Jump to content

Chainsaw

Members
  • Posts

    755
  • Joined

  • Last visited

Posts posted by Chainsaw

  1. 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.

     

  2. 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 

  3. http://community.battlefront.com/topic/121562-2015-christmas-bones/

     

    6. The next Fortress Italy module is in the early stages of development, at this point primarily artwork by our 3D artist Cassio.

    • This new module will push the timeline for the Italian front all the way from June 1944 to the end of the war in May 1945.
    • The main operations covered will be the race north following the capture of Rome, the fighting on the Gothic Line, and the Po Valley offensives in 1945.
    • The following services will be added: British Indian Army, South Africa, French Expeditionary Corps (including Moroccan Goumiers), and Waffen-SS. Of course, existing services will be filled out with all of the new formations that have been created for other Combat Mission titles since the last Fortress Italy module released: Gebirgsjäger units, Luftwaffe Field Divisions, flamethrower units, etc. All currently existing formations will be updated to 1945 TO&E. Also: US Mountain units. :)
    • 3D work has already been done on the following equipment for the module: Sherman III Kangaroo, Churchill NA75, Sherman IC Firefly Hybrid, StuG IV, M1917 Enfield rifle, M1935 and M1982 French pistols, FN/29 French LMG, Gewehr 33/40(t) rifle, T32 37mm AT gun, and the GebG 36 75mm mountain gun. These are just the start of the work on new equipment.
    • The module will also incorporate all of the work done on the Combat Mission engine to date since since Gustav Line launched... that's a LOT of stuff to add to Italy. Off the top of my head, that includes features, units, and equipment from: Engine v3.0, Red Thunder, CMBN Vehicle Pack, CMBN Market Garden, and Final Blitzkrieg.

    Fun PRE-ALPHA image of a new soldier for the Fortress Italy module:

    LDtINoD.jpg

     

    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!

     

     

  4. 14 - Engineer platoons have four squads IRL, with 1 command and 3 engineer squads. Equipment isn’t necessarily an issue here since CM handles engineering with a very high degree of abstraction.

     

    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

  5. 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

    post-54900-0-86273800-1436370333_thumb.j

  6. 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:

  7. 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

×
×
  • Create New...