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Zipuli

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Everything posted by Zipuli

  1. Brush is very good as if you are hiding close behind it, you can see through the small holes in it, but the TI -operator cannot see you as resolution usually is not that good at 500+ meters... Also used with good experiences is the "space blanket", dunno if we mean the same thing here, but the blanket a trooper carries to not get frozen when sleeping on ground... But best way to cover yourself from TI IMO is to have even moderate visual cover and warm decoys somewhere else close by to take all the attention... Stuff like candles cunningly deployed in plastic bags etc. that is not to be recognized as decoy from a far... Zip
  2. But the aussie speech-pack would propably be so difficult work that the project would get canceled before it really started
  3. BMP smokes (the soviet 81mm - used in T-tanks too) fires 300 meters in real life and is not "instant smoke screen" like the newest western (and eastern) stuff, but once the grenades hit the ground, they ignite and start forming a smokescreen slowly but surely. And yeah, they are not meant to conceal the firer, but rather blind the enemy who is going to get overran by the BMP and T-tank flotilla Zip
  4. http://www.israeli-weapons.com/weapons/missile_systems/anti-armor/gill_spike/GillSpike.html Zip [ August 18, 2007, 11:57 PM: Message edited by: Zipuli ]
  5. http://tietokannat.mil.fi/maavoimat_kuvapankki/include/video.php?id=3 Similar missile (Israeli SPIKE - top-attack, tandem-HEAT) vs. empty T-54... Hmm... Zip
  6. http://files-upload.com/414910/CounterattackonGenbaHar.btt.html Play as red to retake Kemba Har lost in the scenario called Assault on Kemba Har by Stalintc. You are in control of a reinforced BMP-1 Mech Inf Coy. Zip
  7. The lighter than heavy seems to be the trend right now when (western) countries want to spend a lot less €$£ for their armies, yet want them to be rapidly deployable. They are NOT preparing for WWIII here, you got to remember that! No one seems to believe we will run into a real WAR anytime soon, but rather smaller conflicts that don't require leveling the whole opposing country and its infrastructure. Some western (especially European) countries have armed forces SOLELY for piece-keeping/chrisis management purpose. Patria AMV's: The poles bought 690 of them (called Rosomak there) equiping a lot with them, so not just Af****istan. Also in many different versions. Slovenia also took some 130+ AMVs to replace their tanks (M55S and M84), bought even the new NEMO -mortar vehicles. South-Africa bought them (some 300+). Finland bought them - the uparmoured version with no airlift capability nor swim capability, but with enough armour to frontally stop 30mm APFSDS, but with .50 cal AAMG (OWS) as weapons. Also less armoured versions with twin 120mm mortars (AMOS) were bought for readiness bde's (24 pieces total). Then there's the LAVs, Piranhas, Boxers, SEPs etc. It seems like only Germany is developing new TRACKED IFVs (Puma), everyone else is converting to wheeled. I won't try to depate wheeled vs. tracked, just pointing out what is happening around the (western part of the) world currently. Zip
  8. Hmm, didn't work for me.. Tried it right after popping smoke, after smoke has spread and even right before it is gone, but always the squad dismounting behind the smoke gets blasted away by Syrians on the other side of the smokescreen. Zip
  9. Yeah, also BMPs Rudd... But I've noticed that the smoke doesn't block vision even from Syrian infantry. This is the Stryker smoke, haven't tried the rest yet. Looks like something is wrong with it - I understand TI seeing thru, but not bare eye. Zip
  10. You need to do like your countrymen do all the time in the Army - train to minimize the effect of better equipment by using very different tactics and avoiding head-on-engagements with better equiped enemies With Syria you need to be a bit sneakier and always try to surprise the enemy where he least expects it. And DON'T use your IFVs like you would use a Bradley! Zip
  11. Yeah, I advise to play this one in turn-based mode! Otherwise you may have your hands more than full as in this mission you have control of tank platoon + BMP-1 company. Another advise is not to dismount in the open when taking the town. With the tanks you can quite nicely control way things are going in the town (from near the Obs Point) and with your BMPs dismount the indians so that they are behind buildings etc. where the enemy cannot fire at them when the doors are opened. Once you get the outskirts with your troops it's easy to take the rest as in that point you should have some 5 times the firepower the Americans have. But this of course only if you managed to keep the tanks and BMPs alive! Zip
  12. I have not made red AI for it yet, so not playable on blue side yet! Zip
  13. Hey, A new mission: Counterattack on Kenba Har. In this one you (Syria - RED!) need to take back the town of Kenba Har lost in the mission "Assault on Kenba Har" by Stalintc. This mission is fairly simple and easy. It has 3 phases for Syrian player: 1) recce and establishing contact (ATGM platoon and recce platoon + FO 2) tank platoon takes supporting positions 3) Mech Company (BMP-1) makes the main assault Feedback appreciated, as this is not the final version! Link: http://files-upload.com/414910/CounterattackonGenbaHar.btt.html On that site, wait for the counter to run to 0 and then click "download"... Zip
  14. Airburst against the troops in trenches is lethal - never seen anyone survive it yet. But for some reason the enemies on rooftops don't go down with airbursts so easily. But with normal ammo a hit in the roof and usually there is a roof cleared of all enemies. Zip
  15. For example AMV is also just a wheeled APC but the version we bought has enough armour to take 30mm APFSDS in the front and drive on. Or at least that's what they say, and why would that NOT be true as it is 100% sure tested. Actually saw one of the shot up hulls from tests, but didn't have time to see what it was shot with. Same armour level as in CV9030Fin... Yes, and that extra armour means it can't swim. They are so heavy... BTRs can all swim and their armour is as pathetic as in BMPs. BMP-2 has max armour of 23mm in front turret lol. Zip
  16. There is not much room inside the BMP-2 for anything extra, as unlike in BMP-1 there is no room even under the inf seats (fuel tanks there in BMP-2). We never carried extra ammo for infantry but they had some in their vests and bags, but only few ammoboxes. There really is no place to put it. There was enough trouble getting the squad in with their LAWs and APILAS AT-weapons + the PKM. Zip
  17. Yes dima, that is right. I've wasted a lot of good time in those pieces of s*** and I should know a thing or two about them . And yes Stalin, for some reason I break into tears everytime one gets blown up in the game. I can't help it! Zip
  18. My experience with the recce Humvee and Stryker are quite bad as every time I move them up they draw MG fire and they lose the optics. And got to say I am very happy with this, as this is something that they should do also in real life. If you have no RPGs to shoot, take off the eyes before they spot you. Usually they use PKMs and DShKs. Zip
  19. "The BMD-2 is a variant of the BMD-1 with a new ONE-MAN TURRET with the gunner seated on the left and a single piece circular front-opening hatch cover..." fas.org See some pics of the vehice (with gunner out of the turret hatch) and you will see 2 men won't fit there, no way in heck. So yes, it's a 1 man turret in BMD-2. BMD is almost half the size of BMP. BMD-3: "The crew consists of commander, gunner, driver, and four infantrymen, with the commander normally dismounting with the squad." fas.org BMP-2 has bigger turret than BMP-1 (due to this BMP-2 with same size hull can man only 7 squaddies where BMP-1 has room for 9) and that's a 2 man turret. Zip
  20. BMP-1 and BMD have 1 man turret... BMP-2 has similar turret as Bradley - 2 men. TC and Gunner have both their own equipment and remove the other and the vehicle loses a lot of fighting ability. Would you believe the TC even has his own periscope he can slew the gun with? And he has the only sight in the vehicle that can be used when the cannon is elevated to max. Gunner's sight can handle only to about 45 degrees and the gun goes to almost 90. TC also has the switch to choose ammo for A/C etc. He WILL NOT jump out and do grunt stuff. It's different with BMP-1 where the "TC" / Squad leader is in the hull and has no equipment to use in the vehicle. When he leaves the gunner/loader (many BMP-1 users removed the unreliable autoloader) takes TC role also - which means he does the same amount of stuff as 3 man turret crew in say M1 Zip
  21. "With the normal AP ammo load it should be cheese with few bursts." Nope, the normal AP ammo on BMP-2 is really crappy. The penetration is really weak. I should know, I've fired enough of that stuff... The gun is used in helos, yes, but still the AP ammo sucks. The newer APDS ammo is a bit better, tho I think it's only used in Russia + few other eastern european countries (like Chechz?), but definately not in ME. Like some of you said, the AA and MOUT capability is very good. TC has a AA-sight and the elevation goes almost straight up. But only few degrees down... The vehicle needs to be almost vertical to be able to fire straight ahead. Zip [ August 02, 2007, 11:53 AM: Message edited by: Zipuli ]
  22. And please notice they don't have the APDS round in the BMP-2 in this game - maybe due to it not being used by Syrians (I think not many use it actually). The basic AP round used is quite bad in real life too, and it SHOULD NOT penetrate Brad. And it should have hard time against Stryker's front armour too! The thing that makes BMP-2's 30mm A/C great is the HE round and its rate of fire. BMP-1's HEAT has more penetration, but it's slower to fire, more inaccurate and BMP-1 has no stabilizer to fire accurately on the move. Zip
  23. Yeah played 1 scen with Syrian side having about 2/3 of the ammo... Before I edited I had a thing about the A/C ammocount, butt retested and it was OK in full ammocount so edited it away... Zip
  24. Hey, little something about BMP-2 that cought my eye while doing some Syrian ops. In game it has crew of 2, and also manual says it has no stabilizer. I has a stabilizer - even if not as good and precise as the one in Brad, but it CAN fire on the move quite well indeed. Crew is 3 - TC, gunner, driver. In BMP-2 TC is in the turret (that is bigger than the one in BMP-1 even if manual states otherwise) and stays there and he does NOT command the footsquad, like in BMP-1, where the squadleader usually (in soviet style squad at least) sits in the hull commander's pos (behind driver) and while on move does TC duties and the dismounts with the grunts. I also guess the soviet style smoke launchers are not (yet?? ) modelled, as they have range of some 300m - not 20m as in game now. And firing the 30mm does not recoil so much that the vehicle shakes (like MBTs). And why cannot the infantry fire while mounted like in Stryker they can? Small details from a BMP-2 man, but as the game states it's a sim I wish BMP-2 is simulated correctly. Also hope Soviet equipment gets as much attention as the American Birdca... erm... Strykers. It's also the small things that matter. Would you be happy with a Tiger that can be nailed by a Sherman from front sector and has 75mm gun? Yeah, it's not nearly as bad, but Zip EDIT: retested and it seemed ammo counts are OK but some scens have less than full - only gripe is missile count... 1 on launcher 4 inside (4 places for missiles there) as default. [ August 01, 2007, 12:25 PM: Message edited by: Zipuli ]
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