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Sgt.Squarehead

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  1. Like
    Sgt.Squarehead reacted to MOS:96B2P in CMSF2 New Belligerent ?   
    This is good.  A lot of cool stuff can be done with this.  From a Syrian infantry company: 1st platoon leader is the bomb maker and has trigger men and VBIEDs assigned to him.  2nd platoon is intelligence and has several spy teams assigned, 3rd platoon leader controls the death squads with scouts, breach teams, RPG teams etc., 4th platoon leader has the technicals.  They work for the company commander who is renamed The Murderer of Mosul.  Or something along these lines.............  .   
    Thanks for the information.  +1  
  2. Like
    Sgt.Squarehead reacted to Sequoia in CMSF2 New Belligerent ?   
    I don't think a module that covered all the families would be possible, or at least not practical.
    Nice screenshots Sgt S.
    I am led to wonder now if we will get more flavor objects than were in the original SF.
     
     
  3. Like
    Sgt.Squarehead reacted to MOS:96B2P in CMSF2 New Belligerent ?   
    Uncons in CMSF1 are very cool.  An Uncon battalion grouping would make them even better and provide a command structure to decapitate.  As a work around, since I don't expect BFC to create Uncon battalions for CMSF2,  maybe an existing OpFor battalion could have the conventional platoons removed and replaced with Uncon specialist teams in the editor/purchase screen.  (If we get specialist teams for Uncons.)  We'll have to wait and see.   +1 
  4. Like
    Sgt.Squarehead reacted to A Canadian Cat in CMBS bugs - are these fixed in relation to the new CMSF2? ( weapons ports etc )   
    Yep, @Sgt.Squarehead check out my faq post in the general area. There are links to the issue with tanks targeting in town.
  5. Like
    Sgt.Squarehead got a reaction from General Jack Ripper in Mosul (Iraq) The small red-headed child of an epic MOUT map!   
    They clearly needed @General Jack Ripper to take command. 
    It should be possible to do a lot more of this with the new engine, both @MOS:96B2P and I have been experimenting with using demo-charge equipped AI units on the map.  At present you kind of need to customise the buildings for best effect, but with experimentation you can usually get them to do what you want without making it massively obvious what's afoot. 
    Just having 16 AI slots to play with will make a huge difference.....In Mosul my static units took up one slot, as did the (snowballed) VBIEDS, the initial attack wave took three slots and the (snowballed) tunnel rats used up the remainder.
  6. Like
    Sgt.Squarehead got a reaction from c3k in CMSF2 New Belligerent ?   
    I've been quietly hoping for MORE UNCONS GODDAMMIT for some time now. 
    A full price module that covered all the games would be a pack full of awesomeness in my opinion.....
    FFI and various resistance organisations etc. for CM:BN & CM:FB
    Assorted Partisans for CM:FI & CM:RT
    Militants & Militias for CB:BS & CM:SF 2
    The unique capabilities of these units would vastly expand the scope of the game. 
    You could always do this.....In the editor go into preview mode and CTRL+Click on the face of the building you want to modify, with cunning use of ALT+CTRL+Click you can make some pretty cool looking modular buildings, even in the older games (& even if I do say it myself): 



    PS - These pictures don't have any 'Flavour Objects' yet.....These can add a lot of, well, flavour to a map, and they offer the scenario designer the chance to script his scenarios in a slightly more involved fashion.
    See @MOS:96B2P's epic CM:BS Tactical Operations Centre for a fine example of this technique:
    Make sure you read the briefing very, very carefully. 
    Please god.....No! 
    The Uncons in CM:SF don't have a unit structure beyond the 'Group' (Platoon) and we've learnt in the intervening years that these groups are a lot better organised than that.....The CM:A 'Islamic Battalion' or 'Tribal Militia Command' would make an infinitely better starting point.
    There is actually a valid reason for my still liking CM:A you know.....Barring a few odd quirks it's massively better than CM:SF, especially if you like Uncons.
    I just hope that BF have given the Uncons a better command structure in CM:SF 2, otherwise CM:A will still be the best game in the series for Uncon warfare (especially HTH).
  7. Like
    Sgt.Squarehead reacted to A Canadian Cat in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Minute 155: Orders
    No new orders are being given. I thought that it would be interesting to see the information flow so the following are some screen shots to show that.
    Starting with the scouts of 15 Platoon. They can see enemy vehicles in their assembly area and they have contacts just outside the ambush zone.

     
    15 Platoon HQ has a pretty good representation of the scouts information.

     
    The company CO has a bit less but still the basic picture.

     
    The tanks in 18 troop have nothing yet. I see, however that there is a break in the comms because they have no contact with E squadron (not on the map). I did not check the HQ tank when I took these screen shots.

     
  8. Like
    Sgt.Squarehead reacted to MOS:96B2P in CMSF2 New Belligerent ?   
    YES!!! This!!
    Maybe BFC could put independent buildings into any CMSF2 pack also. 
    In the editor in CMBS you can change modular building roofs between flat and sloped.  I hope this ability is added to CMSF2 and CMFI.  Especially CMFI since flat roofs would facilitate North Africa scenarios.     
  9. Like
    Sgt.Squarehead reacted to Mord in CMSF2 New Belligerent ?   
    That's my thought, at least as far as Muj go because:
    1.) The TO&E structure could be pulled from SF2 Uncons/Fighters and tweaked to fit the specific forces.
    2.) We'd only need about three or four unique soldier models. Like in CMA.
    3.) What vehicles they would use are already in SF2. No need to create a bunch of new models like you would if it was say, the French army or something.
    4.) It would take far less time than creating a module.
    5.) It would be a great experiment to see if customers would go for something like this. After all the vehicle pack and 1st scenario pack were all testing the waters when they were released.
     
     
    The funny thing is, look at just how many scenarios that were created based exactly on that. And a lot of them have proven it's damn good fun. I never understood the stubbornness regarding that. Three of our last four wars were basically centered around it. So, it's not like it is unrealistic. And it's there in the game already, it just needs to be a little less confining to make it all it could be.
     
    Mord.
     
    P.S. Do I sound desperate?
     
  10. Like
    Sgt.Squarehead reacted to sburke in CMSF2 New Belligerent ?   
    I don't think it is entirely out of the question- they do vehicle packs, why not soldier packs?  Part of the issue is BF has always insisted that CMSF was not about the Syrian occupation, but rather just the invasion and they weren't real interested in the whole insurgency war.  That is something that is subject to change, but it would have to fit within the priorities they may have already decided upon and the cost value they see in this kind of thing.  Personally I would love it. A Muj pack would really enhance Afghanistan oriented scenarios. An African insurgent pack would open up whole new vistas for the war on terror concept.  Considering this is what the US has been fighting for almost 2 decades …..  that is just my 2 cents subject to inflation, devaluation of the Chinese yen and Iranian rial and removal of the gold standard post zombie apocalypse - I.e. worthless
  11. Like
    Sgt.Squarehead got a reaction from Rokossovski in CMSF2 New Belligerent ?   
    I've been quietly hoping for MORE UNCONS GODDAMMIT for some time now. 
    A full price module that covered all the games would be a pack full of awesomeness in my opinion.....
    FFI and various resistance organisations etc. for CM:BN & CM:FB
    Assorted Partisans for CM:FI & CM:RT
    Militants & Militias for CB:BS & CM:SF 2
    The unique capabilities of these units would vastly expand the scope of the game. 
    You could always do this.....In the editor go into preview mode and CTRL+Click on the face of the building you want to modify, with cunning use of ALT+CTRL+Click you can make some pretty cool looking modular buildings, even in the older games (& even if I do say it myself): 



    PS - These pictures don't have any 'Flavour Objects' yet.....These can add a lot of, well, flavour to a map, and they offer the scenario designer the chance to script his scenarios in a slightly more involved fashion.
    See @MOS:96B2P's epic CM:BS Tactical Operations Centre for a fine example of this technique:
    Make sure you read the briefing very, very carefully. 
    Please god.....No! 
    The Uncons in CM:SF don't have a unit structure beyond the 'Group' (Platoon) and we've learnt in the intervening years that these groups are a lot better organised than that.....The CM:A 'Islamic Battalion' or 'Tribal Militia Command' would make an infinitely better starting point.
    There is actually a valid reason for my still liking CM:A you know.....Barring a few odd quirks it's massively better than CM:SF, especially if you like Uncons.
    I just hope that BF have given the Uncons a better command structure in CM:SF 2, otherwise CM:A will still be the best game in the series for Uncon warfare (especially HTH).
  12. Like
    Sgt.Squarehead reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    Screenshot of the Area of Operations (AO) looking northwest. 

    Ukrainian troops conducting a presence patrol in the town of Belz. 

  13. Upvote
    Sgt.Squarehead got a reaction from HerrTom in CMSF2 New Belligerent ?   
    I'd buy it.
    I'd take a Russia, Iran & Afghanistan pack too......CM:FW (Combat Missions: Forever War). 
  14. Upvote
    Sgt.Squarehead got a reaction from HerrTom in CMA Unofficial Screenshot Thread   
    A couple more postcards from 'The Valley':

    Not a fortress, honest! 

    Peace be upon them. 
    Very close to finished now, just the area south of the highway and a few assorted bald patches to fill in (see foreground in first picture).....Then about a million more flavour objects to add. 
  15. Upvote
    Sgt.Squarehead got a reaction from LongLeftFlank in RT Unofficial Screenshot Thread   
    That is a superb mod.....Totally agree with the sentiments so eloquently expressed above. 
  16. Like
    Sgt.Squarehead reacted to Mord in RT Unofficial Screenshot Thread   
    Caught this today while testing some stuff. Thought it looked cool. Shrek's are nasty!
     

     
    Mord.
  17. Like
    Sgt.Squarehead reacted to SchnelleMeyer in DRA skins finished   
    Portrait mod is also done:
     

    http://cmmodsiii.greenasjade.net/wp-content/uploads/2018/07/CMA-portrait-mod.zip
  18. Like
    Sgt.Squarehead reacted to SchnelleMeyer in DRA skins finished   
    So I finally finished the DRA skin mod after seeing that a new request was posted today.
    They are not perfect, but they are a lot better than the originals. The mapping on these skins is not the best and that makes modding them to a good result more challenging. 

    You should be able to download it from here:  http://cmmodsiii.greenasjade.net/?wpfb_filepage=dra-skins_2-zip
  19. Like
    Sgt.Squarehead reacted to Erwin in CMA Unofficial Screenshot Thread   
    For players who are CMA fans there is no other option so could still have a long life (as has CM1).   You can't match the experience of playing with 1980s era gear and tech with any other title.
    Playing CMA is a great antidote when one gets burned out on the other modern titles.
  20. Like
    Sgt.Squarehead reacted to Bud Backer in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Ahem... since it was brought up...
     

     
     
  21. Like
    Sgt.Squarehead reacted to DougPhresh in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    I'd say 4-6 plus more in the LAV. Especially in the areas of Kandahar Province that were relatively green, those grape huts were everywhere and the LAW was the only thing we could carry on patrol that would be able to engage them.
    This is from an article but it does a good job of describing why we needed to carry LAWs when clearing fields:
    Not my photo, but this is what the fields in the area look like, and why Grape Huts were such a big threat.

  22. Like
    Sgt.Squarehead reacted to DougPhresh in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    I was in the military at that time (well, until last month actually!) and we absolutely had C79s on our C9s.
    Maybe Reserve Units didn't (set eq. to Poor maybe?) but we sure did even in the Artillery.
    Also, can so-sign on LAV commanders being lower down, additionally the MG on the LAV and Coyote was not remote operated.
    We carried as many LAWs as possible as it was the only way to bust up what we called "Grape Huts" which were thick mud brick agricultural buildings.
    I'm happy to answer as many CF related questions as I can as one of the things I liked best about CMSF was seeing "myself" represented in a major wargame.
     
    e: The C9s we had in Afghanistan were the improved C9A2 which has the same buttstock as the C7 and comes issued with the C79 and has green furniture like the C7A2.

     
  23. Like
    Sgt.Squarehead reacted to A Canadian Cat in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Minute 158: Orders

    No new orders repositioning members of 14 platoon.






     
    The squad from 15 Platoon on KT3 need to spread out more. I split the teams and have them crawling forward .






     
    To ambush whatever is coming up the valley I will move one of the C2s to a position where they can be hull down to the valley floor a head of where the contacts are. I want the enemy to move into our LOF not the other way around.

    This shows a good example of how I use the hull down command. I laid down some basic move orders to get close to the location I want to be. Then I switched to the hull down command and picked a spot where I would be OK with ending up. From there I use the target command on the hull down command’s way point to pick the area I want to be hull down to. In this case it is the valley floor. The hull down way point location has hillside rising up to the left, so the location where the enemy is now does not have LOS to my new location.






     
    I also verify that that previous way point does *not* have LOS to the location I want to be hull down to. This is so the hull down command can work its magic – when the vehicle starts the hull down command it cannot see the location of interest and as vehicle moves along the hull down route it will watch for when I can see the location of interest and stop when it can.





  24. Like
    Sgt.Squarehead reacted to LongLeftFlank in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Breaking away for a moment from the "Canadians who made it onto US cultural radar" banter, is this map new or a reboot (with water) of a CMSF1 map?

    Either (pronounced "eye-ther") way, a little constructive criticism of this village.
    It's presumably a bunch of structures dropped into an actual Google earth footprint. Fair enough for a start, but it looks more like something you'd see in the treeless deep desert, which is clearly not the dominant terrain on this map.
    All structures except shops (mostly open fronted) should have some kind of compound wall surrounding them; low stone walls for farmhouses, high walls for more modern residences. Houses should also have a fair number of palms and mature shade trees, maybe an orchard. And outbuildings. I was hoping the little shed would make it in from CMBN, but alas no joy.  Where's the mosque? (a village this size will have one, even if there isn't a dome or minaret)
    This is *not* just eye candy; it has very real implications for the battle. A 'dense' village squarely in the centre of the map provides a ready made fortress, with robust and varied concealment and cover for units, especially infantry AT teams who can keyhole and break contact at will.
    I'd expect this benighted hamlet to be leveled by artillery or air in due course, but the rubble, walls and ditches would still provide plentiful and stubborn tactical cover. In its current barren state, AT teams can't so easily flit from building to building to keyhole, and can be readily pinned and killed off by ranged tank/IFV guns. Uber armour uber alles again, yawn.
    Settlements are one of the only features that counter the overwhelming superiority of (usually) NATO ranged weapons. If you want a fair fight and a more fun game (IMHO), give these features more of their real life tactical properties! 
    Here endeth my catechism. Exit Falstaff.
  25. Like
    Sgt.Squarehead reacted to DougPhresh in ATGMs don't fire?   
    It would be nice if, in addition to Target, Target Light and Target Timed there was a way to select which weapon to fire. The BMP-2M comes to mind which has an Autocannon, LMG, ATGM and AGL. 
    The first thing that comes to mind is having something similar to when you place a move order on a building and you get the little pop up that asks which floor. Simply have that come up when you place a target marker and have a list of available weapons, with the default set for all, which is I think the current behavior.
     
     
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