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Chelco

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Posts posted by Chelco

  1. I understand and I agree. It would have been confusing then.

    In retrospective, what is confusing now is that you said the game was very good. You mentioned something about "being sucked in by the gameplay" and CMSF being "classic CM", IIRC. Coming from an "old guard" CMer, your feedback got stuck in my memory.

    Anyway, all said with the best intentions. Pre-release excitement is one of the greatest things if a game comes out as good as CMSF. Let's say I agree with your pre-release posts and not with the more recent ones.

    All the best,

  2. I agree with Thomm, that came out a bit offensive.

    I have a question for Dorosh: you have betaed the game, thereby you had a first hand of these "problems" since a long time ago. You kept this issues for yourself before release because of the NDA?

    Don't take me wrong, I am not looking for an argument or calling you a liar. But your posts back before release didn't reflect any type of the issues you are posting now.

  3. I had a Bradley firing through a small tree line and one of the rounds impacted in an individual tree. In RL the round would have cut the tree (didn't happen in the game) but nonetheless it was a "how cool is that" moment.

    Honorable mentions: 1) how easy to use is the new in game interface (commands); 2) how well designed is the interface for the scenario editor

    3) how easy is to create map elevations

  4. Originally posted by OG_Gleep:

    Take mission 2 for example. Your given one infantry platoon. What do you do with them? If you speed in, your going to take inc RPG rounds before your overwatch teams have time to react. There is no way you can suppress every suspected enemy pos. If you dismount early, there is little cover and your men will essentially be bait and take unaffordable casualties.

    Hi OG,

    I haven't played that one yet.

    Is it Stryker infantry?

  5. Originally posted by Londoner:

    Totally OT but is it any good? [/QB]

    Hi Londoner,

    It's a great game. It is more on the side of a military sim actually. I don't want to spam here but I can e-mail you for more details.

    How did this become a "Why do I play war games" thread?

    :D Very true.

    Back to the original question and taking into account SturmSebber's reservations, I would say to him don't buy it.

  6. FWIW, I wargame to understand human conflict.

    When ProSimCo's "The Falklands War" was published I never doubted about buying and playing it. Even when some good friends from my hometown never made it back from the Malvinas/Falklands.

    For me, the fun of wargaming is not in the simulated loss of human life. The fun for me is the better understanding.

    Just my two cents,

  7. Thanks, I didn't know that the Paradox version included the map.

    Thanks Curt for the link. Great map! I'm going to use it a lot until I get the "arrows and icons" map.

    The reason I want to have the strategic map is to see the fictional story behind the game from the operational point of view. I know it doesn't matter too much game-wise. I'm just curious.

    BTW, who created the war plan?

  8. Ey Bil! Nice to see you around here.

    Thanks for the feedback.

    RE: area fire instead of arcs, agree. One of the things I have to change too is to use fire teams instead of squads. A few posts above I was complaining about the high amount of potential targets and the poor amount of units to suppress each of them. Using fire teams instead of whole squads seems to be the key.

    RE: smoke, agree. Regretably I spent too much smoke canisters from the Bradleys in phase one. I failed to use the smoke assets from the infantry though.

    Don't educate me too much Bil, all may come against you when we PBEM. :D

  9. I pre-ordered the regular version and now I want the strategic map.

    I guess the only option I have is to buy an extra deluxe version?

    Battlefront, will be there a printout of maps for sale sometime in the future?

    If this has been addressed in the past, I apologize for the spam.

  10. Originally posted by Yair Iny:

    Hi Chelco,

    I would be happy if you could post or email me the scenario file, I would definitely like to try my hand at it.

    Hi Yair Iny.

    Yes, off course. Will do when I get home.

    Do you mind the non-existent victory conditions, setup zones, the lack of briefing, lack of objectives and the fact that you can only play as blue?

  11. Well, my kido refuses to fall asleep ...

    BTW Jason, I don't want you to think that I stubbornly defend what I did. My AAR was not intended as a display of tactical flair but to stimulate a discussion like this one.

    When I lost my Brad, I just bumped into an RPG trap. 3rd Sqd was literally across the street and they couldn't spot them. I don't know if it's realistic or not, but the bloody bastards poped out just in time for the armor kill.

    I was going to post the following nugget at the beginning of this scenario, but after some thought I decided it would be a bit too pretentious. Nonetheless, I must confess that parts of the inspiration to assemble this scenario comes from this document.

    Original: After action review comments from combat operations conducted by TM C/3-15 Infantry, Task Force 1-64 Armor "Desert Rogues" during "Operation Iraqi Freedom.

    (emphasis is mine)

    The current doctrinal manuals on Urban Operations do not address how best to utilize armored forces in an urban environment. The enemy faced by this unit hid his tanks and vehicles under camouflaged covers, beneath bridge overpasses, inside of buildings on narrow streets, and under low trees. These enemy systems were not seen until they were only meters away. No degree of IPB (Intelligence Preparation of the Batlefield) could compensate, alert, or prepare any US force for the massive numbers of RPGs (Rocket Propelled Grenades) stored in houses, shacks, lockers, and cars. The only way to counter RPGs fired from covered and concealed positions was to absorb the hit, identify the source of the fire, and respond with massive overwhelming firepower.

    Tanks and Bradleys repeatedly sustained hits from RPG's and ground directed anti aircraft fire that dismounted infantrymen, HMMWVs and other light skinned vehicles could not sustain. Bradleys successfully protected the infantrymen inside while at the same time delivering a massive volume of fire against dismounted enemy, trucks, tanks, and armored vehicles. The firepower and shock generated by tanks and Bradleys could never have been matched by dismounted infantry. Without the use of these systems initially, the enemy would have caused many more casualties.

    The current doctrine recommends clearing the built up area with dismounted troops prior to any armored vehicles entering. This Task Force proved that this is not a requirement and is not necessarily the best initial course of action. By moving armored vehicles along a pre determined route and destroying any enemy forces whether dug in, in buildings, or on roof tops with massive overwhelming fires from M1A1 tanks and M2A2 fighting vehicles, an entire line of communication can be opened up allowing access not only into the built up area but through it also. Once the line of communication is open, clearing operations with dismounted forces are much easier. A key to this is the overwhelming psychological effect the firepower of these weapon systems have on the enemy once the initial raid is conducted, almost all remaining enemy forces will withdraw from the initial shock. This initial shock of overwhelming firepower facilitates the attacks of dismounted infantrymen into the built up area.

    Recommendation: The BCT submit to the United States Army Infantry School and the United States Armor School an update to the current urban operations doctrine. Additionally, send only vehicles that can sustain RPG hits into urban combat zones.

  12. JasonC,

    I appreciate your feedback. Keep it coming.

    As for the scenario having "tactical nonsense", point well taken. Will do better next time! ;)

    What you say makes perfect sense. Still I am a bit reluctant to embrace your tactics of fire teams acting as spotters. I tell you, in this scenario as soon as a fire team makes contact, they are in deep caca. They won't survive that initial contact even if they are in a building. At least that's my poor experience.

    I have to think in the rest of your points.

    Thanks,

    Good night.

  13. @KNac: thank you. I played it in RT, with off course lots of pausing.

    @JasonC: Thanks for the feedback.

    I agree that if the first phase would have failed, the whole thing would have come to a standstill.

    But there is something I don't understand from your idea: you propose to engage bldgs 46 and 31 from the west with IFVs? For vehicles, there is no way out from the Plt assembly area but the kill zone of the ATGMs. I made the map very small a bit on purpose to challenge myself with that constraint.

    I love your idea of, as in close quarters combat inside buildings, "slicing the pie". Looking forward to try that. That's perfect.

    You rightly mention combined arms asymetry, but so far as you may have realized I find it very difficult to do anything with my dismounts if there is not a Brad providing fire support.

    Cheers,

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