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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Very nicely presented AAR fella. Any chance of a few more 'up close & personal' images please.....While they don't offer much in the way of an overview of the battle, sometimes they can capture the feel of the thing in a way that more tactically revealing images can't.
  2. That matches my experiences in the campaign (& generally prior to today), but in the scenario I tested today, the behaviour was almost universal.....A mortar round landed amongst several squads, set up to test the issue. They ALL ran through the gap in the hedge, none ran any other direction (such as toward the fairly solid looking house & barn directly behind them). Genuinely don't know what to think right now. Is this issue limited only to bocage or does the same happen with tall hedges & walls?
  3. Wow.....I just found it in spades! It occurred to me that the fights I'd been having were from a campaign that I started pre-patch.....So I started a fresh scenario just to reassure myself that everything really was OK. Sadly it isn't.....This really does seem to be a big problem! Going to test some more scenarios, but what I just saw was scary.....Way worse than anything I ever saw pre-patch!
  4. I'll second that.....Really impressive stuff. Will this work with the units in @puje's Afghanistan campaign?
  5. I'd love to see one of your unique concepts on this map fella, sadly I'm not sure how feasible it would be without triggers. I'm planning a 2p only version called 'Opium Wars', one Tribal Group per side, simple occupy & destroy unit objectives, nothing fancy.....I've also a mind to make a 'cutting the highway' type scenario on it for the mid war period, but TBH there's enough on my plate already (Bishr). Then there's Abdul Gul's War, the whole point of this map.....That will be rather more complex.
  6. You and your drainage ditches.....There's a certain one in Hammertime, behind a farmhouse, bedevils me to this day!
  7. I've finally got the big valley map to a point where I'm happy to use it as a 'master map', it takes a little while to load, but it's stable enough once it does: It's not quite as detailed as I'd like (CM:A Flavour Objects are not the easiest to place, the rocks really hate steep slopes, which is kind of unfortunate), but I've done my best with it.....I dread to think how many times I've clicked on tiny components of this map in preview mode! Here's some scenes of daily life in the valley. The day starts early for the water sellers who, like almost everybody else, are forced to hire guards to protect them from bandits as they go about their business in this lawless province: Before their shift at the local mine a group of workers and their guards enjoy a hearty breakfast of local produce: A large consignment of ore is ready to be delivered to the refinery in a nearby city: Meanwhile, near the highway, a DRA Army convoy has stopped to refuel and gather fresh supplies for their journey.....The convoy commander engages in the timeless ritual of haggling with the locals over their scandalous prices: Map can be found here: https://www.dropbox.com/s/gsrzlgkxrv6yl2t/[Map] Afghan Highway Valley.btt?dl=0 This is a totally blank map, no AI, no setup zones, no labels.....Nothing. Feel free to use & modify it in any way that pleases you. PS - Ctrl+Clicking to fast move around this map in preview mode within the game editor is not recommended.....You may well delete or modify something!
  8. Might be worth looking at it in the editor to ensure the Friendly Directions are set correctly. I've been bocage fighting all week and I've not seen one single instance of this behaviour.....If I do I will report it here.
  9. The Soviet war in Afghanistan seems so much simpler in retrospect doesn't it.....One knew which side everyone was on back then! PS - Someone should make a modern game about it.
  10. Based on recent comments from Zalmay Kalilzhad (US 'envoy' to the Taliban) there seem to be hints of a rather drastic change in policy: https://www.longwarjournal.org/archives/2019/05/khalilzad-flip-flops-on-pakistan-talibans-relationship-with-al-qaeda.php
  11. Excellent, I loved these battles in CM:SF.....Red can give a pretty good account of themselves if one is hasty or unwise.
  12. While testing 'Coup d'Etat' for @MOS:96B2P my Uncons opened up on my regulars & vice versa on a couple of occasions (Iron Mode). FWIW
  13. I suspect that may point towards an install issue.
  14. I find it quite hard enough to resist the urge to blast action spots that I know are occupied while waiting for word to filter down the chain of command already.....The opportunity to inspect one's future victims is fair prize for such restraint IMHO.
  15. That makes sense to me. What should one do if one inadvertently clicks on an enemy unit in close combat.....Confess & surrender immediately? Request a ceasefire to discuss one's error? It would be interesting to compare.
  16. I'd somehow convinced myself that I'd seen them in the Fighter lists and given it no further though until just.....I went to start assembling an OSIRIS cell for one of my experiments, looked for Fighter Breach Teams and the cupboard was bare! This is the first real disappointment I've had with CM:SF2.....Really hope the team will consider fixing it as it just makes so much sense. The absence of Uncons with demolition charges stopped me from making a bunch of stuff in CM:SF1 (My CM:A scenario 'The Heist' was derived from an earlier ISIS prison-break concept that stalled for just this reason). PS - @Battlefront.com.....I pleaded for ZPU technicals, on what I hope were similarly sensible grounds, and you provided.....Consequently I have used them, oh how I have used them: Welcome to Libya! Thus you may rest assured that Uncon Breach teams definitely would not be effort wasted.....Of that you can be 100% confident!
  17. There's a lot of that sort of thing going on these days.....Must be an age thing, eh? Hope you can (all) get properly settled in soon.
  18. Don't they just.....In every platoon, Tribal or Mujahidin, and you can also get them in dedicated Groups! But it doesn't actually need anything from CM:A to make them for CM:SF2 as far as I can tell.....All it really needs is to swap the existing CM:SF2 Fighter/Combatant models & skins onto an existing AK armed Breach Team, then add the (allegedly) existing Uncon sneaking ability. Hopefully this could be done in a patch? PS - I've said it before and I'll say it again.....In some ways CM:A is still the best CM unconventional warfare title.
  19. OK.....It's moaning time (sorry). How come nobody thought to add Breach Teams to ANY of the Uncon lists? Jihadists do have something of a reputation for blowing holes in things and they don't always have to self-immolate to achieve it! Even simple Combatants soon learn to mousehole their way through buildings.....Think of it as an evolutionary process. It's not like they require a massive number of new models or unique coding surely.....Was this just an oversight? Please, please @Battlefront.com, give this some thought.....It's a fairly big issue really, IMHO.
  20. In my LNA core I've tried to co-locate regular, uncon & spy HQs at various levels of the command structure.....It will be interesting to see how it pans out in testing.
  21. This formation is exceptionally efficient: Costly on points though! Silliness aside, these are some valuable insights.....Spies are a powerful tool if they can actually get their information to conventional formations in reasonable time.
  22. Worth a check.....I misunderstood the precise scope of your question when I gave my initial answer, so you've got me wondering about it too now.
  23. Did you give it a turn or two? PS - I'm assuming you did BTW.
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