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David Chapuis

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Posts posted by David Chapuis

  1. Originally posted by SGT_56M:

    I thought in CMx1 friendly fire would suppress and sometimes hurt friendly forces.

    I know I lost my own troops to danger close fire missions for sure.

    In CMx1 friendly HE can definitely hurt friendly forces. I have seen friendly small arms fire suppress and (I think) cause a casualty in night fights. I dont know that I have ever seen small arms fire cause adverse affects on friendly troops in daytime - but even if it did I assume it is at the target point only - like HE is.

    In CMx1 you can have an MG shooting at a enemy squad 150m away and right inbetween them a friendly squad that is also firing - and no suppression affects from that.

    I am not a soldier, but I assume that keeping clear lines of fire is important in real life, and it just was not at all important in CMx1 (HE impact location being the small exception).

    [ May 25, 2007, 08:00 AM: Message edited by: David Chapuis ]

  2. In CMx2 games, is it going to be necessary to make sure lines of fire are clear of friendly forces? In CMx1 games, you could run friendly troops in front of MGs and other friendly squads that were shooting, or you could surround an enemy unit and just blaze away and not worry about killing friendly troops on the other side of the circle. Tanks/guns could shoot through each other. I assume that latter is not possible anymore since AFVs offer cover.

    But how about small arms fire - will this be handled differently in CMx2?

  3. Originally posted by rune:

    David,

    Two major lashes with a wet noodle. Vietnam had quite a few air to air battles, F4s vs MiG 17s. Oh, since you said attacked, there were Libyan Migs shot down by F14s [now retired *Sigh*]

    Rune

    I meant US ground forces.

    Concerning air to air - some believe that a US plane was shot down by an iraqi fighter on the first day of GWI. Or is that a conspiracy theory? I have a book about the subject, but I only got through chapter 1 and lost interest - and that was a few years ago so details are foggy.

    [ May 09, 2007, 06:48 AM: Message edited by: David Chapuis ]

  4. Originally posted by Flanker15:

    So I'm guessing this is set after the Air battle is decided and the Syrian air force didn't win.

    Oh well I guess I can always set up a blue on blue scenario if I want equal forces.

    When is the last time US troops have been attacked by an enemy air force? Korea? I believe that is a point of pride for the USAF, and I dont think that Syria would end that streak.
  5. Originally posted by rudel.dietrich:

    I could not think of a worse way to waste money than to spend it in brining back a concept that has been dead since Japan did their buisness in Dec of 41

    But when its the US military we are talking about, they always manage to suprised me in new and exciting ways of money wasting

    Seriously, the idea just boggles the mind.

    If you want to sink a ship in North Korea, have a sub surface 700 miles away and fire a missle at it.

    If you want to support ground forces then 3 USN carrier task forces and their aricraft can have air superiority and 40% interdiction rates over any nation in the world.

    The battleship is best left in the dustbin of history where it belongs besides such things as the musket and the broadsword

    Hacking at someone with a sword is pretty cool and looks pretty damn cool.

    But I would rather use a modern assualt rifle thank you very much :D [/QB]

    I loved this post - took me 20 days to find it - but still funny
  6. Originally posted by rune:

    Nope, not very realistic, and think about it, Group A might be attacking from the east, and group b from the West. if it changed groups, how would it get there?

    Rune

    Well that was just an example, so I will try to frame my question better. I am wondering if there is any way for a group to evaluate if it is even possible to complete an objective. It might be an AI limitation (the leaking sieve), but a human player could send a group to do an objective, and realize that the objective is completely untenable. At that point the human play can adjust. Is there any such AI adjustment?

    [ April 17, 2007, 11:54 AM: Message edited by: David Chapuis ]

  7. Originally posted by rune:

    No, you can only belong to one group. However, your reinforcements can be split into multiple groups. Semantics, but I don't want anyone thinking a squad of infantry can belong to two groups. So then yes, the reinforcement would have 2 groups each with its own set or orders.

    Rune

    What if a group of units becomes too small to be an effective fighting force? Is there any code that will say for example, "If Group B becomes n% of original strength, join Group A"?
  8. IMO, QB games to not really provide the defender with favorable conditions to have a true "reserve" force. I have found that I setup all my units in "non-reserve" status, and then pull those units to meet the attackers main thrust - call it a de-facto reserve - when that becomes apparent.

    So in answer to Sanok's question, the most important thing that a defender needs to do is find out the attackers main thrust(s) and then plan/redeploy in such a way as to meet that main thrust with maximum resistance.

    This needs to be carefully considered during the setup phase, because as Redwolf states, moving troops duing a game can be very difficult.

    You cannot use CM trenches to move troops if there's any MG fire nearby.
    I use trenches to sneak my units from cover to cover through open ground. They are very effective in that role - although it is slow moving especially for heavy weapons.
  9. Originally posted by jwatts:

    Dave, please don't take that statement out of context, as it wasn't meant to be insulting. I was merely saying that the strategy of moving mortars up with my platoons never seems to work for me personally.

    I didnt take it too personal. ;) Part of my post was to clarify what I said earlier, i.e. dont use mortars "on point". Part was to justify my stance that increased max range inst that big of a deal to me (although it could be useful to take out a pesky gun if needed). And part was just because I was extremely bored trying to find a tcp/ip game and I thought it made for a good reason to show-off a victory. :D

    The biggest problem with CM is that you cant ever relive your great CM moments since it is just 1 v 1. When you execute a great game, the only other person who cares is the guy you beat, and he probably doesnt want to talk about it.

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