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Everything posted by Chainsaw

  1. Wow. Those LAV commanders are really standing up like on parade, they will get moved down quickly. (BFC should fix that before release..)
  2. Roadblocks are still used today in order to slow the enemy on different levels. On the lowest level you can use a roadblock to slow down the enemy so you can hit him. Say for example you only got light AT-weapons and need to fire on a road. hitting a vehicle moving 40-50km/h on 100-200m distance take some skills, and with heart racing, combat around etc it becomes even harder. Putting up a road block behind a bend or whatever either halts the enemy or slows them down to make the shots easier. You talk about moving the obstacles really quickly. well it might look that way, but dig down 1-2 mines in that road block and see how fast it takes to remove it after the first mine detonates. Obstacles and mines are "normally" defended, which means that when a enemy encounter a minefield or obstacle they deploy for combat, and moves slower untill they know there is nothing. this takes time, and thereby buys you time. That also makes them much more accesible for indirect fires, a FOO and a bunch of roadblocks can pin down the enemy for a good while for example. On a bigger level many roadblocks can either slow enemys advance to buy your side time to do a propper defence or make the enemy accesible for a counter attack and so on. Roadblocks are a very useful weapon in the way i have described and its particuly so when you look at the time it takes to make. Ad hoc roadblocks can take just about 5 mins (driving out some trucks in the road, throw a visible mine infront of it) or just a few hours work (saw or detonate trees accross the road, blow up the road etc and depending on what you go for it doesnt have to be manpower heavy either. I am a combat engineer in the swedish army and we have plenty of heavy forest to use and canalising terrain so we use roadblocks ALLOT mixed with mines and proper minefields to delay the enemy, to make them change direction (into prepared better defences) or to hold them where they can be counter-attacked, so its a great tool really.
  3. No. Tanks do not have handheld radios with them, cant see why they should really, they have excellent working radios inside. And to make it clear, the radios in the vehicle are NOT manpack radios, they are installed in the tank with power supply units etc to be used inside the tank. Binoculars on the other hand is standard issue on most vehicles, including tanks. Just because you have superior optics on the tank itself doesn't mean you have situations like vehicle turret down with a crewmember standing on the roof observing with binos over ridge for example. /Chainsaw
  4. http://community.battlefront.com/topic/121562-2015-christmas-bones/ Looking forward to see all the new features coming into Italy and use Indian, South african and Free french units and finally see the end of the war in italy! whohooo!
  5. Talking about Engineers, what are their task in the battalion? are they focused on mine clearing, bunker busting or laying mines and create defence structures etc? Having just one platoon and a few trucks must limit them in their capabilities? /Chainsaw
  6. It's not very often (bloody rare!) that I am this lucky. Had a AFV contact in town, turns out to be a Marder that my M10 manage to take out in one shot. I then got another grey unidentified contact that I could not reach so I decided to try to smoke em out with a battery of 4 x 105mm. Well the battle ended before I got a chans to go into the town so guess if I was supprised to see this! My 105 Bty have KO 2 more marders AND a Panzer IV! Look where the 105 landed on the PzIV, that gotta hurt! /Chainsaw
  7. Hi Kieme! I know you have already done the MT-LB for UKR forces but I found this little one on the net. Looks pretty cool with its brown stripes with black edges, Something you would like to mod someday perhaps? http://i7.photobucket.com/albums/y291/Magnusson/IMG_4819_zpsiw86srpj.png~original (why can I not post a picture as a picture? says I do not have the rights to do it?) /Chainsaw
  8. Thank you for your efforts Kieme, we do need dirty vehicles in the game
  9. This is an eye opener, will have to try it out! thanks for posting it. /Chainsaw
  10. Some guys are working on NATO mods. http://community.battlefront.com/topic/117810-nato-icons/ /Chainsaw
  11. Having separate triggers does not make sense in ergonomic way. Most likely a weapon switch on the gunner handles.
  12. Yep And they are making a pretty good jobb, Looks horrible when the chains smash the ground like that and all the mines explodes Well almost all mines.. sometimes there are mines left (because its not fool proof mine clearing procedure) so sometimes you end up detonating a mine but most of the time the flails are really clearingt the minefields out. Totally worth 20bucks just for that :cool:
  13. Sweet, thanks for the info YD, I was wondering that to
  14. They look really good! I for sure will use them when they are finished!
  15. And that is where the sniper team in the soviet infantry platoons comes in handy
  16. https://www.youtube.com/watch?v=13JK5kChbRw
  17. Thanks for your advices and reflections, atleast it's not only me who are a bit confused on how to use them. But now atleast I have some ideas how to employ them from now on. /Chainsaw
  18. How are you using the russian anti tank rifle squads? Their PTRD is only potent against 251 and lighter vehicles and it takes massed fire from the entire squad to be sure to take a light vehicle out (and it takes a while, not like a panzerfaust into the hull...) I haven't had much success using the squads despite trying hard so right now I am using them more and more like flank security/observers or having them to treat casualtys that I am leaving behind me. So any tips or hints on how to best use the anti-tank rifle squads are most welcome, as they are certenly around in the campaign and I want to be able to use them to best effect. /Chainsaw
  19. When it comes to RPG, PzFausts, M3s, SMAWs etc they all got one thing in common: Iron sights (or sometimes optics as well) but no assistance in distance, lead calculating and stabilizing. Well except from the SMAW who have a spotting rifle (cant see anyone actually use that nowadays...) That means that the success is much depended on the crews skill, fatigue and suppression. Ideally you want a crew who haven't been fired at and haven't been running for longer periods of time with good experience to take out targets far out. Still you have to accept that they are not 100% hit accuracy guns, I am trained on the swedish M3 Carl Gustav and all you need to do to miss a target is to have a high pulse, breath or just jerk a bit when pressing the trigger. This is also recognized in real life so even if a gun has a range of 800m it doesn't mean you actually engage targets at that range. Here is the Swedish armys list for the M3 to give you an idea of the ranges you are expected to hit a target at: Static armor: 200m Moving armor: 150m Static vehicle: 400m moving vehicle: 300m HE against troops: 700m SMOKE round: 1000m Googling the SMAW you get ranges of around 250m effective to 500m max so you can pretty much assume that tubes in CSMF that isn't a missile have an "usable" range of around 200m. And that pretty much how I use them in the game as well, never expect much over 200m and only engage if I can afford to re-engage (like firing at trucks, buildings etc instead of BMP, Tanks etc that will start shooting back at you). Boy, this is getting a bit off topic from your original question though
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