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stikkypixie

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Posts posted by stikkypixie

  1. Was there mounting or dismounting of a vehicle involved with this incident?  I had two troops from two different squads wander off the map edge in October 2015.  Their two squads had been ordered to board trucks.  One troop from each squad ran off the map edge and kept going.  I was told, here on the forum, to hit Dismount on both trucks.  I hit Dismount and the troops ran back and rejoined their squads.       

    there are no transport involved in this scenario. It's in any case bug and should be looked at☺

     

  2.   forward observer teams get a time and accuracy bonus when calling fire from a bfist if I recall correctly. Could be even that they require less spotting rounds as well. You do need to select the fo team instead of the vehicle, but I need to start the game to verify

     

  3. Personally the features I look forward most are the ui changes. Although I've grown used to the current interface, I still find it very tedious to give orders or check LOS. Anything that improves the game in this regard is a big win in my book.

    For example the ability to see the path a unit will take under normal circumstances or the reason why LOS is blocked would make game me enjoyable for me. Now it's all down to experience. If I had feedback on what path will be followed for example, I would only need to adjust those paths I think are suboptimal instead of having to make sure every path is ok by placing too many way points. My two cents ☺

     

     

     

     

     

     

     

  4. Don't be afraid to ask mate - that's the point of the thread. PM me if you don't want to post your questions.

     

    No worries, I think all we be clear as we go through the process. Right the confusion for me at least comes from the fact that going through the process, consecutive steps don't appear (at first glance) to differ much from the previous one. For example NAI vs TAI. Once the whole process is laid out, I think all will fall into place.

  5. From what I understand, cmx2 does not use firepower tables. Rather the bullet trajectories are tracked and hits determined using the polygons of the model + a fudge factor. Of course how often optimal trajectories are produced is in some sort of table, but this is less clear cut than a firepower rating.

  6. It's also commonly used to refer to smaller than platoon sized elements of tanks (a two tank element is called a "section") or Cavalry sub-elements (a bit more flexible though, so depending on the mission, a six M3 platoon might roll as a platoon, two three Bradley elements, three two Bradley elements, two, one of two, one of four etc etc etc)

     

    Air controller section HQ is something I tend to associate with how the Brits called their units, but I might be wrong :)

  7. Also you can use your air/artillery/UAV support panel (during your orders phase in WEGO) to find out what's going on.

    CAS_1.png

    Trust me, there's enough immersion between the sound sfx, attack munitions animations and the support panel that you won't end up missing the lack of a visual aircraft. BFC did a good job with the audio, weapons and info cues to make up for it.

    Mord.

    I never realized the us army used the term "section" :-)

  8. Ok. So steep learning curve. I am well versed in urban combat however not in the mechanics of it in this game. I suppress I smoke and assualt. My guys get hammered once inside every time. I tried using the hunt command but they keep stopping in the roads. You veterans at this how do you best utilize the game commands to get positive results. If there is any resources on this please link. Again I have the tactics of it down but the way I am employing them ingame doesn't seem to be having positive results. thanks in advance.

    If your boys get hammered once there inside, you haven't put enough suppressive fire in. You really want to light the building and any overwatch positions up :-)

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