Jump to content

Sgt.Squarehead

Members
  • Posts

    8,910
  • Joined

  • Last visited

  • Days Won

    85

Everything posted by Sgt.Squarehead

  1. That could mean 259 Kurds and one ISIS prisoner. I'm not saying they're not killing some ISIS, just that ISIS are not their primary target and I don't recall ever reading that the Turks had claimed as much (elsewhere at any rate).....But making the claim that ISIS are a target must make it all just a bit more palatable for everyone (except the Kurds of course) to watch as one 'Coalition' member pulverises another. No.
  2. Yeah but that's from CNN dude.....I meant in the real world.
  3. Any chance of a copy of the map for tinkering purposes?
  4. After they use IEDs to blow up your dudes!
  5. Two IEDS (& Triggermen) is always better for these 'scene-setting' events, there's a fairly significant failure chance with IEDs, so using multiples is the way forward.....Using just one of either risks a failure & thus total scenario collapse. It's something I have tested pretty thoroughly while mucking about with ideas for Mosul & elsewhere. PS - Remember to take these unavoidable casualties into account when allocating VPs.
  6. Sorry fella, in retrospect my comment looks a bit snarky, wasn't meant to be.....The Soviet side of WWII still isn't as well covered as it should be in the west and after this amount of time that is disgraceful (and undoubtedly wilful).
  7. Just wait for Stryker MOUT in CM:SF II.....All the carnage you could ever want and more, plus enemies you can really hate too!
  8. Compared to anything else that's out there I'd have to agree, but I stand by my comments, perceptions & opinions can differ (& over this game they frequently do).
  9. Their posters were fun too, but that's probably for another thread.
  10. Oh boy! CM:BS is a fictional scenario (M1A2 APS, BM Oplot & T-90AM as the game portrays them simply did/do not exist).....If you view it strictly through that lens it's fine, but the capabilities of both sides can be rather exaggerated. However the tools are pretty much there to model the Ukrainian conflict as it actually took place (a few T-72s would help) or how it might escalate.....In my experience this (the latter in particular) could generate 'discussion' of a rather negative/jingoistic nature and is probably best left well alone. If it helps, I share your experience, it feels like something is missing/not quite right, but I can't put my finger on what.
  11. I think he wants reduced numbers & screwed morale state, sadly the former isn't an option in CM:SF (CM:A was the first game to have it AFAIK) and the latter still can't be done. However the bad guys will give him both of those things all on their own if it's set up right at the start.....I recommend two Medium IEDs (stacked atop one another under the lead vehicle) & two Trigger Men (to ensure that at least one goes off) combined with an ambush. If it's set up outside a painted 'Setup Zone' it's locked in and the player just has to watch it happen on Turn 1.....Some sort of heads up in the briefing would help minimise the 'Shock Effect' on the player and watching the ambush happen would be more immersive than just reading a description and starting with reduced numbers IMHO, indeed it also adds an extra degree of variability into the scenario (adding some sort of slightly movement restricting terrain may be useful to avoid players trying to game the start with a Fast move order).
  12. Nothing personal fella, I will test it in v:4, but I'm up to my neck in Sherman minutia at the moment, so I might not post for a bit.....But the simple answer to most CM questions is usually to be found in the editor in my experience (and that limited experience is based on very good advice, received on this forum).
  13. Good question, maybe try it and find out? Does the game also correctly model the late StuG III & IVs with the Hetzer style remote MG? Editor time. I disagree.....IMHO they would retire from the battle in the (quite reasonable) expectation of receiving a fresh tank. This would not apply to the Germans in quite the same way it should to the Allies.
  14. Nope.....My advice, just build the ambush, let nature take its course. Inspired by an image from @LongLeftFlank I've built a scenario where the player controls only a LOT of Spies, and (very briefly) some Syrian infantry.....The infantry receives a calling card from NATO artillery at the opening of the mission (those who don't die WILL rout) and then the player gets to infiltrate the former front lines, recover weapons and take the fight back to the Infidel!
  15. I've built a Turkish Core File using mostly Dutch/German units.....They have the wrong small arms and a few other gripes, but with a few mods (especially for that gopping yellow/green camo) I reckon they'd pass for Turks in battle.
  16. Sounds very familiar to me too, in CM:SF & especially CM:BS.....Reckon we need some seriously massive farmland/plains/steppe/desert maps to make the best of these units.
  17. Their operations were much the same in the desert (perhaps a little more dramatic once the SAS got Jeeps), just played out in a bigger (& duller) arena.....However there's nothing wrong with those mission concepts if they are well implemented IMHO (LRDG operations in the Balkans anyone? ). My own interest would focus more on the Partisan/UnCon units that we don't currently have in games other than CM:A CM:SF.....As @Combatintman points out we can already model many of these Elite WWII forces by tweaking existing units.
  18. Pretty sure you'll find Steve sites Hunnicutt as a reference.
  19. Looks like another Leopard had a lucky escape: http://gurkhan.blogspot.co.uk/2018/01/24.html
×
×
  • Create New...