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Cpl Steiner

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  1. From a cursory investigation online it would appear that the Warrior was basically designed as a British version of the German Marder, which at the time just had a 20mm cannon. The Marder did eventually get a MILAN missile launcher as an upgrade but it didn't have one when the Warrior was developed. [EDIT] I should also add that the British MOD (Ministry of Defence) is notorious for letting down our servicemen and women with garbage kit. Radios that don't work and boots that are so bad the troops were forced to buy their own are just some of the stories I've read. A friend of mine who worked in the MOD said there was a general attitude of "servicemen and women always gripe", so legitimate concerns are often ignored or put off for another day.
  2. In general, I agree that you should dismount the infantry before contact. However, there are occasions in which I will make a quick dash with multiple, fully loaded IFVs across an enemy kill zone if moving dismounted infantry across such ground would expose them to too much fire. I would only make such a move if the range is pretty long (several hundred metres), the vehicles are moving parallel to the enemy (rather than towards or away from them) and the range is several hundred metres. The idea is that any RPGs fired at them are likely to miss in the short time in which the vehicles are exposed to enemy fire. There's a raised road that needs to be crossed in the "Al Amarah" scenario for which I have often used this tactic.
  3. With US Army + Infantry selected I see 6 formations, including an Infantry Battalion, Engineer Company, Recon Squadron, Supply Platoon, Truck Platoon and Forward Observer Section. I will check out "Thunder Run". For anyone interested in Brit scenarios there are quite a few good accounts of the Paras and Commandoes in Afghanistan, and one about a Forward Air Controller ("Firestrike 7/9").
  4. I bought the upgrade bundle today and fired up a quick battle followed by a scenario, and I must say, I'm impressed! It feels like a completely new game. Thanks BFC.
  5. I found this BBC article that quotes the 5% figure, although strangely it dates from 2016 whereas the article that said women would now serve on the frontline was definitely more recent. https://www.bbc.co.uk/news/uk-36746917 Quotes from the above... But the Army's research suggests fewer than 5% of its 7,000 women would pass the current infantry fitness test. Concern over the issue had centred on whether women had the physical capability to withstand the demands on their body that some of the roles will require. The basic fitness tests for the infantry involves recruits completing an eight-mile march in under two hours while carrying a backpack weighing 55lbs (25kg). There is also an advanced fitness test of marching two miles carrying 20kg in 18 minutes, and further two-part test of 20 miles carrying 25kg in five hours, followed by 25kg over 25 miles in six hours and 15 minutes the following day. More recent article (not the one I read originally, which I am having trouble finding)... https://www.militarytimes.com/news/your-marine-corps/2018/10/25/all-roles-in-the-uk-military-including-royal-marines-and-sas-open-to-women/
  6. I forgot about voices. Good catch. One workaround might be to make the voice sound like it's over a radio so it could conceivably be from any female on the map, not the group of soldiers in immediate view.
  7. German Army has had women in front line infantry since 2001.
  8. I just read in the news that the British Army will from today allow women to serve in front line infantry roles if they can pass the same training course the men are required to pass, although one study suggested only 5% of women who applied were expected to pass and there were no plans to make the course easier. The US and German armies also have no bar against women serving as front line infantry. A "female faces" mod would therefore now seem in order. I assume other aspects of female physiology are not moddable so they would have to look like men apart from their faces (which may be realistic given the physical demands of the role and expected pass rate!)
  9. The map and AI plans are all TheVulture's work; I just converted it to CM:BS using a hex editor and picked some suitable replacement units. Glad to hear you're enjoying it though.
  10. Hi all, I have uploaded this conversion of a CM:RT scenario originally created by TheVulture to "The Scenario Depot III". http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/getting-ugly-by-cpl-steiner/ Thanks to Bootie for helping with the upload and TheVulture for making the awesome CM:RT scenario this is based on. The scenario has a good mix of infantry and vehicles on a large map and some genuinely scary moments due to TheVulture's excellent AI plans. I had a lot of fun making it and hope you enjoy playing it.
  11. The scenario is now up on The Scenario Depot III. Enjoy. http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/getting-ugly-by-cpl-steiner/ Thanks Bootie for setting up my Author access. Much appreciated. Thanks also too TheVulture, author of the original CM:RT scenario (credited in the description on the site).
  12. This is now available on The Scenario Depot III... http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/getting-ugly-by-cpl-steiner/
  13. Sorry - meant to pm but posted instead. email deleted! [edit] pm sent.
  14. Hi all. I recently made a CM:BS conversion of the CM:RT scenario "Getting Ugly" by "TheVulture" (credited in "Designer's Notes"). I have tried to obtain "Author" status for "The Scenario Depot III" but so far have got no reply to my email. Is anyone having problems becoming an author on this site? I believe it is now the de facto official scenario site for BFC so we should not be presented with problems uploading to it as it will hurt BFC. Any help much appreciated.
  15. Thanks TheVulture. I will update the scenario to credit the original scenario to you. Done: https://www.dropbox.com/s/614j2qkf8m4g2cu/Getting Ugly.zip?dl=0
  16. Hi all, Just giving you a heads up that "Blood on the Tracks", a scenario from CM:RT, has been successfully imported into CM:BS. The map looks good and I have placed most of the fortifications although something will have to be substituted for bunkers as CM:BS doesn't have any. The conversion will portray a Russian meat-grinder assault on a Ukrainian rail hub. I would like to credit the original author so if anyone knows who this is (or maybe it's you), let me know.
  17. Final version here... https://www.dropbox.com/s/614j2qkf8m4g2cu/Getting Ugly.zip?dl=0 It now includes Briefing graphics and text for both sides but only Red gets a tactical map. I did not attempt a tactical map for Blue as it would take a long time, is not essential, and would probably be time wasted as recommended play is Red vs. AI. If someone desperately wants a tactical map for Blue let me know and I may reconsider. I would also like to acknowledge the original author in the "Designer's Notes" so if anyone knows who it was (maybe it was you) please let me know.
  18. If you play Red vs. AI then this effectively IS the final version. Well, if you don't mind no Tactical Map that is. I will modify the Blue briefing stuff soon but it is not advisable to play Blue vs. AI or even Blue head-to-head IMO.
  19. I have tested this now as Blue vs. AI and although not intended to be played like this I can confirm that the Red AI plans are working just fine. All I have to do now is do the Blue briefing text and graphics and this is finished. So much for "this will be a long-term project" !! Given how easy this was to convert from CM:RT, I am tempted to find other scenarios to convert so if you have a particular favourite in one of the other game titles, let me know. I would very much like some feedback on this so if you try it, please do post here with your assessment. I think it's a nice "retro-feel" battle but with modern forces.
  20. I have it working for the Russian side now, including briefing text and graphics (but no tactical map yet). It's fun! I imagine critics will say I haven't changed it enough to reflect modern forces but I like it so far. Early preview (play Red vs. AI as Blue still has CM:RT briefing)... https://www.dropbox.com/s/614j2qkf8m4g2cu/Getting Ugly.zip?dl=0
  21. Quick update on this. It might be easier than I thought to get a viable scenario done as in my initial testing the existing AI plans seem to be working. In theory all I need to do is assign somewhat comparable forces to each AI plan and it will work. The problem will be, what is "comparable"? For instance, we can't have tank riders so I will probably replace tanks with riders with AFVs carrying squads. Similarly we can't have anti-tank rifles so I will probably replace with "poor quality" ATGMs. Trucks carrying infantry I will probably replace with the worst APC for that side (light armour, MG-only).
  22. The map already opens in 3D Preview in the CM:BS editor and looks pretty good without any further work but I intend to look for out-of-place flavour objects etc. I don't expect to get anything finished soon; it will be a long-term project. For anyone wishing to view the map "as is", you can download it here (zipped)... https://www.dropbox.com/s/iw2ulzskvr118qo/Test Ugly.zip?dl=0
  23. Wow, thanks guys! I downloaded a hex editor and was able to import the "Getting Ugly" map into CM:BS. It looks pretty damn good right off the bat but on closer inspection I am sure there will be some flavour object issues etc. You have inspired me to make a conversion of "Getting Ugly" from CM:RT to CM:BS. Same situation (Russians assaulting retreating enemy) but updated to modern day Russia vs Ukraine / NATO. Should be a blast!
  24. I would love to see the "Getting Ugly" scenario from CM:RT redone for CM:BS. I would keep the map more or less the same: Russian attack from east against Ukrainian rearguard falling back towards river defensive line, lots of tanks, lots of infantry, lots of Ukrainian anti-tank, modest artillery and air support on each side (mainly mortars). It would be amazing. 1km wide x 2km deep map with lots of LOS obstructions (buildings, trees). Is there a way to import CM:RT maps?
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