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Gen. J-sun

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Everything posted by Gen. J-sun

  1. Thanks for the suggestion, just did some VERY ad-hoc testing and it seems the infantry have a tendency to cut loose after a bit when under the hunt/cover arc tandem.
  2. The current commands in CMSF provide a useful range of movements for infantry, but I think a few new ideas would allow for a more proper control of units, especially in WEGO. Firstly a 'Move to Contact' order allowing infantry to move up to a minimally exposed spotting position and not engage. Second and 'abandon weapon' command for crew served weapons, often times the gun crew is obviously in a hopeless situation but do not escape because they feel inclined to remain with the weapon and pack up (during which time they do not fight back). As a bit of an aside why is it that some weapons go through the entire packing and unpacking deal when they can be moved wholesale over the short distance? Thirdly and probably of most importance to Syrian units 'hull down'. Some Syrian vehicles find themselves hopelessly engaged in certain scenarios simply because finding cover for the vehicles is difficult from the position of an overall commander and I think allowing the troop to make an in-field decision is more appropriate.
  3. I understand that if it's there use it. The first few posts however, left me with the impression that it wasn't included because it was a weapon used by Spec Ops only so I thought there might have been a bigger scheme for the way they were used in Iraq.
  4. I understand that the AC130 is designed for specops but a few soldier testimonies on video claim that they called in the rain using AC130s in Iraq and as far as I can tell these are Marine regulars, and from the testimony there was nothing particularly important about the missions they called in.
  5. The number has changed to 25 counting the AC130Hs still in service, I'm not sure of their deployment however.
  6. If they're Marines I have'em up front with the guys. Small Recon. As Pandur said, spotters, of course as medics (I use vehicle crews, nothing like the vengeful BMP gunner that now has an RPG). Additional security for crew-served weapons and things of that nature (SMAWs don't have eyes apparently). Occasionally I have them with a Javlin or something of that nature. Really I view the Syrian HQs as regular infantry, I find the Syrians nearly melt on first contact despite whatever advantage they have. If anyone has any advise on how to run things with the Syrians could I get a PM?
  7. If you want supplies join the army, marines make do.
  8. Regarding ceasefire, it does not apply to rounds in the air for obvious reasons. With a hang time of about 30-40 seconds you can expect 2-3 more salvos after the check fire.
  9. 1) Small force recon works well, but it depends on the scenario. For example in city fighting its border-line suicide and probably not worth whoever your sending to die. 2) There aren't any "mortars" in this game per-se, but modern mortars are foot mobile and do not need eyes on the target, but in past CM engines they needed direct comms with someone who is eyes-on. Generally the effective range is 100m although some can fire shorter, generally this poses a threat to the crew. Mortars can also fire straight up "maximum elevation" this is either to destroy the tube or to spite the enemy as being over run is imminent. 3) To silence your snipers "hide" won't work. Instead you must use "cover arc" and set it at a small range, this will keep them quiet.
  10. Yeah played through my idea, saw the surprise you had for me. Tactical victory, minimized losses. Who knew I'd like having a LAW once.
  11. I wouldn't go up that hill...yet, probably southbound through the town at the Bottom cross route 3 and climb the hill near the south limiting exposure, and the buildings in the south provide marginal cover. Not to mention you can flank the frontal positions easily.
  12. Ya..I can imagine drinking lit gas talk about heart burn :eek: . BTW If he gets sprayed with Pepsi consider him dead...painfully dead
  13. I GOT IT!!! I think I've figured how a molotov is less effective than a grenade!! Heres the experiment...get a friend (prefferably drunk) buy a 20.oz soda. Open the top and throw it at him (THE BOTTLE!) and then pick up a rock (one the size of your fist shold do) throw it!!!(the rock) AND notice how he dodges the rock, and if it hits him...run!! Remember he is drunk he'll never catch you...they can't even walk straight
  14. I saw footage of a guy geting shot in the head, he look peacful. He just got hit hung in the air and the he went down, then he was shot again
  15. The bravest action I've seen is a zooka runnin' out to fire at a ** heavy building containing a Jerry platoon and an HMG42, it took 3 shots, the zooka team survied both of them were promoted, and the Jerry forces had 5 survivors
  16. I got 1, how about AI controlled friendly units sort of a combined OP and the chat feature can be used such as a radio. Also a nice theatre, i.e the Pacific(sorry for the shameless plug), or 'nam, or Afghanistan
  17. In my humble opinion, I think the CMX2 should be more modern like Korea or Vietnam. Especially 'nam where the conflict can be more inf centered
  18. Still have BO stores if been in only carry BO and BB for $40!!! :mad:
  19. FS2004/2, Armored Assault(a tank game) if you play the latter you will understand how not easy it is to be a tanker you'll know what not to expect of the poor guys.
  20. How come Bazookas are not part of squads as with the fausts? I allways thought crew served weapons like M1919's and Bazookas somehow got evaporated into squads, since commanders thought it better to give them more protection in a squad...and why is it that in MG crews only the gunner fires? What are the ammo bearers doing? Twidling their thumbs in a firefight! :eek:
  21. Hi, I agree with Julian J on some points. 1)The ease at which inf. are routed, I've seen a regular squad routed from 3 mg burst (no casualties). Inf also show irrational behavior like I order a squad to flank a Tiger. They take fire, they get scared perfectly normal, cover is 20m away they choose to turn around and run 200m to their start point and guess what??? THEY ALL DIED :mad:
  22. The gun was not dug in I'm 100% sure. It was a Canadian 17pdr in some open terrain near a bocage I was angered because the round that landed in the gun caused no damage but the round the landed 50m short knocked it out :eek: I know the 57 is there I was referencing the 57 in relation to the 75 i.e I believe the 57 and the 75 appeared at the same time which makes me wonder why the latter is absent
  23. 1: Why is it when a round lands in the lap of a cannon/immoble gun like the 75 that they can simply go on unaffected no pin, no wetting themselves just continue firing, I know the game is using abstraction but abstraction my foot on this one, can you really abstract a fixed object. 2: Where are the Shotguns and the 75 recoiless rifle I thought the 75 & 57 came out at the song correct me if I'm wrong
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