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LongLeftFlank

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Everything posted by LongLeftFlank

  1. Glad to see this thread still rocking out....
  2. "Team Yankee" is itself set within the future history backdrop of fomer BAOR commander John Hackett's "The Third World War: August 1985". Written in 1978 as a cautionary tale, it was a very influential book as the Brzezinski doctrine transitioned into the Reagan era. Klaus glanced down into the turret. It seemed to be full of blood and roughly butchered meat. There was an ugly smell of burning.. Hackett knew exactly what that looked like, from personal experience in M3 'Honeys' at Sidi Rezegh and later, at Arnhem.
  3. The building textures will work as is; the other mods would need reconversion.
  4. Yes, that occurred to me too. Especially since one possible gambit is to seize those tanks on the old airstrip and turn them on their former owners! Beats shipping them across lol and adds to defender confusion and demoralization. Providing your own side and air force knows that's in the plan.... Does anyone know if the Yonghu M60 has reactive armour?
  5. I'm reasonably good at buildings and other structures, as you know. Vehicles, not so much. @Erwin, do you happen to have that Korean war mod someone (@M1A1TC?) did for SF1? It had some good building textures: ugly green tilework, etc. My guess though is that this would become an offshoot of @37mm's H&E magnum opus, albeit with 'temperate zone' adjustments. BUT as I've noted elsewhere, work constraints strictly limit my ability to get sucked into another big project. .... But I was reading some (alarmist) stuff about how vulnerable Taiwan is to the New And Improved Xi PLA. And I w
  6. Agreed, and I was thinking you might be especially intrigued! The more time I spend zooming in/street view on GoogleMaps and Wikimapia, the more interesting little bits appear; for example, the disused southern airfield appears to be a tank park now. The workshops, though, are in the main base area, that cluster of hexes at the crossroads between the main city and the active airport.
  7. ... so I'm musing that the Longmen fishing port at the east end might offer a channel deep enough to run a modified cargo ship into, based on the bigger fishing boats moored there. You stick it fast in the entrance and unload across the mole. But it would certainly be a tricky operation, and wouldn't allow too many AFVs to be carried in. Transferring troops to lighters at sea (at night) to lighten the draft would be inviting disaster; the 'Black Ditch' channel running between Penghu and Taiwan proper is known to be a treacherous piece of water.
  8. I just spent several hours today pinning out a theoretical PLN Marine Corps coup de main against Magong Island, the largest in the Penghu (Pescadores) group. Magong, whose port was the key Japanese navy base and launch point for their 1941 invasion of the Philippines, sits about 30km offshore of the southern half of Taiwan. It would need to be neutralized or occupied by the ChiCom PLA as prelude or part of any invasion. Cursory research indicates the Penghu group is defended by 2 infantry brigades (likely reservists only activated in wartime) and the 503 Armoured Brigade with 60
  9. I haven't shared anything new yet, so whatever has gone to CMMODS are the CM1 editions. @Erwin, the file you're referencing is the Ramadi 'master' as it was in 2014. I've built a fair bit more since then to accommodate WICKED WEDNESDAY and some other stuff. ...Slowly I am starting to get the look I want; I don't want to choke my maps with thousands of objects but I want to convey an authentic atmosphere. No sterile generic looking maps for this expat.
  10. So I take it the CMCW hive mind does not place much weight on the Kharkovite monstrosity critique? 😝 Otherwise, we would have been watching 1/3 of your T64s "definitely to work as self-digging knifes" and not even to arrive on glorious field of battle?
  11. Merci bien for the kind words! The reason I gave up on DBP was that although bunkers have been hardened some since 2012, regular entrenchments don't provide anything like adequate infantry cover vs direct fire. So you can just stand back and blast infantry out of their holes, even with small calibres. Besides the lack of slit trenches, there are no embrasures or firing ports, even abstracted. Unpinned defenders 'prairie dog' up constantly to spot, and in time just get their heads shot off: law of averages. Alas, that hasn't changed much since 2012, as @RockinHarry and @Kaunitz have
  12. Ha! bon chance with this project, mon copain. Did the 1940 Armee de Terre have any special tactical strengths (intrenchment, mine warfare, use of field guns, etc.) brought in from their 1914-18 Calvary? ...This brings back memories of my 2012 effort to recreate a rather different AdT, at Dien Bien Phu. One possibly relevant point I recall is that the Hotchkiss and Reibel air cooled MGs and the MAC 24/29 LMG had quite distinct characteristics (although the Bren is probably close enough to stand in for the latter). Postwar feedback from Indochina: The 1924-1929 machine rifle "is
  13. I love the burning vehicle effects, with dense gouts of smoke and flame belching out. Far more atmospheric than CM which, being still at core a tactical wargame (animated ASL), uses the flames and smoke pillar as a marker.
  14. Hey, while we're fantasizing, how about a little Simon Stålenhag filter, for that 'Twilight of the Gods' feel?
  15. I've never played these shooters, but have friends who are addicts. I always wondered what would happen if you held a PVP platoon-platoon tournament with a meaningful purse of, say, $2k each for survivors of the winning clan. All the latest realism mods applied, but ZERO respawns. So if you die, win or lose, you get *nothing*. ... Would you then see a tense, cautious combat tempo that looked more like an actual WWII battlefield (eerily deserted, lots of 'peeky-peeky-blamo' or bursts of area fire to suppress unseen targets and cover bounding movement)? I mean, instead of hectic every-super
  16. Yes, it's all CMSF2 now; I finally caved and upgraded a couple months ago. I just post over here because it's my Ramadi thread.
  17. Couple of interesting links on Dieppe here, including the German side takeaways: https://www.historynet.com/what-if-the-dieppe-raid-had-succeeded.htm The German View of the Dieppe Raid Dieppe convinced many in the German high command that a cross-Channel attack could be stopped right at the water’s edge. “At Dieppe,” Hitler declared, “it needed only a regiment, engaged at the right time, to repel a raid which in a few hours might have involved three divisions. In no case must we allow the landing to last more than a few days—if not a few hours. The example of Dieppe must serve a
  18. Still working up my Ramadi mod pack. [Squalid] tag is gonna be more squalid than evar! You'll be able to smell it. There's corrugated tin shacks filled up with kids, and I don't mean a Hampstead nursery / When you own a big chunk of the bloody Third World, the babies just come with the scenery
  19. @Ryujin (no longer active here I think) did very nice (post-Saddam) Iraqi Army jundi and Iraqi police commandos (blue) uniforms for the CMSF1 Syrian Special Forces, which gives them body armour and a modern helmet shape (as well as RPG23s). I still have them somewhere. But they'd have to be retailored for CMSF2 wireframes, which I gather is not straightforward.
  20. Whose 's***hole country' mod are we using today?
  21. I will not get sucked into a Battle of Marawi reconstruction I will not get sucked into a Battle of Marawi reconstruction I will not get sucked into a Battle of Marawi reconstruction Textures need tweaking - crappy tin roofs, etc. - but that beat up cement bus shelter is about perfect for a shanty dwelling.
  22. Yes, the opening Hindenburg line scene is about as authentic a tactical combat sequence as I've ever seen in a film. ... Except that the Russian probe would have been taking PaK flank shots and HMG from identical hedgehog positions to left and right (which was the point of that scheme), and foundered in the wire/mine belts. But it is a very nice bit of filmmaking nonetheless, and essential viewing for CMers IMHO. (You can actually glimpse the scheme on a diagram that appears in the following scene)
  23. I mentioned this over on another thread, but... I am just awestruck by the amazing creativity that you guys have put into this project! My hat is off, truly.
  24. Yes, the map works fine. I am updating the master, and my 2 historical Ramadi scenarios, when I can find time and hoping to push out a third. I have also been rummaging through the monumental work of@Sgt.Squarehead , @37mm and others on their Heaven & Earth epic, after being totally floored by the sheer volume of quality and creativity involved!
  25. Good observations and data here; be interested in hearing thoughts from the game TO&E advisers who are active here. That team includes vets who have done MidEast street time, so I am confident the combat loadouts are well chosen. On a related note, is there any way to get rid of the 84mm guided AT launchers that are now organic to the CMSF2 US Army and Marine squads? In CMSF1, you used to be able to set equipment quality to 'Poor' (by 2008 standards), which would give you 2004 era kit and nothing heavier in terms of organic AT than LAWS. US forces don't lug these things around wh
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