ranged anti-tank ammunition coupled with the absence of my own armour means that BP1 would be a death trap for my exposed infantry. Their warriors also move with them to the rear. The infantry uses them to resupply and grab as much AT as possible before taking up their new positions. The hasty BP is likewise evacuated, with the 3rd platoon falling back into the palace proper. By 1838 every unit has moved into alternate fighting positions and has restocked on as much handheld AT as they can. Luckily the Syrians are not punching forward with as much impetus as they were doing when the battle first began. A lull sets in for several minutes as the Company HQ observes a handful of enemy armour vehicles and a single tank begin to push cautiously through the middle. The fire mission that had been pounding the Syrian infantry with terrifying results is called off; across the entire front the enemy advance restarts, slowly. A single question was at that point on my mind: Where in the hell was my promised quick reaction force? I am not left wanting for long, by 1840 the cavalry arrives, much to my relief. Their timely arrival obviates the need to rely on a close-in defence on the reverse slope. It only takes a couple of minutes for the leader of the tank troop to liaise with the Company 2IC and get the brief on enemy contacts and locations. While this happens, the Company commander observes the Syrian T-72s pulling back into EA2, dispersing among the little rises and mesas. A curious, though welcome, decision for the Syrians to make. Situation as of 1842 hours. With the enemy seemingly stalled out or overcome with caution, it's time to drive them back. By 1842, the Challengers have been brought into ‘the know’ about the battlefield situation and an aggressive, hasty counterattack has been drawn up.
  21. That's right - and to answer the second part of your question I believe it worked very well. Only one Javelin team eventually got hit by fire - my experience in Black Sea told me that if you're fighting Tanks or IFVs with relatively modern fire control systems (as some of the T72s in this mission had) you seriously risked immediate counterfire from the launch.
  22. Yes, exactly! Thank you. Yes that's correct. For the Warriors I'm using Hull Down waypoints after 45 second pauses. That generally gets them into firing position at the end of a turn, allowing me to react and pull them back next turn after only a brief bit of exposure. As you know, hull down waypoints cancel out other subsequent ones once conditions are met. So that's a good work around. I'm doing the same with Javelins, giving them pauses that get them aiming at the end of a turn, again 30 to 45 seconds. Once a Javelin team is aiming they can be given a delayed movement order without stopping the firing procedure. I noticed they basically never engaged if you tried to string the entire action of moving up, pausing to fire and withdrawing all at once.
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