-
Posts
373 -
Joined
-
Last visited
-
Days Won
3
Reputation Activity
-
JulianJ reacted to Sgt.Squarehead in Great CMRT period war pic segment
Those Germans were remarkably clean.
-
JulianJ reacted to Warts 'n' all in Great CMRT period war pic segment
In Limeyland when something is excellent we say "Top Drawer". "Top Shelf" means something completely different.
-
JulianJ reacted to Bufo in Artillery tables
They are not included now, but I will add them later.
Maybe I will make another table for the drones.
-
JulianJ reacted to Bufo in Artillery tables
So I spent a lot of time to put together an artillery table for Russia and the USA. Currently Ukraine is completely missing. My main motivation was that whenever I was putting together an ORBAT, I had no idea about artillery strike call in times and available ammunition. Now I can check and compare it very easily.
I am sharing it with everybody in case also somebody else finds it useful.
Please note there is a sheet for each nation, and everything was recorded with Elite difficulty settings and Regular experience levels (for both arty and spotters).
Link to CMBS Artillery spreadsheet
-
JulianJ reacted to Sublime in To my friends and thise who.ve helped me when broke
I finally got a good job (for me) 15 mkn walk frm my house. I start next week. Ill message relevant parties but I have a list of those who helped.(Nidan1 RIP buddy I wish I could get you back.) Ill also help as much as I can anyone whose struggling. People did it for me.
-
JulianJ reacted to Mord in Steppenwulf's Modded Flavour Objects for SF2
Nice. Blimey had a some rusted BMP and soviet truck hulks made a long time ago but they never got released. Problem is they don't function like real vehicles for blocking incoming. I've made a few suggestions for BF to give us a fifth vehicle state, "Parked". It would just be a stationary vehicle with no infantry, it would block line of site and take damage and catch fire when fired on. One can dream. Anyway, good work, man.
Mord.
-
JulianJ got a reaction from Sgt.Squarehead in Combat Mission: Modding tools
Thanks @The Steppenwulf As I said, I'm new to this 3D modelling business. So I really appreciate your tips.
Yes indeed we should. I've modified some flavour objects already. Tho' not used any aircon slots. So that was a good pick. Thanks for reminding me about the .bmp files.
@Sgt.SquareheadI've made a police car. When I get my Little Mayhem town finished, I'll release a pack of new flavour objects.
-
JulianJ reacted to sburke in What happen to my bombs?
at least they dropped it somewhere. My guys typically tell me they are all out when I can clearly see they aren't. You'd think there would be a stat in the victory AAR screen for court martials.
-
JulianJ reacted to Vet 0369 in CMSF irregular thoughts
Thank you, but no thanks necessary. I felt, and still feel the this country has given me so much, and serving in the military and later 20 years of Federal Government service was a small payment. There's a reason we're called Public Servents. Others repay as they see fit through volunteering in food kitchens, working with Vets and the disadvantaged, or however else they feel the call. The best way to repay is to Vote!
-
JulianJ reacted to domfluff in Modern weapons backblast question
Your men get suppressed, they won't take casualties.
Obviously if you've just given your position away and suppressed yourself, you may not be long for this world.
RPG-7s can fire indoors, as can AT-4s and RP-O. , AT-7/13 and AT-14.
I believe the SPG-9, RPG-22, AT-3 and AT-4 can't.
That should be a start.
-
JulianJ got a reaction from Falaise in The Treasure Trove - a compilation of tactical tips for CM2
Hi everybody,
I started compiling a document of the best tips I came across in these forums. They mainly relate to CMBS but many of them are applicable across all CMx2 games.
Then I realised these might be of use to other players. It is a bit ad-hoc but I hope everyone is credited for their good ideas and sage advice. So here it is:
https://www.mediafire.com/file/ytpps4p2fcwall7/Treasure_Trove_CM_Tactics_Info_V1.4.docx/file
It is a docx so you can add your own tips or edit as you wish.
(if you want to suggest other places I should put it then do so. I'm going to upload it to A Few Good Men too)
-
JulianJ reacted to sburke in The Treasure Trove - a compilation of tactical tips for CM2
@IanL has a thread with similar idea you may want to look at. I don't have the link handy, but he might
-
JulianJ reacted to Howler in The Treasure Trove - a compilation of tactical tips for CM2
The bookmark I have for @IanL is
-
JulianJ reacted to Xorg_Xalargsky in Update on Engine 4 patches
I've setup an arduino board so that I receive a small shock every time the word "very" is posted on this forum. I won't be missing the long-awaited release of the patches, no sir!
-
JulianJ reacted to Sgt.Squarehead in Recrewing vehicles
It would be good if it were possible to merge vehicle crews from the same platoon/company, especially in a campaign format.....Maybe one day.
-
JulianJ reacted to sburke in Why so little community content?
heck went through the whole pile of scenarios for CMSF, found the ones with maps I liked and then created a subfolder to store them in for my own personal use. I have done a few maps and released them and have more on the way. My attitude - if I can make a map someone likes and can create a scenario for we all benefit.
-
JulianJ reacted to Glubokii Boy in Why so little community content?
I know this has been mentioned and discussed 58-ish times before but a little reminder every now and then nerver hurts 😉
As mentioned above...mapdesign is usually a rather lenthy process. Especially with larger, huge maps. Not only with regards to the elevation but also 'the painting of the terrain'
I agree that the time-commitment to produce a high quality map is probably one of the reasons for the limited number of scenarios being made. There are ways to improve this though. As mentioned before...
Please BFC give us a copy, rotate, paste feature to the map designer. Combine this with a way to import/export (load/save) designated mapsections.
If we as the mapdesigners could load something like 20, 30 or more different farm complexes, simular number of small villages, river/stream sections with appropiate vegitation, different kinds of forrest sections, urban sections etc, etc and rotate these as desired, place them on the map and if neccesary edit them further ones in place.
The time require to design those larger maps would be seriuosly reduced.
-
JulianJ reacted to Sgt.Squarehead in Arty return fire : this footage gave me an idea
The weapon above is indeed a 82mm Vasilek (my favourite artillery piece in CM:A), it's a clip fed auto-mortar.....I was looking for that video to post in this thread, so bravo to @Zveroboy1 for posting it.
-
JulianJ reacted to Sgt.Squarehead in Arty return fire : this footage gave me an idea
The Russian army no longer uses the Vasilek, but apparently the VDV still has it, so there's some hope we might see it in a future CM:BS update.....Not sure if it's officially used by the Ukraine, apparently it's been seen on both sides in the Donbass, but that's not what CM:BS models.
It's also been suggested that the Vasilek was used in Syria, but AFAIK the SAA never adopted the weapon, so it's likely a recent import (of one side or the other, possibly both) and thus outside the scope of CM:SF2.
Just one more reason to love CM:A.....A whole battery firing together is really quite effective!
-
JulianJ reacted to DougPhresh in Russian Artillery - long time to arrive
A 155mm round is about 100lbs compared to the 30ish lbs of a 105mm. In the early 2000's a lot of NATO planners assumed artillery would be standardized to 155mm but operational experience has shown that cheap, light, mobile guns are valuable. I'd rather have a 105mm on call than a 155mm tied up supporting other units. More tubes are generally better than fewer state of the art tubes with precision rounds. I think the Russian way of war is on the right track in that regard.
See also the return of 60, 81 and 120mm mortars to NATO after all those theorists thought precision CAS would replace organic fires.
When I joined the military as a field artilleryman, even at the school staff were bemoaning the End of Artillery because everybody was reading about how armed UAVs, small diameter bombs on CAS, land-based CIWS, Hell even tactical lasers had made artillery obsolete. I think NATO thinkers get tied up in the latest and greatest until the next conflict. Look at all the loony ideas before Vietnam, or even throughout the 70's and 80's.
-
JulianJ reacted to Sgt.Squarehead in Some Pictures from Salute 2019
Cool to see some table-top gaming going on.....It's where a lot of us started out, I suspect.
Get yourself a free picture hosting account.....I use Imgur & Flickr
-
JulianJ got a reaction from Ivan Zaitzev in Some Pictures from Salute 2019
There were a lot of steampunk games - look at the quality of the terrain building!
-
JulianJ got a reaction from Sgt.Squarehead in Some Pictures from Salute 2019
Salute is one of the biggest tabletop gaming events in the UK, held annually in London's ExCel centre (an f-awful hangar with overpriced everything 😉). The theme this year was Post-apocalypse. Painting and terrain absolutely stunning.
-
JulianJ got a reaction from Sgt.Squarehead in Some Pictures from Salute 2019
There were a lot of steampunk games - look at the quality of the terrain building!
-
JulianJ got a reaction from Holdit in "That's one vast valley!" - hard-edged, realistically scaled map
QB maps are my own pet peeve. I think many of the CMBS ones are frikkin awful. It's not just the issues posters have identified above, but the fact that most of the QB maps I have played so far
a) bear no resemblance to any town or village landscape I have ever seen
b) lack tactical benefits of terrain so games become grinding matches
To give an example: the CMBS QB I am playing at the moment - destroyed factory stronghold - is far from the worst, but is virtually completely flat, has only pitched roof buildings and only 1,2,3 storey buildings, so you cannot seek an elevation for snipers and arty observers. It also has four arrow-straight main roads (eh?!). There are no ways to sneak infantry up advantageously, and as Kaunitz says just becomes a short range bloodbath.
This is unlike any terrain I have seen, and quite frankly, most factories/warehouses/industrial complexes have many different buildings, from very large flat-roofed ones, to office towers, to small sheds and utility buildings. Where are the shops, filling stations, car parks, workers' cafes, and the odd playing field or billiard hall where the workers take breaks? I've seen more realistic alien planets in games.
I was actually today going to propose that some of us here modify the QB maps and make them better, call them Mk2 versions, that would be quicker than starting from scratch and if a few of us did one each it would not become too tiresome. I am grateful to @Kaunitz for raising this topic because it was on my mind too.
(note - I like QBs because you can pick your forces, and experiment with different force mixes, vehicles and troops)