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Everything posted by Hapless

  1. The distribution varies depending on the type of battle. I can only remember Meeting Engagements off the top of my head: the points would be split 60% unit objectives and 40% ground objectives. If you made a map with 4 objectives, each one would be worth 400/4= 100 points. I think you can change the points distribution between the objectives by varying their points worth in the editor. For example, if you had two objectives and you allocated Obj A twice as many points than Obj B, in a QB Obj A would be worth 66% of the terrain points and Obj B would be worth 33% (in our meeting engagement, that would be 266-133). The best way to see how this works is to pick a map and then set up quick battles against the AI in different game modes and surrender as soon as you get to the deployment screen: this will give all the victory points to computer so you can see how they're distributed.
  2. My quick 2p: I don't have any problems with tanks in CM, I think almost all of the issues you raise have tactical solutions. Or to put it another way, don't the situations you describe imply that something has gone wrong somewhere? Why are defensive positions exposed to direct fire at all, never mind direct fire from tanks? If the defensive plan is to engage in a slugfest with a superior enemy force, what is the purpose of these positions (delay, attrite, destroy, bait?) and how are they sited to achieve that purpose? How has enemy armour advanced to infantry close assault range? Is the infantry too far forward? Are the anti-tank assets not set up effective? There are plenty of infantry tools (bazooka, PIAT, faust, shreck) capable of dealing with enemy armour- are these weapons effectively distributed or protected until they are needed? If all friendly AT assets are gone then something has definitely gone seriously wrong! But how would the enemy know that he can operate unopposed? Where was the AT reserve? Why are underpowered AT assets engaging overarmoured targets? If they're underpowered, what was the plan to use them effectively? Cumulative subsystem damage from non-penetrating hits isn't a trivial problem: tanks with no optics and no radios are a lot less effective. Maybe a different angle on the issue. Fortification issues are a different kettle of fish, but from a strictly (potentially unrealistic) gameplay perspective I would rather have ineffective or overly expensive fortifications than time consuming trench clearing operations, map spanning minefields and impenetrable walls of anti-tank obstacles.
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Did someone say explosions? Fun fact: you can daisy chain IEDs.
  11. 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.
  12. 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.
  13. Presumably it's so no one would make the catastrophic mistake of thinking it can fight tanks.
  14. 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!
  15. 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.
  16. 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.
  17. 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.
  18. Ha! I was wondering how long it would take those 60 seconds to pop up as an example of how not to do things. My own fault entirely for not covering the basics- one scout team out on that flank and I would have heard it coming and not been caught with my pants down. But that's combat mission: make mistakes, get punished. The trick is learning from it. You can be damn sure that's never gonna happen to me again.
  19. Select the IED, then draw a target command: Target the ground nearby to activate it and the triggerman will try and detonate it whenever something gets close enough. Target a specific enemy unit and the triggerman will try and detonate it when that unit gets close. Bear in mind that if the triggerman is a potato, can't see, is suppressed, dead or generally unable to push the button, nothing will happen. There are also Blufor electronic countermeasures to bear in mind: the British Warriors in Breaking the Bank definitely have little ECM sets on them that may- or may not- prevent IEDs from being detonated. This is a quick, dirty video explanation which I would embed if I could remember how: https://www.youtube.com/watch?v=pXwfJbSag1g&feature=youtu.be Note that the triggerman is a green and -1 leadership potato.
  20. I remember using armour missions in CMSF 1 for building busting. Don't know if its a bug, but in the demo the 60mm mortars in Day at the Beach have General, Personnel and Armour settings. I mean, it might not be a bug- and a rain of 60mm airbursting bombs is both cool and useful- but it seems a bit optimistic as an anti-armour weapon...
  21. If you really want to know what your units can see from what position and how fast they're likely to spot, just open the map up in the editor, recreate the exact circumstances, save as a scenario and then play it through a few times. You don't have to redo the entire force, just the relevant units. Then you can test it to death. Sure it takes a couple of minutes each time, but you get solid usable results and after doing this a few times you'll start getting your head around it. Depends a lot on how much you want to win But it makes a lot of sense to "wargame" through all your plans this way before the game kicks off anyway to get sort out time-distance questions and, obviously, how effective units are at spotting each other from different positions. The alternative is to rely wholly on experience... and experience is a harsh teacher because she gives the test first and the lesson afterwards.
  22. On the Firefly, the turret bustle wasn't specifically a counterweight, it was to do with moving the radios somewhere where they wouldn't get crushed by the 17pdr's recoil. Behold! From the mouth of Sir David Fletcher himself:
  23. Cheers guys, was wondering if anyone else had had it happen to them. Bit underhand of my opponent to deploy jellyfish fields across the map but all is fair in love and war, right?
  24. Has anyone had their pixeltruppen getting stuck in a planning loop? This happened in a PBEM: As much as I'd like the pixeltruppen to think more, I'm pretty sure they shouldn't be standing still like that. There's a few others in the same turn who stopped what they were doing and started scratching their heads, but this is the most obvious. The turn is here: https://www.dropbox.com/s/16uh5d1gmxjayqs/Hapless Attack 089.ema?dl=0
  25. There's an assumption here that the pixeltruppen actually realise they're being shot at and aren't wandering around asking each other what all the funny noises are. Then if they do, there's a decision to be made about whether they're taking effective fire they need to react to, or whether its ineffective and they should just carry on. If its an ambush, how long is it going to take them to get over the shock and react? It is a surprise, after all. Just to throw extra variables into the mix
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