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Hapless last won the day on April 10

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About Hapless

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  1. Hello! Syrian Airborne troops seem to be equipped with night vision monoculars and night sights on their weapons, but only have a single piece of night vision equipment in their inventory. It seems a bit weird because the NATO units have an NVG set for each soldier (ie. 8 sets for an 8 man squad). Plus, the Syrian Airborne appear to have NATO NVGs magically attached to their helmet brims? I can understand how it makes sense to reuse the NATO night vision monocular asset, but in combination with the discrepancy in the inventory it seems off. I was wondering if all the squad members are supposed to have night vision, whether they're supposed to only have the night optics for their weapons or whether its only the squad leader seen as though they apparently only have one set between them? And more importantly, is it just a graphical bug or can they actually see at night?
  2. One of the big differences in real life is that AA isn't confined to the size of a combat mission map: when air support in game is circling the map at a few kms distance it can only be fired at by whatever AA the victim has brought along, whereas in reality the planes would likley be having to contend with more significant AA fire from other positions in depth. I take planes as often as its sensible (strafe-only P-47s are 30pts in CMFB- so basically the only good reason not to take a handful is the weather) and I can tell you that while AA isn't hugely effective, neither are the planes. I've seen them strafe Panthers they can't destroy instead of halftracks full of infantry that they would collander, I've seen them strafe dead infantry in a wood instead of platoons of infantry running in the open... they're not exactly a reliable asset. They are vulnerable to AA- my planes abort all the time, sometimes they get shot down- but I find the best way to deal with enemy airpower is to have a realistic appreciation of how effective it is, plan to account for it, then ignore it. My airpower does very little physical damage, but has immense psychological impact on human players... which you can discount if you choose to.
  3. Slight tangent, but just for reference, that's a really good rate of return for PBEM games 1 turn a day is pretty standard, more is a bonus, less isn't uncommon.
  4. Thanks! All that time rinsing through the university library ten years ago wasn't wasted after all! The ruthless concentration concept came mostly from Viktor Suvorov's "Inside the Soviet Army". Suvorov is a somewhat questionable source: he was a GRU defector trying to sell books in the West and some of the things he wrote turned out to be wrong, but his sections on tactics are fantastic, very well written(/translated) and tie in nicely with other sources and the historical record. There were some PDF links to his book around at some point, but I can't find them after a quick look.
  5. How far away is the mortar from the target? Those 120mm mortars have a minimum range of about 500m (IIRC). If you're too close the mortar won't fire, so you won't get any spotting rounds. That might explain why its stuck in the spotting phase. Try moving the mortar carrier further away.
  6. Best to treat enemy held buildings like landmines: If you can go round it, go round it. If you can't go round it... blow it up before you go near it. If you can't blow it up... shoot the crap out of it in the hope that you'll hit something important that stops it going off. Clearing the building is the equivalent of stepping on the landmine- don't do it unless you literally have no other choice.
  7. If you press spacebar in the force selector, you can see what formations/units etc come with each module. This is CMBN, but it works the same in CMSF2: The fun things you learn by accidentally mashing the keyboard.
  8. Did someone say explosions? Fun fact: you can daisy chain IEDs.
  9. How far apart do you place your order waypoints? The pixeltruppen will do a quick re-org at each waypoint: they stop, wait for everyone to catch up and then move on to the next one. The further away your waypoints are, the more thinking the TacAi has to do in between, the more strung out your troops will get and the more likely something will go wrong. For infantry, its always worth putting down a series of shorter waypoints instead of one long one. Of course sometimes they get confused anyway, but lots of little orders goes a long way to mitigating that.
  10. A few points: 1. Syrian airpower is comically unresponsive compared to NATO. It can take anything up to 30 minutes to call a CAS mission in. If you are sat in the same place for 30 minutes against a Syrian force that is not only qualitatively inferior but has chosen to spend precious points on off-map assets that are not in your way then you are probably not pushing hard enough. 2. If you're playing against a human opponent, then just agree not to bring airpower. Or agree that airpower is only an option if EW is, then shut all his radios down. Or fight at night. Or whatever- just because its there doesn't mean it has to be used or can't be 'balanced out' by agreement. 3. Syrian airpower is noisy, dramatic and scary. It is also transitory, inaccurate and not likely to be very effective if you have stumbled upon the secret, ground breaking defensive procedures of concealment, dispersion, deception and keeping on the move. I can almost guarantee that learning how to operate effectively despite enemy airpower is going to be a lot more productive and useful than moaning about it. 4. Some of the light Hind missions are 14-15 points each. I assume that's a bug: it kinda makes sense for Allied strafing runs in WW2 to be cheap because there a thousands of P47s about. Not going to claim to be an expert on the Syrians, but I'm pretty sure that they don't have enough Hinds for that kind of thing.
  11. Presumably it's so no one would make the catastrophic mistake of thinking it can fight tanks.
  12. I've gotten that error too, when trying to uncam the Task Force Thunder and Semper Fi campaigns. It'd be a fun experiment to play the CMSF2 campaigns in multiplayer!
  13. Doesn't look as though you can select Technicals, Transports or VBIEDs in the QB force selector as Uncons. You can choose them in the Scenario Editor, where Combatants and Fighters are separated as different "branches" (they're all mashed into one big group in the QB Selector). No idea if that, or that Uncons can only be picked as "Infantry Only" has anything to do with it. I've got all the modules.
  14. Was going to mention the use of modded icons in the force composition diagram, but I was beaten to it by the man himself! Having being momentarily baffled by unfamiliar little icons on the briefing screen, I was going to suggest either using the vanilla ones as a kind of lowest common denominator or that Bil suggests a mod to play with. Which he has just done. That's a very minor quibble though, based on personal taste. That diagram is actually a very helpful touch, especially when you're a Quick Battler like me and you hate having to work out what units you've got to play with at the start of a battle. I'm looking forwards to giving the scenario a go! My only question mark over the overall concept is whether the key terrain selected as the hidden objective is going to be consistently relevant as different players bring different plans to the table. This is probably not a big deal because the game is so short and the map is so small but I thought I'd throw it out there anyway.
  15. My location of traffic map from Youtube looks pretty similar this year (might need a magnifying glass for those numbers, sorry!): US dominates, followed at distance by the UK, then a mix of the English speaking world and Western/Northern Europe.
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