Jump to content

Nicdain

Members
  • Posts

    303
  • Joined

  • Last visited

Everything posted by Nicdain

  1. Odd... it seems a sort of ditch with a trapezoidal section, but I am not certain.
  2. I just installed your mod yesterday and fired a Marines mission (orchard drive). By chance the fight was very tough and I suffered several casualties. Well, I must admit that the atmosphere with the vocal mayhem loaded was definitely more dramatic than previously! I had the feeling of a real combat. My compliments for the good job!
  3. CM:NB - Combat Mission: Normandy Breakthrough CM:BD - Combat Mission: Beyond D-Day two guesses... Why not advertising a contest for the name of the game? The prize for the winner could be the game itself.
  4. If the kick off is so imminent, I suppose that you guys at BF.C have a fairly good idea of the geographic setting of this new modern-era CM title... Any hint on it?
  5. Could 11/11 be the date for the activation of the CM:N forum?
  6. I agree: Chinese would have to be included in a Korean war
  7. My 0,02€. I think that the most feasible theatre for a temperate modern CM would be Korea.
  8. From the photos in this thread and in the internet about Dutch Army, I have the impression that they are using a mix of different uniforms (it seems that some soldiers are wearing US DCU??). Is this true, and, in case, which camo scheme will the NATO module feature for Dutch Army?
  9. Actually a very useful thread. Definitely what I feel I am missing when playing CMSF is a knowledge of the capabilities and common usage of the various vehicles and weapons. For example I advanced too close to enemy positions with Scimitars before opening fire while I could have done it from a far more long distance. Then I used HE rounds on suspected enemy positions wasting precious ammo, while I could have used 7.62 with "Target light" and save HE for reliable targets. Probably I also misused artillery, because I emptied both batteries just to level three groups of building. In real combat situations, I think that a massive barrage like that wouldn't be allowed to take a frontier post!
  10. I played the first mission of the British campaign (Border Crossing) twice. The first time WEGO and I obtained something like a marginal victory (I don't remember the exact terms), since my casualties were high, especially scimitars destroyed by RPG, and moreover I couldn't manage to find the top secret documents (which, by the way, seem to change location each time the scenario is launched). Then I saw tyrspawn's videos, I read the thread "new to CMSF, two questions" and I started to realize that my approach to the game was not correct. My main mistakes were: dividing forces, advancing too slow and without suppressing potential enemy locations. So, tonight I decided to give another try to the scenario, but this time in real time. And as a result, I got a Total victory with 850 points! :eek: How I did it? SPOILERS I advanced with almost all the Scimitars in a wedge formation along the road (to avoid mines), with the Spartans and their dismounts following at a certain distance. At almost 300 m from Phase Line Alpha I started to pound the two building with all the Scimitars, while they were advancing (concentration of fire and suppression). As they got to the buildings, the garrison was almost eliminated or seriously suppressed. The two fireteams from the Spartans finished the remnants. Then I advanced again with the Scimitar formation another couple hundred meters past Phase line alpha. At this time the first reinforcements (HQs) had arrived and I moved them towards Phase Line Alpha. The next objectives have been: 1. the commander building on the left, taken again with the same tactics of firstly apply a group suppression with the Scimitars and then finish the job with infantry. Three of the Scimitars, during the attack to the commander building, have been employed in suppressing the buildings in the centre of the map, in order to cover the right flank of the other attacking vehicles. 2. Seize the two-story building in the centre of the map in order to obtain a high visibility position for the upcoming FOs. This job has been accomplished again by the same party of Scimitars/Spartans/fireteams with a pretty big amount of smoke. By the time the Forward Observers had arrived to the two story building, all the area up to the Administrative buildings (excluded) was cleared or under suppressive fire. 3. Raze to the ground the barracks, the administrative and the pre-fab buildings with artillery. So approximately ten minutes of the scenario have been used for this preparatory barrage. 4. After the barrage on the barracks and the pre-fab buildings was finished (with amazing results!), and just before the administrative buildings started to be smashed by the third wave of artillery rounds, I launched the final attack to the pre-fab settlement using the Scimitars as suppressing force (minus two that I lost by RPG) and the just arrived engineers on the Bulldogs as the assault force. I had no fear of flanking because during the attack, the right flank (Admin building) was under artillery and other fire, while the other flank (barracks) was totally destroyed and also kept under fire by one lone Scimitar. As the assaulting force arrived by the pre-fab settlement, the Scimitars started to area target the surviving buildings, while the Bulldogs dismounted the engineers at short distance from them. I ordered then the engineers to assault the buildings and, as they got inside, where they found the top-secret documents, the scenario ended, 19 minutes before the time limit: the Syrians had surrendered. Now the biggest satisfactions I got from this scenario, besides the total victory, is the quite small amount of casualties: three KIA and four WIA! And the fact that applying correct tactics rewards with good results!
  11. Amazing photos! It's really interesting seeing how things have changed in 65 years. This guy must have made an in-depth research to find out the exact location of all the historical photos. The only thing I miss is the name of the town or place where the photos are taken
  12. I guess 23/10 won't be the release date even in Russia. Today is 21/10 and no announcement was made. Actually, nothing changed on the CM:A website since 28/08
  13. From what I am reading in Beevor's "Stalingrad", especially for russian POWs integrated in military units on the German side, the troubles came when they were captured by their "old" comrades. Usually they were executed immediately.
  14. I wonder why there are not new updates at the CM:A website (screens, videos) while we are 20 days from the release...
  15. Amazing pictures! :eek: We are getting a lot of new toys to play with! I am eager to see some screen of troops too. Good job BF.C, keep it up!
  16. I think the Commonwealth module is the first module of CM:Normandy, not a CM:SF module
  17. For what I know, the new QB system is a major upgrade to the engine and such upgrades are introduced only in main titles (CM:Normandy is the next).
  18. Either the release of NATO module is several months away, say six or more, or if it is going to be released before the end of 2009, we are near enough to take a look at some screenshots or detail...
  19. I even found this: "появится в продаже 23 октября 2009 года" = "will go on sale Oct. 23, 2009". But I guess they mean the russian version. The english version will be released later or at the same time?
  20. Which is mostly nonsensical. They behave as they were those who have officially charged BF.C with making CMx2, following a series of specifications THEY decided and which are required by a written contract, while it is quite the opposite: BF.C is OFFERING us CMx2 with a series of specifications BF.C has decided, plus a significant series of other features that come from user wishes/advices (which, by the way, is not so commonly seen in other software houses). And it's very, very simple: you like it? You buy it (what's more, you can even try it with the demo and you are not obliged to buy it sight unseen); you don't like? You don't buy it and you can design yourself your own wargame with all the desired features (obviously better than CMX2 ) or you find somebody else which produces wargames better than BF.C. I have restrained myself so far in getting into this kind of discussions (I was busy with playing CMSF... ), but this time I wanted to express my humble opinion on what I think should be a blatantly obvious question. I think people should be happy with CMx2 they way it is now, considering the effort made so far, considering that it will be continuously improving and that it will offer in the future a range of different theaters that could keep us playing virtually 24h/7d. And, by the way, I think that all of us should remind that basically CM is a GAME and not a life-saving device, so we should give it the importance a game normally deserves in our lives. My 2 €cents
  21. Very interesting! And the screen is quite nice! Sadly the wait is starting to be unbearable... Re bridges: the ability to pass under bridges seems to allow for very intriguing tactics such as ambushes. I suppose that with the commonwealth module, one of the scenarios will be about pegasus bridge.
×
×
  • Create New...