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Woodmeister

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Everything posted by Woodmeister

  1. I wondered if it's something to do with a team's load carrying limit? If a 2-3 man team aquires the launcher first, they can then aquire the other missiles from the vehicle as well. If they aquire the missiles first, they can't aquire the launcher. However, the launcher is still shown among the items carried by the vehicle and I can still get another team to aquire it. Larger teams and squads don't seem to be affected. This only seemed to hapen after I applied the 1.10 patch. Previously, the launcher was a seperate item, but now it is aquired along with one of the missiles as a single choice. As an aside, I noticed that if two teams from the same squad aquire Javelis from separate vehicles and then join back together, one of the launchers and it's accompanying missile disappear. Perhaps the game doesn't like the squad using two launchers at the same time?
  2. Wasn't there some kind of adjustment to ATGMs in the 1.10 patch? Ever since I applied it I've had seen lot of javelins and TOWs crashing into the ground. This has sometimes led to squads casing casualties and suppression on themselves with their own javelin! I now have to be careful how I place ATGM armed squads and vehicles due to the menace they represent to nearby friendlies. As a safety measure, I try to launch javelins from taller buildings instead of ground level, since this (hopefully) prevents the missile from crashing too close.
  3. Wasn't there some kind of adjustment to ATGMs in the 1.10 patch? Ever since I applied it I've had seen lot of Javelins and TOWs crashing into the ground. This has sometimes led to squads casing casualties and suppression on themselves with their own Javelin! I now have to be careful how I place ATGM armed squads and vehicles due to the menace they represent to nearby friendlies.
  4. If I strongly expect the building is occupied, I tell my covering squads to area fire BEFORE I send in the assaulting squad goes in. This tactic only works well if the covering squads have a few Javelins in their inventory. Assaulting an occupied building is a lot easier if you utterly destroy it first!
  5. I'm a Communications Systems Engineer with the Royal Signals. Lots of LANS and WANS and telephones, not so much infantry stuff! Still, I visit forward areas often enough to make my life interesting... I used to be a reservist infantryman, but I felt a need to bring my civilian trade into the army with me when I went regular. This only makes sense, I'll need a civvy trade when I join the "real" world again in years to come! Also, trust me, I'm in the BRITISH army, I know more than about the OTHER videos than I ever wanted to!
  6. Loading up the Strykers in the training mission is only problematic for the platoon HQ/weapons squad vehicle. The squads mount their vehicles easily enough, but there seems to be some sort of traffic jam mounting the MG teams and HQ. Usually, one of the MG teams gets stuck outside, it seems that they "time out" after waiting too long to mount the vehicle, causing them to seek cover nearby and try again next turn. I reloaded the scenario a few times, trying to establish the optimum mounting sequence (using pauses to force teams to mount in sequence) for use in later scenarios, but it didn't seem to make any difference. If you tell multiple teams to mount the same vehicle at the same time, they wait for the first team to finish mounting (and for the ramp to close) before the second team starts to mount and so on... Another thing I can't do on WEGO is tell a team to dismount from their vehicle and mount a different vehicle in the same turn (not that this happens very often). This is simply something I've noticed, not something I'm angry about and want a "fix" for. I'm happy with the way the game works and would say something if I thought otherwise!
  7. I've had trouble using ANY of the TOW-armed vehicles against anything that can do a credible job of firing back. Getting hit by a T72 main gun round is just as dangerous for a Bradley or TOW Styker as it is for a Humvee!
  8. Arty crews won't be distracted by porn mags. The Syrians won't have any and NATO troops are subject to random baggage checks! (The host nations don't like it so porn is treated as contraband just like alcohol). Counterbattery fire is one of those "beyond the scope of the game" things that scenario designers will have to sort out for us on our behalf.
  9. I remember being taught various means of building entry on (British) OBUA exercises in years gone by. These were difficult to simulate in the training villages because we obviously couldn't blow holes in walls all the time without demolishing the whole village. We were taught to fight "gable end to gable end", using windows or breaches to avoid going round the sides. The buildings have large, conviniently placed windows that have lockable shutters. This allows specific windows to be left open to represent windows or "mousehole charge" breaches, while locked windows remain shut during the exercise and effectively don't exist. Most villages also contain sewers, bunkers and underground tunnels. Doors were almost never used, it was assumed they were either barricaded, booby trappped or "too obvious". Most British OBUA villages look strikingly West German in their architecture. (The remainder look a lot like Northern Ireland). We were taught to expect a Stalingrad style battle that would be very costly for the attacker. Training videos on the subject tended to be old and featured British troops (with some cheesy looking 1970s moustaches) defending a West German village from a VERY numerically superior enemy dressed in Russian uniforms... Defence tactics were concerned with holding (heavily fortified) key buildings, including snatching them back with local counterattacks if we lost them. It was accepted that the attacker would be massacred, but that we needed to know how to attack in case of some future major war. What we all took away from those exercises was that trying to clear enemies from occupied buildings was very dangerous. The whole business of climbing assault ladders and clambering through windows resulted in lots of exercise casualties and more than a few real injuries caused by people loosing their grip and falling back to earth! An assaulting section would shed any unneeded equipment such as packs and LAWs, leaving them with the rest of the platoon, these would then either be brought forward by the rest of the platoon, or (more likely) reclaimed by the assaulting section after they had "died" and come back as reinforcements. Obviously, trying to blast an entire urban area into a moonscape is going to be impractical. However, a clearly identified occupied building is going to be worth a couple of demolition charges at least! All recent exercises I've been on have been oriented towards "peacekeeping" type operations. These involve talking to the locals (hearts and minds, intelligence etc), trying to spot IEDs (simulated with pyrotechnics), carrying out vehicle searches, getting ambushed by uncons and so on...Then again I'm not infantry any more so I don't do as much "green" training as I used to. I'm happy with the way buildings are simulated in CMSF. Not being able to climb in through windows is a minor inconvinience and I understand why the game was done that way.
  10. It would be hard to simulate, but if the helicopter has good C2 links, it should know where friendly troops are and thus where NOT to attack. In practice, the Apaches are a menace to friend and foe alike. If you call in an air support mission, expect to take casualties from stray rockets and cannon rounds, regardless of distance from the target.
  11. In my experience, using area target has the Apache shotgun the general area with rockets and chaingun rounds. It doesn't seem to use missiles against vehicles unless I point target one of them.
  12. I'm satisfied with the way the Apache kills its target, I'd just prefer it if it killed all of it's buddies at the same time!
  13. Has anyone else noticed how unrealistic the Apaches are? If I want them to attack a bunch of Syrian Tanks, I have to call in a succession of air support missions, one tank at a time. The Apache overflies the target like a fixed wing plane, releases a missile and zooms off. I then have to call it back again to attack the next tank and so on... This also means persuading the Syrian Tanks to hold still while my JTAC calls in successive support missions against them in full view of my own positions. A real Apache can kill muiltiple tanks in a matter of seconds. If only I could reproduce this in CMSF! As for the cannon and hydra rockets, I'm amazed at how far away I can position my own troops and still get friendly fire casualties from stray shots. It would be difficult to simulate fixed wing air support accurately in CMSF. The Apache is designed to hang back at standoff distances (5km all weather) and pick off targets from further away than they are likely to even notice it from until it's too late. Calling in an air support mission would probably consist of calling the Apaches forward, specifying loiter time and preferred target choice, then they pull back into "air alert" until called for again. Any thoughts?
  14. I'm having the same problem, but only since installing the 1.10 "Plain Jane" patch a few days ago. I'm on the Paradox version on a medium spec rig with dual core and a Nvidia card. On regular sized scenarios, the game starts out fast and gradually slows down over successive WEGO turns. I usually stick it out for around thirty turns until things are getting unworkable. I then save, quit, and reload. This is a minor nuisance and hasn't put me off playing the game. I tried playing one of the larger standalone scenarios called Defending The Far Flank. This has a Stryker company in defence against a battalion of Republican Guard, with more and more Syrian reinforcements pouring in as the battle progresses. The battle runs fast for the first five turns, and slowly for another five. After that, saving and reloading doesn't seem to help. The WEGO turn graphics turn into a slideshow, forcing me to watch the replay to see what happened. This worsens as the battle progresses, even if I save and reload. In the replay, bullets, shells, missiles and explosion graphics are shown at a high framerate. Soldiers and vehicles are slideshow animated. Javelin missiles work normally for the first few turns, and then become increasingly inaccurate. After the first few turns, the missiles fly normally, but don't curve down to hit the top armour of their target, they just fly harmlessly overhead. As the battle progresses, they start ploughing into the ground in front of the firing unit, a few missiles occasionally hit, but the rate drops more and more over time. Eventually, the missile hovers motionless in the air in front of the firing unit for a few seconds, before suddenly nosediving into the ground. Saving and reloading does not help, even if I restart my machine. My MGS and TOW Strykers are unaffected, as are the Syrian T72s and supporting ATGM teams. The scenario remains playable, I watch the replays to see what is happening and carry on playing. Despite the slowdown, the game never grinds to a halt or crashes. The only problem is I'm facing hordes of Syrian armour and my Javelins keep missing! I never had any trouble before the 1.10 patch. I couldn't help but notice that the patch release notes mention improved performance and changes to the way Javelins work. This seems like too much of a coincidence to me...
  15. My experience in defensive scenarios is that the AI fires almost all of its artillery against my AT guns. Nowadays, I deliberately position AT guns away from my other troops because of the ammount of artillery they attract.
  16. I recenty suffered at the hands of a group of four US halftracks transporting an engineer platoon. They came on very late in the battle when most of my surviving units were very low on ammo. At this stage, I had only panzershrecks/fausts for AT defence. By concerntrating their four .50 cal MGs on one foxhole at a time, they were able to panic my squads and force them to run away. The engineers then jumped out and mopped up.
  17. If you want a good tank destroyer, try the Jagdpanzer IV L70 variant. It has an incredibly accurate gun, owing to its high muzzle velocity. This makes them very useful for picking off allied tanks from long range, especially in ambushes.
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