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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. It runs on a very old engine, equivalent to a slightly tweaked CM:SF1, only eight AI groups, less map editor options, no triggers (but it does have exit zones).
  2. Makes perfect sense for the armoured oddities I mentioned (T-55AD & T-62D), but not for the Vasilek. Basically I'm with @Rice here, angling for a new Afghanistan pack.....You guys really need to read between the lines more!
  3. There's good evidence to suggest that the 'Soviet Threat' was largely placed in the minds of the west by former Nazis, notably Reinhard Gehlen. And the Soviets, once they realised the West was relying on lovely individuals like Gehlen, with whom they'd had some experience, became paranoid.
  4. Suspect that's where mods come in....The H&E crew haven't looked at Independent Buildings yet as they are not present in CM:SF2, but once CM:CW is out I'm farly sure @37mm will be all over them like a rash!
  5. Sure as **** won't stop me buying it, and that's a fact. But it was a cool weapon, very scary and very emblematic of the period (if perhaps not terribly practical as a medium mortar).
  6. See now that could easily earn the new game it's first 'Meh!' from me.....The 2B9 had been in service for the best part of a decade (I think it might already have been mounted in an MTLB within this timeframe). PS - You can blame Twilight 2000 for this!
  7. They were both in CM:A (though I honestly have no idea if they worked or not, possibly much like the real thing), although it turns out neither were deployed to Afghanistan.....TBH I thought the irony of having older units facing off and then discovering that the Soviets had a (at least nominally) functional APS might be kind of fun. What's the score with the 2B9 Vasilek.....I notice the game TOE just states 82mm mortar.
  8. Presumably this logic could be implied to similarly interesting Soviet systems of the period (I'm thinking of things like the T-55AD & T-62D with the Drozd APS)?
  9. Those are available in CM:RT & CM:BS (as Independent Buildings) for sure.....Not 100% sure about CM:BN & CMFB as I don't do much with either game, but I'd certainly expect them to be in the latter.
  10. Maybe it would be a better idea elminate the platoon HQ (and reduce one squad by one man), give each BMP a three man crew, and designate one BMP (& its crew) as the platoon leader?
  11. I wouldn't know of any way of doing that, there's no way to change the structure of Modular Buildings (other than some trickery with the roof) AFAIK.....Maybe @37mm would know a way. Most of the Independent Residential Buildings already have what I would think of as attics, rooms on the top floor with dormer windows.
  12. Reckon so! Your work is still in use, I believe H&E has more than a few items whose origns lie hereabouts.
  13. +1 (owed) That's a pretty cool tip TBH (burned all my likes in the CM:CW forum again).
  14. Presumably this could be sorted in the future with a new 'Split-Squad' option.....Something like 'Command' maybe?
  15. I'll just bet you have all sorts of fascinating knick-knacks! I had a contemporary (to the new game) company level board game that offered the following rules for tactical nuclear strikes (I'm paraphrasing here): Deploy your counters as normal. Set fire to one edge of the map-board. Play as normal.
  16. The M/M1 difference is significant.....The Syrians appear to have actually received the 'official' Soviet variant right from the get-go.
  17. General Sir John Hackett. https://en.wikipedia.org/wiki/John_Hackett_(British_Army_officer)
  18. Now that just makes me wanna do Iran even more, although I guess I'd be needing the USMC (& some Iranians).....You lads are going to be really busy making all these modules!
  19. Wasn't there an issue with the prevailing winds, that made this scenario less than fully appealing for the Soviets and especially the East Germans?
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