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George MC

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Posts posted by George MC

  1. Hi Big Dork

    In a way you are playing me - I designed the scenario and drew up the AI plans smile.gif Like playing by proxy reading your AAR!

    Looks like it is being a bit of a grind, which is what I hoped it would be. Looks like you are doing well so far. My own attempts saw a similar rate of attrition, so looks like you are doing not so bad ;)

    Keep them AARs coming - good reads, and good luck smile.gif

    Cheers fur noo

    George Mc

  2. Originally posted by Pandur:

    as far as i noticed while playing red on red or fideling with my scenario, you can compleatly forgett that with RED. at least the low end of red infantry doesnt have any ammo(the counter shows no single red bar) or they have not even enough to start a fight. baicly they have about "5" ammo compared to CMx1 :D

    You can set ammo levels in the editor for your units, as you can do experience etc.

    Cheers fur noo

    George

  3. You can set the ambush distance in the editor. Still not sure I see what your problem is? :confused:

    I would have thought just setting your units up and leaving em with a command in the AI editor, say "ambush at 150m" would do the trick?

    I guess this is what The Louch did with his units in his Chechen war scenario. He'd stuff popping up all the time hitting my units as they moved up.

    It does sound like you are after a set of conditions for your pixel guts to react to - at the moment you can't do that, but I think, although don't quote me, that BFC do have in mind a set of conditions that the player can allocate to the AI. Don't know when that will be out though.

    If you are really stuck email me your scenario and I'll take a wee look at it. Email address in my profile smile.gif

    Cheers fur noo

    George Mc

  4. Hi The Louch

    Just played through your scenario. Nice bit of work, and very enjoyable smile.gif

    Managed to pull a tactical victory for the Russians.

    #################Possible Spoilers###############

    The plan was to have the MGs set-up in overwatch and have the dismounted grounts move up in a skirmish line to locate enemy points of resitance. BTRs were held back to give mobile fire support with their guns (mounted units still inside)and when the moment was right move fast into town and storm the big building. Art was on-call to pound any located strongpoints.

    All went well at first, moved up, made contact and enede up in a pretty fercocious gunbattle. My dismounts were soon pinned, but with arty, MG and BTR support managed to quell major resistance. Moved up the BTRs and then doscovered that there are RPGs, and a lot of em in that town. Quickly pulled back but not quick enough!

    More fire at the buidling including mortars, then tired again, this time with more success. Stromed the large building and took that, but eventually lost the remaining two BTRS to flanking RPG fire when I moved on to clear the rest of the town.

    Overall great wee fight, with a good brief and liked the opening screenshots. Nice one smile.gif

    Cheers fur noo

    George

  5. Originally posted by winkelried:

    Maybe I missed something: Is there still the possibility, as in CM1 to change the name of the unit commander in the scenario editor?

    Well yes and no smile.gif

    Go to units in the editor, then after purchasing whatever you want take a wee look down at the bottom right of the screen. There is a small button called "rename". This allows you to rename the whole unit, so although you can't name your pixel truppen after friends and family you could rename the platoon or battalion "Task Force George" for example? Come to think of it what a grand martial sounding name - Wish they called it that instead of Task Force Thunder :D;)

    Cheers fur noo

    George

    ps I've used this to give the battalion and company COs, for example their call signs which are then referred to in the in-game brief.

  6. Originally posted by Muppetry:

    Cheers for the reply - I took losses on Part 1, so that may be why I got Part 2 with a total victory.

    WRT the ambush, my main problem was that there's a BMP sat right out in the open by NAI C110- surely this and other nearby units would have been spotted and dealt with long before the American forces closed in to the range where it was effective?

    The BMP should be concealed? Hhmmm - not sure why it is showing up. It should be dug into a small shallow trench. I'd have to have a loot at that. Appears there might be a wee bug that affects spotting i.e. makes it too easy (see other posts about units spotted in buildings).

    Cheers fur noo

    George

    ps in RL mech stuff can sit tight, engines off so it does not appear on any IR images. I've seen stuff about how to conceal mech units in open terrain such that they appear 'invisible' to any spy, IR stuff etc

  7. Taken from "Combined Arms Maneuver During Urban Combat"

    by Arthur A. Durante, Deputy Chief of Doctrine, U.S. Army Infantry School

    and CAPT Shenandoah Sanchez, Tactics Instructor, Basic School, USMC

    OBSERVATION 5: Sniper employment in urban combat. The value of the sniper to a unit operating in an urban area depends on several factors. These factors include the type of operation, the level of conflict, and the rules of engagement. When the ROE allows destruction of a building, snipers may not be needed since other weapons systems available to a mechanized force have greater destructive effect. However, they can contribute to the fight. When the ROE prohibit collateral damage, snipers may be a valuable tool to the commander.

    DISCUSSION 5: Sniper effectiveness depends in part on the terrain. Control is degraded by the characteristics of an urban area. To provide timely and effective support, the sniper must have a clear picture of the scheme of maneuver and the commander's intent.

    § Observation and fields of fire are clearly defined by roadways, but surveillance is limited by rooftops, windows, and doorways; each of these require constant observation. Also, the effects of smoke from military obscurants and burning buildings can degrade what appears to be an excellent vantage point. The requirement for all-round defense must be met because the enemy can fire from many directions and because enemy infiltration attempts must be countered.

    § Cover and concealment are excellent for both the attacker and the defender. However, the defender has a decisive advantage; the attacker normally must expose himself during movement through the area.

    § Avenues of approach that remain inside buildings are best. Movement there is less easily detected than movement through the streets. The sniper must be conscious of ALL avenues of approach and must be prepared to engage targets that appear on any of them.

    Snipers should be positioned in buildings of masonry, concrete, or stone construction. These buildings should also offer long-range fields of fire and all-round observation. The sniper has an advantage because he does not have to move with, or be positioned with, lead elements. He may occupy a elevated position to the rear or flank and some distance away from the element he is supporting. By operating far from the other elements, a sniper avoids decisive engagement, but remains close enough to kill distant targets that threaten the unit. Snipers should not be placed in obvious positions, such as church steeples and rooftops, since the enemy often observes these and targets them for destruction. Indirect fires can generally penetrate rooftops and cause casualties in top floors of buildings. Also, snipers should not be positioned where there is heavy traffic; these areas invite enemy observation as well.

    TTP: Snipers should be free to operate throughout the area of operations, moving with and supporting the companies as necessary. Some teams may operate independent of other forces. They search for targets of opportunity, especially for enemy snipers. The team may occupy multiple positions. A single position may not afford adequate observation for the entire team without increasing the risk of detection by the enemy. Separate positions must maintain mutual support. Alternate and supplementary positions should also be established in urban areas.

    TTP: Snipers may be assigned the following tasks:

    § Conducting counter-sniper operations.

    § Killing targets of opportunity. The sniper team prioritizes these targets based on their understanding of the commander's intent--for example, enemy snipers first, then leaders, vehicle commanders, radio men, sappers, and machine gun crews, in that order.

    § Denying enemy access to certain areas or avenues of approach (controlling key terrain).

    § Providing fire support for barricades and other obstacles.

    § Maintaining surveillance of flank and rear avenues of approach (screening).

    § Supporting local counterattacks with precision fire.

    TTP: Snipers can be valuable to commanders in operations other than war. Since excessive collateral damage and civilian casualties are normally restricted by the ROE, snipers can selectively engage key individuals who pose a threat to friendly forces. This selective engagement avoids unacceptable civilian casualties or collateral damage. Enemy personnel may hide in the midst of the civilian populace. Engaging these targets would probably cause innocent casualties. This puts U.S. forces at a disadvantage. The soldiers must first identify the gunman (this may be nearly impossible from their vantage point). Then, without hurting innocent bystanders, they must stop him from continuing to fire or from fleeing. This is an easier task for a sniper than for the infantry on the ground. The sniper can look down on the crowd, use his optics to continuously scan, and employ precision fire to eliminate the identified threat without harming bystanders. Though other unit optical systems may supplement the surveillance effort (Dragons and TOWs from the ground or from the upper floors of buildings), they cannot engage the target for the previously stated reasons. The sniper rifle provides the commander with the ONLY system that can both identify and engage the target. Also, after identifying the target, Dragons and TOWs still need time to guide a precision weapon or maneuver unit to the target to deal with it.

  8. Sorry for the delay in getting back to you - the rate of posting ensures that some posts soon fall way back. Now if you do not want to know anything about these two scenarios don’t go any further….

    !!!Spoiler Alert for The Screen part 1 and 2!!!

    Regarding the Screen part 1 and 2…

    Not sure why you got a loss on the first part – the win conditions are pretty tough on that first one as you are really only meant to be doing a recce. It was designed to simulate a surprise attack (brief says why – also if you check the actual map of Syria there is a lot of farmland, villages and woods just south of where the action in The Screen part 1 takes place). If you survive that scenario with zero losses you get through – take casualties and you get The Screen part 2.

    In The Screen part 2 I was balancing the map size with what is playable. I made the assumption that the advance to contact had been done hence you start pretty close to the Syrian positions. The Syrian position is basically a classic ATGM ambush positions making use of terrain traps, where they would hold their fire till the last moment. Firing to soon would give away positions and have the US player stand off and bomb the crap out of the position. Mind the tac map and brief actually locate the enemy positions – you know where the enemy is from past intel.

    This intel means you should be preparing to suppress the suspect/located ATGM position from the off. You have mech infantry who you do need to use to probe ahead and locate possible enemy ambush positions. It ain’t easy but then it was never meant to be a walk over.

    So top tips on how to win this?

    Use suppressive arty/mortar fire to pin the ATGM positions. Have your dismounts clear EITHER the left or right side of the map, Bradleys and armour in support. It is easier going down the right with your armour moving slowly down the road area firing at suspected enemy positions. I reckon you’ll lose a few Bradleys and one maybe two M1s in this, but you can get by with no casualties if you move slowly and sue the massive firepower the US side has. Good luck ;)

    Cheers fur noo

    George McEwan

  9. Hi Michael

    You are correct. You can have the AI 'hide' then pop up into ambush positons, then duck down. That works well. So a basic defensive AI plan, with no movement if you like, IMHO is still a requirement for a scenario.

    Al Amarah uses fall back positions for the Red defenders, which depending on how Blue plays works well, or sees the Reds being caught out in the streets (a risk in mOUT actions).

    Cheers fur noo

    George

    ps hope you are saving up for all the beer you are going to buy when I get to Calgary smile.gif

  10. Originally posted by securityguard:

    Another question: How do you get the AI to face a direction after deployment? I got the AI to setup fine using the AI tools, but they all face the complete opposite direction of the enemy deployment. This pretty much ruins the ATGM's because they take forever to deploy and the AI rarely redeploys.

    Have you checked what 'friendly' direction you have allocated to each side?

    Cheers fur noo

    George

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