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Posts
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Posts posted by Chainsaw
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The US Army is fielding the M3 Carl gustav in few units (SFG, Ranger Bn and 10th Mountain I belive) so instead of panzerfaust more M3 Carl Gustavs would likely be the solution. Or handing out the USMC own, the SMAAW to recce units.
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Aint it weird that they have removed good pics and replaced with blurry pics?
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Oooh looking foward to this one as well combatiman, your scenarios have been a blast!
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Just think FIRE - MANEUVER - COVER and youre off to a good start
And if you want to read a bit I would suggest the tactics 101 at armchairgeneral, but its mostly US centric but its a good start to get a grasp of tactics, http://www.armchairgeneral.com/category/tactics101
/chainsaw
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Looks bloody lovely! cant wait to get my hand on these ones!
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Awsome! Just brilliant!
One question, what Regiment does it say on the shoulder title?
/Chainsaw
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Looking forward to this one looks like easter gonna offer more then just candy!
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Try the Scottish Corridor in 2.01 with the weak firepowering brits. Have fun...
With the MG42s (mostly) being more brutal it affects the way you play. And as the time limit was short pre 2.01 its hard as hell to sharpen up and use correct tactic as it takes more time. Which you has none of...
I'm like halfway through The Scottish Corridor playing on 2.01 and I have been ending up with scenarios where I either have terrible casualtys because time is short or I end up with "draws" and "minor victorys" because times runs out if I try to preserve casualtys.
So if there is one campaign that needs re-justing after 2.01 its Scottish corrider. Either with more time on hand or more support at hand.
But it's still a good campaign
/Thompa
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30, started playing with CMBB and continued with the rest (except CM:Afghanistan). CM is one of two favorites, the other one being Steelbeasts Pro PE. But when it comes to Company Team Infantry/mixed units CM is the ****
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I am 7 minutes into the scenario and my 2 sniper pairs have already 5 confirmed kills. Anyone complaining their snipers are useless should try this scenario out
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Love it!
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looking forward to that DC!
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Whos mod is that smoke? excellent pictures!
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well, we do have some kind of "surrender all" function. When a scenario ends early because you beat the living **** out of the AI. That's when you have beaten them so good so they realize there is no point in continue fighting.
Funny enough, most people complains over that and most scenario creators adds hidden reinforcements to prevent that from happening so the player gets to clean up the enemy before scenario ends. (Im one of them who prefer to clean up instead of early surrender)
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Yeah, plus one on that one
Im doing the same, map from google earth, a 1947 air recce photo and a 1944 map, switching between them with a single click would be nice
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Will give this one a spin during next week
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Now it does! turns out I had to restart CMBN before it showed up
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Hi!
The function is supposed to be in 2.0 now, but I cant get it to work. Found this thread over at CMFI forum and wonder if its still the same method?
http://www.battlefront.com/community/showthread.php?t=105705
Cheers Chainsaw
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A nice little touch in 2.0! The CW got visible radios now on their radio men
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2nd Bn Essex Regiment before they got transferred to 49th Div in August. CMBN cover most of the part where they belonged to independent brigade.
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Looking good! can't wait to get the to play on it!
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Welcome back Combatintman! Glad your back safe and looking forward to the campaign
Marine vs Army scouts.
in CMSF Strategy and Tactics Forum
Posted
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