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Mousie

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About Mousie

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  1. I just went all in on Shock Force 2, getting the big bundle (But missed the manual hilariously), and now I'm trying to figure out who can do what within the game, along with doing the tutorial campaign. Being used to Battle for Normandy, I was so surprised when the movement/combat/tactics buttons, just don't include things like taking scouts or anti tank men from the unit group, splitting them up for more selective missions. From playing things like Steel Beasts, DCS, Arma, and studying, I am most comfortable with vehicles. I know how they work, what they do, how to make them kick ass, especially because of Steel Beasts. However, I don't know a lot about infantry. Ignoring the armor differences, I don't know the doctrine of the british military, vs marines, vs nato. Things like unit composition are most important to me when it comes to this, and, if you truly can't break units apart, how can you use them effectively in standard situations? Equipment lists for standard units? What their effective range is, etc. I'd love any advice you guys could give
  2. While I probably will change my mind as it gets tedious, I want to avoid exploiting games like this as much as possible. A part of war is making mistakes, and then adapting to those situations.
  3. The momeent the attack starts, it begins slowing down, even slightly. How can you gauge this momentum? Not only the more troops given, but the longer they stay, the more firepower they can use against the enemy. However, you want to avoid losing control of the situation, losing your momentum of combat through losing ammunition, losing troops, or becoming outnumbered. Without health bars, you can't quantify your progress of how things were going 30 seconds ago, so when do you say "Okay, it's time to pull back, we've stayed here too long!" By the time enemy reinforcements come, artillery shells land, or your lines break, it's too late to make this observation and order a retreat without losing manpower, so how do you gain the self control, experience, and knowledge to say that "this is enough to accomplish my goal" or "this will not work, let's try again"? I think this style of combat is the most Conservative use of your firepower
  4. Looks like it's back to the training mission for me! There's a lot I must work on, and to counter my knowledge of the scenario, I will limit myself to drop artillery on units I've spotted only. Do you think that there's a viable way to gauge threats by sight? Knowing where to strike before you do is a huge help. What about where to place your scouts? Can you put them in buildings safely? Can you use forward observes as scouts? Perhaps the biggest question is: How do you effectively, and safely, disengage from combat? I only played two different scenarios so I don't know, but is there a way to heal squads and regain numbers?
  5. Is it worth splitting off an assault group to rush the target? Does splitting groups provide sufficient flexibility for the lack of total firepower?
  6. Huh... I'll definitely have to try out turn based then! Thanks for that ❤️ it'll probably make things so much easier to keep track of!
  7. Do you guys split your units often? Perhaps to have many people occupying buildings at the same time for area control? Only time I've actually used it wasn't a real combat situation, but during the training exercise. It does make people useful for scouts at least. Speaking of which, can buildings be used as scouting locations once you shorten the targeting cone? I'm trying to learn about every tactic I can use to my advantage, this game is really tough, even on the training difficulty.
  8. I've never thought about it like this before. You did bring up a new piece of information: using grenades and other weapons besides primary. How do I give them that order? Like firing rockets at buildings with enemies inside, or changing to armor piercing ammo for machine guns
  9. I am playing in rts. Speaking of that, do you know what the primary gameplay mode is? What the game was primarily built around? You may be right about that though, having so much to look at means that I may just be missing things. I guess I assume that orders I issue will be completed before they run away or something.
  10. I never said training mission, I'm playing the first *campaign* mission. It's titled "A Moment in Time"
  11. I know this is a pretty loaded question so let me break it apart. I'm watching Armchair General's tutorial on Battle for Normandy, and he said that the most important thing is fire superiority. This question is going under the assumption that this is 100% fact, so it can be used as a universal unit of trade. So, first, because it's 4am and I'm bored, let's define just what fire superiority is so we are all on the same page. Essentially, it is the measurement of Delta between you and your opponent's firepower; the bigger difference between them, the more superiority is had. On to the first part of the tactical conundrum: how do you spend firepower efficiently so you gain superiority? So, to elaborate on what I mean a little, let's start with "spending firepower. The reason I call it spending firepower is because everything you do in combat has the opportunity of making you weaker. Moving your units around the map, shooting at a target, firing artillery, all has a chance to limit or reduce your firepower, or reduce your resources. So, the question becomes how can you do this to your opponent, before they do it to you? How can you control the loss of your military to your advantage? The next part of my question applies to when you are already licking your wounds. How do you regain fire superiority once it is already lost? Now, I don't mean necromancy, bringing forces back from the dead, but instead how do you deal more damage with less firepower in order to turn the tides of battle?
  12. Have to get up to your 16k posts somehow Thanks for the direction ❤️
  13. So, after getting this game yesterday, I'm having a hard time with it. I'm loving the game regardless of my failures, but I just have to ask, why do tactics fail here but succeed everywhere else? In most other games, there is the general idea of, "push first, and push hard" in order to capture your objectives. While I attack with what I believe are "overwhelming odds" (although without any intel to support this), by the time the battle ends, it was a horrific, bloody draw. In my current game, the first campaign mission, I've gained control of multiple areas, but barely nobody is alive to continue the attack, with most of the units written down as casualties (also, learning how to heal people would be great). So, making my attacks at least somewhat more efficient than a Skaven bumrush would be very useful information. My next question would be about artillery. I find myself completely dry halfway through the battle, which I wouldn't mind if I knew that it was being used effectively. My first targets at the beginning of the match are the objectives, in this case I bombard the school, or other clumps of buildings with hope to suppress or just wipe out many squads at once. What fire modes do you guys use under what situations? In exchanges of fire with other infantry, I tend to use light fire for short periods of time, and for groups like machine guns and infantry in buildings, I would use heavy for short as well. I don't use Long much because I'm worried that the fir will continue long after we push upwards into the location. Something someone posted that got me curious was to "always leave units in reserve". Does this help? Won't your attacking forces just get overrun immediately without strength in numbers? My last qustion is, how can you preserve the health of your units, and how can I reduce the number of times they just drop what they're doing to run away? It feels like the moment a fight begins, a unit is running away, and their fear level is difficult to manage.
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