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Everything posted by Chelco

  1. Outstanding! I love that book. Kudos on the initiative and looking forward to see how it comes out. Now if only I could get my copy of CMSF to run again ... Cheers,
  2. Indeed Flanker15, I checked the ammo inventory of the firing Challenger tank. This is from a PBEM game that's still going. That static T-55 is no more. Cheers,
  3. Thanks for the link to that thread, c3k. Appreciated. I even have a blog entry for this! Cheers,
  4. Ron, +1 to all of your questions. The British Army's tactical doctrine is unfortunately classified. Please see this entry in my blog. I've read all I can from the posts in this forum and more information would be really appreciated. A bibliography section, as the one BFC posted for CMSF would be great too. Cheers,
  5. I'm sorely disappointed that this post didn't come with a picture.
  6. I'm betting for the release to be around 12:30 EST tomorrow. BF never fails to catch me away from home on a business trip, with a corporate laptop on which I cannot install anything. Ah, man.
  7. CMSF Marines Manual: Released 20 September 2008 CMSF Marines Module: Released 26 September 2008 Cheers,
  8. Ey FMB, I remember playing your scenarios! Fair enough. But the air is full of release smell ... ain't it? Cheers,
  9. I will buy the BF module just for kicks. Nah, who am I kidding to? I'm dying to command with a British accent. What's up with this thing of not letting us know the exact release date? Cheers,
  10. Quote du Jour! Johan Anderson (Paradox) about the exquisite AI tricks used by the blockbuster game Empire Total War (Creative Assembly).
  11. Hi Dietrich, That's a good point. I'll have to double check, but for sure the insurgents were having heavy losses. Slap, thanks for the titles. I will check both out. Cheers. John: That's an interesting document! Reading it right now. Thanks,
  12. Hi Apocal, I read "House to House". Really a very good read. As for "Hard Corps", it sounds like a great book. I'm gonna get it this weekend. Thanks! Hi Slap, If you could recommend me a good title on the Battle for Hue City, I will appreciate it. Thanks in advance. And speaking of books, shameless plug to my blog, with a list of titles that may be worth checking out if you are enjoying CMSF-Marines. Cheers,
  13. For some reason there is an impression out there that modern combat is all about high-tech gizmos, button pushing, leveling entire blocs with guided munitions and so on. I guess that the defense contractors have made a very good job convincing the tax-payers that what they charge for is worth every penny. When it comes to fighting insurgencies, there is also a tendency to regard significant casualties of the conventional forces as a rare event, something like a deviation from the norm. I subscribed to this popular wisdom and in the only CMSF scenario featuring insurgents I ever made I punished the Blue player with significant point losses if the player had more than 30% casualties. In "We Were One", Patrick O'Donnell has a very detailed account of the actions of a Plt. of Marines during the Battle of Fallujah. These Marines entered Fallujah after the armored formations, with the purpose of cleaning up the insurgents who on purpose remained hidden during the first hours of the assault. These Marines fought block to block with their meager organic weapons, even using bangalores sometimes. To my astonishment, during some peaks of fight they lost one or two guys (injured or killed) every other block. I'm totally floored by this book.
  14. MaxAssault+Hide=Stop to (maybe) fire when target is present+don't shoot at it until is really worth the ammo. Cheers,
  15. Slap, Split your AI forces in two groups. Group one, overwatch, "Max-Assault-Active". Group two, assault, "Advance/Quick-Hide". I would put the same yellow destination area as I don't trust my abilities to coordinate anything with the AI editor. But you could try to put different destination areas. Cheers,
  16. I'm no sure about this, but I will give it a shot anyway. MaxAssault Assault Advance Quick Dash Are a set values that incrementally modify movement vs fire behavior, with MaxAssault stopping to fire every time and Dash not stopping to fire at anything. Active Cautious Hide Are a set of values that incrementally modify fire behavior, with Active firing a lot even if the hitting probability is low and Hide firing only when the target is just impossible to miss. Special modifier would be Ambush, but that one is easy to figure out how it works. I think that part of the confusion arises from this blurb in the manual (bold is mine): If that "moving" part in the previous quote is true, the combination of "Dash-Hide" would be very confusing. Cheers,
  17. I'm testing an scenario I made and I have a Marine squad trying to secure a (sorta) bridge. It's 6 a.m. and enemy combatants are sneaking on the (sorta) bridge with the Marines spotting them on and off. It's being great fun. Look how close these two combatants got to my Marines. My Marines have the perfect excuse for such lack of situation awareness: they are blinded by the rising sun. I'm not trying to make any point in favor or against. I was just playing/testing and this thread came to my mind. Thought I could share these pics. Happy Thanksgiving!
  18. Combat Decision Range, by GAMA Corporation I think some of the situations in these things could provide material for some very cool scenarios. After some adaptation to the game, off course. BTW, I thoroughly enjoyed the "Tactical Vignettes" scenarios in the first installment. IIRC these scenarios came out of the Armor magazine. Cheers,
  19. I think I didn't explain myself very well. I'm more or less satisfied with the things the engine can do in terms of orders, types of movement, etc. Not that I wouldn't be jumping in joy if we would get "peeking around corners" for example. Overall, no game killers there for me. But in the spirit of "limitations that seriously hinder game tactics and realism" (as per the first post) I think that in the single player experience suffers terribly in both grounds because the before mentioned limitations of the TacAI. Cheers,
  20. 1) The inability of the TacAI to figure out a covered or concealed route to anywhere. 2) The inability of the TacAI to see that something bad will happen if it continues on a route that has a pile of +20 corpses on it. 3) The ability of the TacAI to show 1) and 2) at the same time.
  21. Hi PT, That reviewer is IGN's Executive Editor for the PC reviewers team. Just in case people didn't know. Not trying to pick a fight or anything. Cheers,
  22. See link below. The few, the proud, the slightly improved Cheers,
  23. FWIW, in real life firefights UNCONS usually get killed in droves. IMHO, as somebody said before the best way of playing red is with an ambush mentality. All blue's advantages are negated when they have very little to target and forced to split forces.
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