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Erwin

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  1. Like
    Erwin got a reaction from Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    Impressive work, guys.  100% accuracy is less important than the feel and the visuals imo. "Verisimilitude."
  2. Like
    Erwin got a reaction from para in Headcount - Please Fix It!   
    Of course the number of computer gamers who care about WW2 or modern tactical sims that attempt to be realistic is probably also in the "low single digit range". 
    That doesn't mean that there aren't enuff of us who appreciate what dedicated folks like Sgt S and MOS are attempting to do "re-imagining/re-energising" the CM2 game system to make the effort worthwhile.  Should be encouraged imo.
  3. Upvote
    Erwin got a reaction from MOS:96B2P in Headcount - Please Fix It!   
    Of course the number of computer gamers who care about WW2 or modern tactical sims that attempt to be realistic is probably also in the "low single digit range". 
    That doesn't mean that there aren't enuff of us who appreciate what dedicated folks like Sgt S and MOS are attempting to do "re-imagining/re-energising" the CM2 game system to make the effort worthwhile.  Should be encouraged imo.
  4. Like
    Erwin got a reaction from Sgt.Squarehead in Headcount - Please Fix It!   
    Of course the number of computer gamers who care about WW2 or modern tactical sims that attempt to be realistic is probably also in the "low single digit range". 
    That doesn't mean that there aren't enuff of us who appreciate what dedicated folks like Sgt S and MOS are attempting to do "re-imagining/re-energising" the CM2 game system to make the effort worthwhile.  Should be encouraged imo.
  5. Like
    Erwin got a reaction from wadepm in After the next 2 modules?   
    Later war features more US forces, which is probably the largest market for the CM games.  Most of us on this board loved the early war period, Rommel in the desert, Barbarossa etc.  But, we here are only a hundred(?) or so - so a tiny % of the existing market for the CM games.  
  6. Like
    Erwin got a reaction from Sgt.Squarehead in Sgt.Squarehead's CM:SF2 Stuff   
    Gorgeous.
  7. Upvote
    Erwin got a reaction from Warts 'n' all in R&R Mod Corner   
    I like the subdued colors of the upper pic.  But, in the summer sun, it could be quite likely that RL colors are similar to the lower pic. Looks like a typical shot from a "Move To The Country" ("how lovely it would be") reality TV show (that seems to make up about 50% of all UK TV these days).  😎
  8. Like
    Erwin got a reaction from Sgt.Squarehead in Realism Suggestions?   
    Yes... 
    Also, CMSF1 scenarios heavily penalized one for friendly casualties (and often for using too much ammo as well).  That really taught one to preserve friendly forces as well as ammo.  Made me a much better CM1 player.  But, it was a shock to play the later WW2 titles and then CMBS where bloodbaths seemed to be more normals and acceptable.  
  9. Like
    Erwin got a reaction from Josey Wales in Shock Force 2 Unofficial Screenshot And Video Thread   
    Very good video.  Makes me want to go out and buy the game... at least another 3 times.
  10. Like
    Erwin got a reaction from quakerparrot67 in Dunkirk - the movie   
    ...And as Mike said, giving Goering and the Luftwaffe some fun/glory would also be a third reason why Dunkirk wasn't crushed immediately.  Taken altogether it looks like an xnt decision to halt the German attack - just that with the benefit of hindsight H underestimated the first of many Churchill's "Nuts" moments ...
    PS:  To my amazement the spousal unit LOVED the movie!  Said it's cos it's not yer typical "warbore" movie, but done in a very innovative style.  She liked the relationships of the desperate men and their struggle to survive.
    So, take your sigothers...  Maybe if "Dunkirk" does well enuff we'll see a resurgence of quality movies on WW2.
  11. Upvote
    Erwin got a reaction from AlexUK in I hope this Is not a New Bug.   
    Yes, that's what I recall as well.  Thanks for the clarification.
    What I also liked about CM1 was that sound contacts were not accurate the way that they are in CM2.  You could blast away at a sound contact in CM1 and miss by many meters.  It took me some time to realize that if you shoot at an enemy sound contact in CM2 it's highly likely you can suppress or do damage.  That seemed less realistic than the way it was implemented in CM1.  But, then again, perhaps in RL, sound contacts are actually accurate(??)
  12. Upvote
    Erwin got a reaction from IICptMillerII in Combat Mission AAR: MSR Titan   
    +1
  13. Like
    Erwin reacted to IICptMillerII in Combat Mission AAR: MSR Titan   
    CONTACT 
    As soon as 1st platoon dismounts in front of NAI 3, they make contact.

    It appears to be a squad sized element split between two buildings. Bradley gunnery is up to a high standard, and rounds are immediately pumped into both buildings before the enemy has a chance to fire at my dismounting infantry.

    The enemy is suppressed, and friendly infantry begins to cautiously advance forward to clear the rest of the complex.

    Suddenly an enemy ATGM flies out from behind NAI 3 and slams into a Bradley, destroying it and killing the driver.

    Moments later, an Abrams in overwatch spots a BMP-2 hiding behind NAI 3 and destroys it with a HEAT round.

    Just as suddenly, more enemy infantry are spotted in the buildings, and a close range firefight breaks out.

    The firefight is short and violent. No friendly casualties are suffered.

    A lull in the fighting momentarily occurs, and I use the opportunity to push up a scout team armed with a javelin to try to get eyes on the second BMP-2 to the rear of NAI 3.

    As the scout team is moving up, they are suddenly engaged by the second BMP-2.

    30mm HE rounds streak down the road and explode against trees and the ground, though miraculously none of my scouts are hit by the fire. One of the scouts is armed with an AT-4 and takes a shot at the BMP.

     
    Unfortunately the shot falls short, but the scouts are able to crawl out of the line of fire and suffer no casualties. The BMP poses a problem due to its positioning, but the encounter could have gone much worse.
    A survivor of the Bradley’s barrage pops up and fires a few bursts. This time, the enemy’s aim is good, and I suffer a casualty.

    My infantry, as well as an Abrams in overwatch, return fire with small arms and coax. Its enough to finish off the lone enemy soldier.
    The BMP-2 is in a good keyhole position, covering down a road that separates my infantry from the buildings on NAI 3. Crossing a road like this is already a very dangerous thing to do, and is known as a Linear Danger Area (LDA). In order to deal with this serious threat, I move Scout Team 3 off of their observation post and down into a position where they can get eyes on the BMP and engage it with their Javelin.

    The scout team is able to get into position and take aim. The scout fires moments later, and the missile hits its mark.

    On the right flank, 3rd platoon advances cautiously into the woods covering NAI 1. It doesn’t take long to find the enemy. A fire team takes fire from it’s front and suffers a minor casualty. Thankfully, the soldiers body armor prevents the wound from being serious.

    One of the scout teams helping to clear the woods pushes up and spots the enemy. They begin engaging with rifle fire and grenades.

    Having pinned down the enemy, the scout team capitalizes on the situation and rushes the fighting position.


    The scouts kill the remaining enemy soldier and occupy the fighting position for themselves. In this short but violent exchange, I was lucky. I only suffered one man lightly wounded, while killing 2 enemy soldiers and taking their fighting position. The last thing I want to do is get sucked into a costly close quarter fight in these woods. It’s not even my main objective.

    Moments later, another enemy position is discovered further into the woods, on a very slight reverse slope.

     
    My goal is to quickly sweep the edges of the forest for enemy assets that can pose a long range threat to my advance down the MSR, such as ATGM teams or artillery spotters. Once these threats have been found and neutralized, the infantry will fall back and let the armored vehicles strongpoint the position. That way, if the enemy decides to attack out of the woods, they will be cut down in the open by my vehicles.
    Here is an overhead view of the woods covering NAI 1:

    This should help to illustrate my intentions with NAI 1. I would need much more than a platoon of infantry to clear these woods, and even then it would be long and bloody. It simply isn’t worth the effort. The good news is, the terrain appears to be too dense for the enemy vehicles to emerge in any semblance of order or speed. As long as NAI 1 is strong pointed by friendly armor, I should be able to keep it bottled up and it will not pose a threat to my advance down the MSR.
    2nd platoon (infantry) along with elements of 2nd platoon (armored) and the Task Force command element move forward to establish new overwatch positions along the right side of the MSR.


    A call comes over the radio informing the JTAC that the Apache called in on the possible enemy armor concentration behind NAI 1 is now on station. Moments later, a missile is seen streaking into the sky.

    The shot came so fast that the Apache pilot didn’t have time to pop flares in defense. The enemy missile hits the Apache, destroying it. This is an expensive lesson to learn. The airspace is not safe for aircraft. Half of my available fire support is now restricted until I can proof the airspace.
    However, there is hardly any time to contemplate this new dilemma. The two tanks from 2nd platoon (armored) advance to a berm and discover…

    What appears to be an entire enemy tank company in a reverse slope position, at point blank range. Before either of my tanks have a chance to react, one of the enemy tanks fires at Number 3 tank. The round impacts the berm, causing no damage. My tanks are quick to respond. In rapid succession, they pump 2 rounds into targets to their direct front, destroying them.


    The exchange is not one sided. Before either of my tanks have a chance to reload, number 3 tank takes a penetrating hit to its lower glacis plate.

    The Abrams is destroyed, but all 4 crewmen survive the hit and are able to bail out of the tank without suffering a casualty.
    While this is happening, the infantry from 2nd platoon dismount their Bradley’s and begin advancing on NAI 11. They are immediately greeted by a hail of gunfire from enemy infantry occupying the buildings on NAI 11.


    The fire causes no casualties, and is quickly returned and silenced by 25mm HE fired from the Bradley’s overwatching the infantry as they dismount.
    I’m now in a precarious position. I have deployed infantry and their Bradley’s dangerously close to enemy tanks in a reverse slope position. Further, I now only have 1 tank directly observing and engaging what appears to be a company of enemy T-72s. If the T-72s are able to maneuver out of the reverse slope position, they could destroy a significant number of Bradley’s and Abrams at point blank range with just a single volley. I have tanks in overwatch positions, but they would likely not be able to react in time to prevent a mini-catastrophe.
    In response, I quickly maneuver 2 teams of Abrams to either flank of the reverse slope position to keep the enemy engaged and hopefully pin him down/destroy him so the T-72s cannot threaten my IFVs and infantry in the open.

    What happens next is pure chaos.
  14. Like
    Erwin got a reaction from Sgt.Squarehead in Sgt.Squarehead's CM:A Stuff   
    +1
  15. Like
    Erwin reacted to Ivan Zaitzev in Sgt.Squarehead's CM:A Stuff   
    The map looks beautiful. Would love to see a campaign from you, that would rekindle my interest for this whole series.
  16. Like
    Erwin got a reaction from Bil Hardenberger in BATTLE DRILL - A CM Tactics Blog   
    Good articles all.  Re listing for sound this works well in CM2 as (IIRC) the sound contact gives an accurate idea of the location.  When CM2 came out this took me a long time to get used to as in CM1, a sound contact gave only a vague idea of location.  Not sure if this is an example of things being less realistic in CM2 or if in RL, sound contacts do in fact provide a more accurate idea of the location than they had been in CM1.
  17. Like
    Erwin got a reaction from umlaut in CMFB (Unofficial) Screenshot Thread   
    A great example of how useful a new "Shoot & Scoot" command would be for AT (and sniper) teams.  ie:  Hide in ambush until you shoot, then run and hide.
  18. Like
    Erwin got a reaction from Sgt.Squarehead in Anyone have Kieme's Modular Buildings Add On Pack   
    I have Kieme_s_Modular_Buildings_Add_On_Pack in my Z folder.  Have sent all the mods I have to Bootie for CMMODS IV - so you should be able to get it soon.  
  19. Like
    Erwin got a reaction from bweiß in Anyone have Kieme's Modular Buildings Add On Pack   
    I have Kieme_s_Modular_Buildings_Add_On_Pack in my Z folder.  Have sent all the mods I have to Bootie for CMMODS IV - so you should be able to get it soon.  
  20. Like
    Erwin got a reaction from RockinHarry in The Truelife* Mode PBEM DAR - RockinHarry German POV   
    Good idea.  I turn to Grigsby's almost unplayably massive WITPAE (War In The Pacific Admirals Edition) or a sim like Wolves of The Pacific etc.  
  21. Like
    Erwin got a reaction from Vergeltungswaffe in European Union Army   
    Should be called the Entire European Union Guard of Honour...  or EEUGH.
  22. Upvote
    Erwin got a reaction from MOS:96B2P in New Scenario: Tactical Operations Center   
    Testing just started.  The good news is that after over an hour in, the scenario plays well "out of the beta box".   But, MOS always keeps improving his designs so...  the wait will be worth it.
    In addition to novel concepts that MOS has perfected and enhanced from the TOC scenario, the new item that his most exciting is the ability to call upon "conditional" reserves - (conditional on losing Victory Points).  This has been the Holy Grail since CM2 came out.
    In CM1, one could specify Battalion, Regimental and Divisional level reserves to be released if the game AI determined that the player was struggling.  This was a huge help in making sure that a game was pleasurable by avoiding the dreaded need to stop and restart after large losses that could mean the scenario was unwinnable.  This feature was not included in CM2 and many have asked about it
    MOS has figured out several ingenious ways that enable just that sort of voluntary reinforcement - simulating the player asking for reinforcements at the cost of VP's.
    As with the concepts in TOC one can only hope that other designers will be inspired to utilize these novel ideas.
    And if you have not yet played TOC, get on that!  That will ensure that you will be ready for the challenges of Coup d'etat when it's released.
     
     
  23. Upvote
    Erwin got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Aw man, they wanna use my toilets again?!
  24. Like
    Erwin got a reaction from Orthok in CMRT Alternate Silhouettes v1   
    If no one has it for you, it will be on CMMODS IV when Bootie has time to load up the 300+ GB of mods sent to him. 
     
  25. Like
    Erwin got a reaction from Rubalcalva in REAL WORLD TACTICS THAT WORK IN CM   
    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.
     
     
     
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