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Nicdain

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Posts posted by Nicdain

  1. 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!

  2. As its now November 2009 and CM-Normandy was/is/could be supposedly ready before the Christmas holidays is it time for some more detail about it? So far, theres been a Tiger and some US vehicles as screenshots and a few words about how bridges will be modelled.

    Any chance of

    A. A little bit more information on how the game will look.

    B. A wee bit more information on how the game will differ from CMSF (apart from the obvious).

    C. Perhaps its own forum now that we are fast approaching launch day?

    I second these requests

  3. 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!

  4. 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!:D), 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!

  5. 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

  6. the Germans sometimes gave POWs a choice between remaining a POW (which was oh-so-much-fun if you were from the East!) or joining some sort of military unit fighting on the side of the Germans

    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.

  7. There are a few out there with an axe to grind whom will trash any future efforts on our part purely because they have overwhelming need to be correct.

    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 :D) 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... :D), 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

  8. 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.

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