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General Jack Ripper

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Posts posted by General Jack Ripper

  1. On 12/24/2020 at 8:06 AM, Sgt.Squarehead said:

    Yes.....Yes they are!  ;)

    I'm hoping to start making some 'postcards' of my current project, 'Wai-Bong Bay' in the new year.....It's kind of different from your normal CM:SF2 map, it's largely designed for boats!  :P

    I'm not much of a fan of Vietnam based scenarios, but THIS I would want to try out.

    Sounds inventive and fun. PM deets please?

  2. On 5/23/2019 at 1:42 PM, Sgt.Squarehead said:

    I'm not convinced that gap should always be filled up.  :unsure:

    Finland:

    the%20pine%20forest%2001.jpg

    France:

    -pine-forest-of-black-pines--maravals--t

    But these are all a long way from 'Nam.  ;)

     

     

    I know this is an old post, but one thing to note is that decaying pine needles are HIGHLY corrosive, so natural pine forests really don't have much tall undergrowth.
    One major bone I have to pick with map makers is their pathological tendency to "fill" empty space to such an extent that a simple terrain feature like a copse of trees becomes as dense and complicated as an urban center.

    pine+forest+018.jpg

  3. On 12/23/2020 at 8:33 PM, AtheistDane said:

    I imagine it working in the way that each soldier in a unit shoots one round, then follows a 1-2 second pause, and then the next soldier shoots. 

    Imagination is a powerful thing, but in reality the Target Light command is your friend.

    Tactical Tip #1: DO NOT BE AFRAID OF RUNNING OUT OF AMMO, BE AFRAID OF SPENDING IT INEFFECTIVELY.

  4. On 12/13/2020 at 5:40 AM, BornGinger said:

    Tell the opponent that you thought he was better in playing this game or maybe that he's much too cautious in his movements just to make him do the wrong moves.

    I use my match against BletchleyGeek as an example. I threw all my remaining forces at him in a very costly and ultimately fruitless counterattack, all with the intention of getting him to agree to a ceasefire under favorable terms for me. Result? Many casualties, but I squeaked by with a minor victory.

    Now that probably wouldn't sit well to your average "fight to the last man/bullet!" player. But in this case it worked fine.

    Sublime also did the same thing to me in our match. He convinced me I couldn't win by appearing to be strong everywhere, yet after I agreed to a ceasefire, it turned out he only had about half a platoon left, and I could have crushed him without too much trouble.

  5. On 12/7/2020 at 6:44 PM, bf5213 said:

    I have took a few pictures of the building and its location with infantry inside.

    p7wlTfz.jpg

    Anyone care to suggest how this situation can be dealt with effectively because I certainly wasn't able to do so without losing a lot of man power? I can't exactly bypass the building either because it is part of the objective I really want!

    Fire smoke at building.
    Use the smoke to position your supporting weapons unmolested.
    After smoke clears suppress the heck out of the building.
    Fix bayonets.

    Fix-Bayonets.jpg

    :D

  6. On 11/8/2020 at 11:21 AM, SDG said:

    I have noticed that since the latest patch (?) infantry can survive small arms fire in buildings for a ridiculous amount of time.

    My first weird experience was in Shock Force 2, when a tiny Syrian section kept on living for 9 (!) turns against the hailstorm of fire from 20 of my guys (veteran/crack, distance about 175 m) and the only thing that was doing damage to them and eventually cut them down one by one was the weapon mounted grenade launchers.

    They popped up, received fire, got pinned, recovered, popped up, got fired upon - rince and repeat.

    So, is it me or this really an issue now?

    Okay.

    Heavy modular buildings have always been very strong defensively. What you've experienced is two very select instances that are no doubt very frustrating, but aren't indicative of the average.

    In SF2 your infantry are armed with guns that shoot tiny little bullets, that will not really penetrate buildings at any distance aside from point blank range. You need to rely on your 40mm and .50cal to get any real results. I make it an SOP for my Strykers to follow my infantry at a distance of about 3-400 meters and use their 40mm and 50cal to engage enemy in buildings. When the enemy is flushed into the open, they then become easy meat for my infantry.

    A good example can be seen in this video:

    I can't speak to the Fortress Italy example because I've only played a few scenarios, and am not yet completely familiar with the Italian TO&E.

    One thing you might want to keep in mind is to use an Area Target order to deliberately f_ck up the building to convince the enemy to exit, or at least keep them pinned so you can close assault them.

    Like this:

    Then again, you might just have run into someone with the 'Fanatic' trait, which while extremely rare, does occasionally happen.

  7. See title.

    Anyone else got simple advice for new players?

    Here's a short list of mine:

    1. Do not get shot at.
    2. Shooting makes you easier to see.
    3. Cover arcs are not magic.
    4. Maybe allow your troops to wait a minute before flogging them onto their objectives.
    5. Don't call in that airstrike. No seriously, don't. It'll hit your own guys.
    6. It doesn't matter how thick your armor is.
    7. You don't assault a position by running straight into it.
    8. Use more ammo, you don't get bonus points for frugality.
    9. Limit your leaders exposure.
    10. Split your squads. Three guys in one action spot are not as vulnerable as six.

    Maybe we can make a community contributed list Murphy's Laws of Combat Mission.

    At the very least, let's have a fun thread for once.

  8. On 6/4/2020 at 2:59 AM, bruno2016 said:

    Does anyone agree on the very high frequency of gun barrel damage by shots especially from the front and at long distance (noticed it even happens even at 500 + m) in CM2 WW2?

    No.

    I've had many scenarios featuring the mass use of tanks, examined literally thousands of damaged tanks over my many years of play, and I notice no unreasonably high incidences of gun damage.

    In fact, the one tank in the Company that does have to trundle around as a glorified mobile machinegun pillbox is the sad exception to the rule that once you get shot at, you usually die, or bail out of your immobilized tank.

  9. On 6/26/2020 at 3:04 PM, Bulletpoint said:

    The OP started by writing this in his first post:

    Does it ever occur to you that the OP might not know what they're talking about?

    Just because someone complains about something, doesn't automatically mean that complaint has merit.

    Do I have to go through the whole song and dance about "show me some examples or video evidence" before we actually talk about said complaints every single time?

  10. On 5/10/2020 at 6:11 AM, holoween said:

    I was trying to replicate the P4 vs Stuart test by having both sides use the hulldown command to get into position. I didnt manage to replicate the test but i did find an easily repeatable case of why i never even use the hulldown command anymore.

    xKYUtu4.jpg

    8RYwR8e.jpg

    MOP2LGj.jpg

    The tanks dont actually move up sufficiently to get a spot or be able to fire.

    You're not using the command correctly. Hull Down target the BASE of the berm, not the top of the berm. You're telling the tank to go hull down in regards to the empty air on top of the berm. If an enemy tank was parked behind the berm, you would likely be able to shoot it, because it projects above the berm, but trying to shoot the ground on or behind the berm is impossible, because you are hull down in reference to it.

    It's all relative.

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