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Erwin

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Everything posted by Erwin

  1. The 4 helmet files are not in the v1.2 d/l. Also, when I copied over v1.2 over 1.1, I noticed there were a few uniform files that remained from v1.1. Not a problem. Just wanted to check that this is intended.
  2. Apparently, there is no advantage to deliberately slowing vehicles down with extra waypoints - the AI automatically slows the vehicle down to a "sensible" speed when crossing obstacles or entering "boggy" terrain. Tracks and wheels definitely can suffer damage going through obstacles (fences, hedges, walls etc). Not sure if it's a simple die roll, or if the damage calculation is cumulative until the tracks or wheels suffer the first level of damage and so on...
  3. Noticed the ad for AIRBUS on the undercarriage cover. Almost expected one for Starbucks or similar lol.
  4. Uh oh... Blocked again by BBC studios. which is odd since am in UK currently.
  5. I notice that v1.2 doesn't include the helmets. Also, some of the v1.1 uniform files are not updated. Are we supposed to simply copy over to the v1.1 folder and replace only what is new? Or, should we completely delete v1.1 and replace with v1.2?
  6. Was looking at "The Dutch Oven" scenario and noticed that while the lone driver can ACQUIRE the rocket launcher and rocket (plus all the 5.45mm ammo) from his Fennek, the 2-man scout team cannot acquire both the launcher and rocket ammo. The only way to do that is to dismount the drive and scouts, have the scout team board (alone) and only then can they acquire both the launcher and rocket ammo. Bug?
  7. Just completed this with a Total Victory playing WEGO Elite. Enjoyed the challenges. I did redo a couple of turns where I thought I'd done something really stupid or careless or there were weird AI pathing issues. However, am thinking that one has so many Warrior AFV's that one can afford to lose 4 or 5 without it affecting firepower too much (so long as one had acquired most of the ammo). Most of the time, I didn't know what to do with all the Warriors and they sat around guarding flanks. Losing a tank is morale-hurting. But, so long as it's not right at the start, I think one can still win with one tank - since one has 3 Javelins to use vs enemy armor. ***************** SPOILERS ******************* It's nearly always best to concentrate forces on one flank. So, concentrated almost all forces on the left flank to go after the objectives with the highest VP's - leaving only the two snipers and two engineer teams with a Bulldog and Warrior observing the right flank, just in case... It was good to have spare Warriors sitting idly around guarding the flanks as the enemy inf attack from the left, walked into them and were massacred with the loss of only two Brit troopers. Also, the enemy armor attack was easily dispatched by the Warriors and Challengers, with the Javelin teams killing a couple of enemy tanks. The approach was slow and steady, making sure nobody attacked without max support fire. The first objective was easily gained - IIRC the Brits had only suffered 4 KIA and maybe 8 WIA at that point. However, taking the Bank was very bloody. The very effective enemy ambush technique of garrisoning interior rooms is very hard to overcome as it doesn't seem that AFV fire penetrates through the first room into the 2nd room. One is forced to rush in with a lot of inf and he first guys thru the door are usually massacred. Attacking and taking the bank tripled or quadrupled Brit losses in a few turns, including a tank and a couple Warriors. Meanwhile some spare Warriors and a Bulldog escorted by 2 engineer squads and a sniper team slowly worked their way up the right flank road. At the same time the heavy arty and helicopter attacked the 2 objectives on the right flank road. Lost a couple men and a Warrior. But the arty fire forced the enemy to flee from the buildings. and the game ended with 11 minutes left with a Syrian surrender. Good scenario.
  8. Not necessarily. You simply need to get a DC sponsor. Definitely a DARPA research grant coming together nicely here.
  9. With benefit of hindsight... my theory is that since melons are basically water, it's like shooting thru several feet of water. And that would deflect a projectile - it effectively skipped upwards.
  10. Was going thru old CM files and found this which may be helpful to those still learning CM (as we all are actually). This hasn't been edited so may have spelling errors etc. Sorry for not crediting the author, but I don't know who wrote it. REAL WORLD TACTICS THAT WORK IN CM Below you will find some real world tactics that we use in the military that will work in CM games. Most of these tactics can be used with Infantry and Armor, but some are Infantry or Armor specific. What you are about to read IS what I was taught when I was in the U.S. Army. MOVEMENT TECHNEQUES There are 3 types of movement formations: Traveling, Traveling Overwatch, and Bounding Overwatch. These movements are written with a 3 squad platoon or a tank platoon (at least 3 tanks or H/T’s) in mind, but you can adapt them as you see fit for the unit you are moving. Traveling (CM= Fast Move): This is when contact with the enemy is NOT likely. Or you’re moving up to the battle area. Use this when you have no LOS to the enemy from the position YOU are moving to. Traveling Overwatch (CM= Move or Advance): This is when one squad or platoon sits in an overwatch position while another moves forward to the next covered or concealed position. Once you are done setting up the moving unit, you move the unit that was in the overwatch position. Use this when contact is likely, but you’re not sure. Bounding Overwatch (CM= Contact or Assault): This is when you use one or two of the 3 squads to lay down a base of fire to pin down the enemy and use the remaining units to flank the position by using all available cover so that the flanking unit can get to a favorable position to assault from. MOVEMENT FORMATIONS The movement formations below can be used for tanks and H/T’s. But generally we use ONLY the first one for Infantry. WEDGE – In this formation you have one unit up, and one on either side, but back some. It will look like an arrow. The HQ unit will be behind the center unit in the middle. If you are attaching units like MG’s or AT weapons, then you make another arrow with the HQ unit as the point. This is the most common formation for moving cross-country. It also provides the best all around defense and the MG’s can be brought up quickly. DIAMOND – This is a tank and H/T formation. It provides the best overall coverage 360o. FILE – Use this one when moving down a road when you have to get somewhere fast. Basically one behind the other. Place the HQ unit as the 2nd unit so it can direct the 2 or 3 units behind it to the left of right as the situation dictates if or when contact is made. This formation is generally used when traveling to the Line of Departure (LD) or Main Line of Resistance (MLR). It has the least amount of firepower forward, but the most on the sides. ECHELON LEFT or RIGHT – This is a tank formation. Place the HQ unit, then the rest of the unit to the left or right of it. A variation of it is placing the units on an 45o angle to the HQ unit instead of on line with it. Usually you use this formation on the flanks when moving. REACTION TO ARTILLARY STRIKES General rule of thumb is that Art’y will fall AWAY from the direction it is traveling. So, if your FO is looking South, then the rounds will fall in a North to South pattern (I’ve noticed this in the game, but the game does not take into account of WHERE the guns really are). What you can do is once the first rounds start to land, is on your next orders turn, take what good order units are left and RUN them TOWARDS THE ENEMY!! Yes, I know this doesn’t sound right, but it does work for some reason in the game. The real doctrine I was taught was to pick a clock direction AWAY from the falling rounds and AWAY from the original direction of movement. COUNTER MEASURES FOR THIS The counter for this is to have another FO or a unit’s organic mortars have a LOS to a spot the would be 1 or 2 turns of movement from the falling rounds. You can then start dropping those rounds as the running unit enters the new area. Thus bracketing that unit and causing even more casualties. MACHINE GUNS Rule of thumb here is basically for defense only. When setting up a defense we used an acronym called O.C.O.K.A. this will be explained later. In short you set up the MG’s first and build your defense around them. This applies to ALL MG’s that are separate units not organic to a squad. MG’s are the majority of your infantry’s firepower, so they need to be strategically placed. They are also just about the only weapon in the infantryman’s hands that can get out to 1000 meters or more, so placing them where they can only see only up to 300m would be wasting a lot of firepower, unless that is what the terrain dictates. I’m not going to give any hints here due to the too many variations of terrain. In the offense, keep the MG’s close to a leader, so they can get to use some of his pluses if he has any. Move them behind the squads so they can be brought up to the firing line where you need them. Do not bring them any further forward than necessary. As soon as they have a LOS stop them. Get them firing first, and then start your maneuver to take out the enemy. 50mm & 60mm MORTARS These are the organic mortars of most standard Inf. Company’s. Use these to cover dead zones. Dead zones are places that the regular infantryman cannot fire into with his rifle, like behind buildings, creek beds, ravines, behind hills. In today’s military we use Grenade launchers to accomplish this task. AT GUNS In the defense the same rules for MG’s apply here as well. But my thoughts on their use are this: They are for use against tanks and H/T’s. I do my best to not waste them on Infantry targets, unless they need to defend themselves. To solve this problem you may want to provide a security force of a MG or a squad to take care of any Infantry threat that may present itself. ENGINEERS & FLAMETHROWERS Do not waste these valuable troops fighting Infantry in foxholes. That’s not what you got them for. These units are for taking out hard targets like heavy tanks and bunkers. If you waste them on the foxholes, then they will not have anymore demo charges to use when you do stumble on a bunker, and you’ll be forced to waste valuable time maneuvering around it. SMOKE Smoke is used for concealing yourself while moving. And it can be used to block the observation of a bunker or other targets while you’re maneuvering around them to take them out. Use it wisely, as you only have a limited amount of it. If you know what type of terrain your going to traverse, especially in a QB, then you may want to buy an extra FO just for this. PRIORITIZE YOUR TARGETS Believe it or not, this does work, so listen up!! Prioritizing your targets means using the least amount of firepower over the least amount of time to achieve the maximum results. There are usually 2 ways to win a game, capture the objectives and destroying most of your opponent’s combat power. The game gives you a choice, unless the scenario designer set it up that you have to do one or the other. In the real world Patton’s ideas of closing with the enemy to destroy him so he can not fight another day is NOT the way to do it. You waste a lot of ammo and will incur a lot of unnecessary casualties. What you do is use your enemy’s morale against him. You want to eliminate the following targets basically in this order: HQ platoons = makes the unit break and rout faster. Co. HQ = Same result once you get rid of the Plt HQ’s MG’s = less firepower he can throw at you. FO’s = Same as MG’s All other tanks = Again, take out the heaviest firepower H/T’s = Means he has to walk more, wasting a lot of time. You will notice I’m leaning towards the Infantry side of things here. That is because no other units have the ability to hold ground gained like an infantry unit can. This was learned the hard way, and so is pounded into our heads over at Ft. Benning, and at every service academy that trains leaders for the combat arms. Basically in a nut shell, it really doesn’t matter if you get a total vic or a minimum vic. A win is still a win and a loss is still a loss. And I believe the game does take into account for routed and captured units at the last turn. Ok, so now I gave you some good information. So, how do you employ it? There are 2 formulas that we use one for attack and one for defense. METT-T (OFFENSE) Mission – What is your mission? Equipment – What do you have to accomplish the mission with? You need to know its capabilities and limitations Terrain – What types of terrain are you going to have to traverse to get to your objectives? Troops - What type of troops are you going to come up against? Time – How much time do you have to accomplish the mission? General rule of thumb is to divide the number of turns by 3. If you can’t divide it evenly add extra turns to the 3rd set. 1st set – maneuver to the location you want to launch your attack on the objectives. 2nd set – Attacking the objective. 3rd set – Finishing the attack and defending the objective against any counter-attack. Another variation to this is the 5 W’s (Who, What, When, Where & Why) We all know that a plan never survives the first shots fired, but a good commander can think on his feet and will find a way to Charley Mike (Continue Mission) OCOKA (DEFENSE) Observation – pick good LOS for ALL your units. Cover & Concealment – Don’t put anyone out in the open if you don’t have to. Obstacles – Barb wire, mines, and road blocks. Key Terrain – What is the most dominant piece of terrain on the map? This would be the largest hill or that one town. Most scenarios are built around this, as that was what the battle was for. Avenues of Approach – Terrain the enemy will use to move his forces without you seeing them. In other words, ravines, woods, and other terrain that will mask his approach.
  11. The techniques for unbogging have been talked about ever since CMSF1 came out in 2007. At the time, BF definitely stated that there is nothing a player can do to aid in unbogging. ie: It's all in the mind. So, unless this has changed via engine updates...
  12. Very useful. Thanks... Usable for all titles/eras?
  13. Even Marilyn Monroe would not be exceptional by today's aerobicized and enhanced bods.
  14. The point for us gamers though is that there is no point wasting time setting extra waypoints to vary the speed when traversing obstacles or bad terrain. The probability of damage or bogging is the same regardless what speed the vehicle is ordered to move at cos the AI will automatically slow the vehicle to a "sensible" speed.
  15. You may want to start a new thread: "Syrian Army Realism v1.1". Unless people read to the end of this thread they wouldn't know there is a new version.
  16. Aw man... I didn't realize I still need the pink one to complete my collection!!
  17. Don't forget the influence of the Brit class system. Need the voices of occifer "chinless wonders": "I say chaps, how about we jolly well attack over there?" "Oh ruddy hell! I believe I've been shot" "Give the Hun the bayonet!" etc.
  18. Thanks. That's very helpful as I still waste a lot of time doing waypoint at different speeds depending on terrain and obstacles. Gotta get out of the habit.
  19. Link is censored over here. But, makes sense to start with manned aircraft controlling drones. That way they can "keep an eye" on em in case of enemy interference. Presumably the drones would have self-destruct mechs to prevent hijacking.
  20. Surprised that such a small (AT) warhead would create such a large explosion.
  21. Brit Army used to be big on raising the leg for a hard and loud stamp down - see the Guards changing at Buck Palace. IIRC it actually could cause leg injuries. Seems the Pak and Indians have taken this to an extreme high kick "silly walks" ceremonial style. It's possible the headgear is based on chickens. But, unless there is evidence to support the cock theory, my first thought was the Alexander the Great era Greek headgear (later copied by the Romans).
  22. It doesn't matter unfortunately. Just to be certain - this 100% confirmed? That there is no point in changing speed to SLOW at waypoints right before crashing thru a wall/fence/bushes or entering bad terrain to help avoid track or wheel damage or bogging/immobilization?
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