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c3k

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Everything posted by c3k

  1. Short answer: yes. There are much longer campaigns available. Some are stock, some are fan-based. The Few Good Men and it's subsidiary, The Scenario Depot are two OUTSTANDING resources. ( Links: http://www.thefewgoodmen.com/ http://www.thefewgoodmen.com/tsd3/ There are others, but those are the two I'm most conversant with. I'm not trying to play favorites, but the most recent player-made campaign I tried was for CMRT. It was Kampfgruppe von Schroif. Outstanding. There are many others...
  2. Good stuff^^^. I think elite/iron is good advice. The game is not HARDER: it is more "realistic". Your units spot and relay information in a more realistic manner. That is critical to your understanding of who sees what. Other games spawn more enemies with better weapons at higher difficulty levels: the CM games do not. Read the manual section which discusses difficulty levels. You'll be surprised. Spotting is critical in modern battle. The US has the tech edge (but Russia no slouch). Find units with better optics/spotting and get them into concealed locations with overwatch. Find keyhole positions. Give them covered arcs: it'll face them where you want AND keep them from firing and giving away their locations. Next, give them TIME. It may take 5-10 minutes of scanning with binos or thermals to spot an enemy 1.5 klicks away. Or longer. More eyes helps. On the attack, just because you don't see an ambush doesn't mean the enemy isn't hiding. Use SMOKE to seal off the area you're attacking. Just about everything is deadly to everything. Spotting means death. Don't forget to grab your Javelins.
  3. Every now and then an odd situation pops up with regards to infantry and water. Do you have a screenshot or a savegame? (If there's a specific map spot, it could be a bug, or an artifact of how the map is formed.)
  4. Machinegun teams and ATGM teams will "deploy".
  5. Yes, it would be nice to scroll the systems list. But, as IanL pointed out, damaged systems percolate to the top. Nine destroyed or degraded systems tell me that the tank is less of a combat vehicle and more of a battered pile of metal. If there are MORE than nine degraded systems, then I have options to find out the information. Mobility is shown by the color of the base: yellow, and whether it is tracks, transmission, or engine, the tank is immobile. If I don't have both Target and Target Light order buttons, then I've lost my Main Gun (If I just have Target.) If I have neither...I have none. Radios and networked comms can be shown by the command UI. Smoke? Well, I've got to look inside the individual launch canisters and see how many are there. Now, that leaves some items I don't know about. However, let's think about this: if I have NINE busted systems and I can tell if the guns work or whether the tank is mobile and whether or not comms work, what really is the point? (Yes, I'd also like to know, but "like" is not the same as "need".) The tank, at that point, is either about to be destroyed (if the same enemy units which created that damage still have it in LOS), or it is not a factor for the rest of the battle. (It is hors de combat if it has 9 damaged systems.) My best bet would be to move it back to friendly lines and either get/keep the points for it, or hope I can repair it in a campaign. The LAST thing I would do is try to move it into another firefight. Hell, I'd rather dismount the crew and have them use their sidearms at that point.
  6. ^^^ John, the chances of ANYONE being able to serve in a Tamiya tank which your brother ran about the yard would be extremely small...smaller even than he'd have to be to fit in one. Parsing is fun!
  7. Obviously, a shrubbery near the T90 was blocking a critical sight. It left the T90 blind to the Bradleys. The 155mm artillery stripped the foliage. The T90, now no longer blind, finally spotted the Bradleys. Seriously, if you play with trees off or partially off, a LOT of puzzling LOS events seem to occur. Turn 'em back on, and you see what's happening. (Or not, due to the leaves. )
  8. Turret jam is covered by Weapon Control, I think. If you get Weapon Control with a red X, I don't think the turret can traverse. (Nor, of course, can the gun fire.)
  9. Self-selected tactical geniuses in remote HQs, watching real-time video feeds from UAVs and helmet cams, who then jump into the comms chain and order specific actions to occur. C'mon, we all know it happens IRL.
  10. Let me follow this logic train all the way to the station, okay? 1. I don't want to spend $20 (or $30). Whatever. 2. I have more expendable cash than needed. ("$300 in my pocket," implies that.) 3. Battlefront wants more than I want to give. Therefore, I'm not greedy for wanting to keep my money, battlefront is greedy for wanting it? Oops. I see the train got derailed somewhere along the line. LOL.
  11. FACE will get the hull facing in the direction ordered. The turret will align with the hull. TacAI will be free to adjust both as needed.
  12. IanL has covered most of this. But, as always, he's forgotten the power of Molotov cocktails! No, they're not listed. Infantry are assumed to have some sort of ability to affect a tank, be it a grenade bundle, Molotov cocktail, crowbar to the drive sprocket, or jumper cables from the high-tension power lines. If you have a tank, DO NOT get close to infantry. They will swarm and bring down your armored beast...as they could and did. (Not always, but enough so no armor went willingly near infantry.) Use other vehicles/infantry to provide flank and rear protection to your vehicle. It's a lot harder to put a grenade bundle on a tank if another tank is sitting 50m back with 3 machineguns ready to fire. If I have a tank in a situation as you described at first (Infantry nearby and an enemy tank a little further away), I would Cover Armor towards the enemy tank and reverse away, while staying/getting out of LOS of the tank as rapidly as possible. At the end of the 50-100m reverse, I'd give a FACE command (that erases the Cover Armor and allows the TacAI to prioritize firing any target...including any infantry which may have exposed themselves.) The key is to get distance away from nearby infantry.
  13. There's a LOT of detail going on under the hood. Watch what that tank does when it stops. That may unravel some of the mystery. (The radio operator sat across the transmission from the driver.)
  14. That tank is missing his radio operator. Open crew bubble near the silhouette, plus the listed members are "Gunner", "Loader", "Commander", and "Driver". No wonder he's out of comms at the moment. I'd think that once he stops, another crew member (Driver?) may take over the radio functions. Or, I'm totally wrong.
  15. Visible everywhere. Except, maybe, from directly ahead. (I've never tested that! )
  16. You are correct. I've appended an edit to my post, which was clearly in error.
  17. Not even. It's faked. The shadow on the tank hull shows the TC hatch open. As the cute little "package" detonates, the hatch shadow clearly closes. The actual hatch does not. Something, if not all, has been faked. Edit: Well, that's embarrassing. The shadows seem to've changed or my perspective has. It now does not seem that the shadow on the hull is the hatch, but rather the TC. The shadows match.
  18. Gah...I have both of those. Points to you! (Any points not redeemed immediately become null and void.)
  19. Hmm. I shall take some of my troops and subject them to a good machine-gunning. I shall do this because of your post. I really don't know how you sleep at night.
  20. If you have a friendly unit which is "out of command" (panicked, or some similar state), their icon is transparent. If you select the enemy unit, and the transparent unit is the only one which has spotted that enemy unit, that transparent unit will not highlight. However, if you select the transparent unit, the known enemy unit will highlight. That's what I would think you're seeing. Or, toss a screenshot up.
  21. Had that once. Too much debris from the breach? Got a save?
  22. Here's a link to a small publisher which has focused on Market Garden: http://www.autumngale.com/ Their first book, "Autumn Gale" is a phenomenally detailed account of the Jagdpanther unit operating around the Market Garden area, as well as all the rest of the battle and units involved. Great maps, great detail, great writing style. I can't give it enough superlatives. Their second book, "Kampfgruppe Walther" just came out last week. It's as good as the first. Both books are amazingly detailed while simultaneously being able to keep the overall battle narrative flowing. Yes, they are West not Ost, but they are on par with LHB for quality...or LHB is on par with them. Ken
  23. Ukraine small unit "nibbles" have a positive effect militarily. Do not discount the benefit of gaining an offensive spirit. Success breeds success. These attacks teach coordination, tactics, techniques, and procedures. So, perhaps these small scale actions don't have any effect at a strategic level...yet. But they do have a positive effect and can, over time, create the experience and expectation of offensive success. That confidence is critical. The obverse effect on the "separatists" is also true. They know that small positions are being gobbled up as they're being targeted. That erodes the will to stay in that forward position when the next Ukrainian "nibble" comes gnawing your way.
  24. I cannot rate his books highly enough. If you haven't gone to Leaping Horseman Books (Jason Mark's site), do yourself a favor: do it...with your credit card ready to go. This sale is a great opportunity. (The email I received stated it was for US sales. I'm not sure if the discount applies anywhere else.)
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