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Sgt.Squarehead

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  1. Like
    Sgt.Squarehead got a reaction from IronCat60 in Moving in the face of potential and identified contacts.   
    I agree with one exception.....The Assault order seems to work very well indeed in, well, an assault, from cover into a nearby objective. 
    It seems to me that the units are a bit freer with their hand grenades when this order is given.....Of course this may just be my personal perception.
  2. Like
    Sgt.Squarehead got a reaction from ratdeath in Update on Engine 4 patches   
    'Very' not found. 
    He's good.....He's very good! 
  3. Upvote
    Sgt.Squarehead got a reaction from Warts 'n' all in Update on Engine 4 patches   
    'Very' not found. 
    He's good.....He's very good! 
  4. Like
    Sgt.Squarehead reacted to MOS:96B2P in BATTLE DRILL - A CM Tactics Blog   
    In the WWII titles I have found it useful to give platoon HQ's a 50 meter 360o Target Arc. (100 meters across)   This serves the purpose of keeping the HQ from firing at far off targets and drawing return fire.  But it is also a visual reminder of the automatic C2 voice distance.  I attempt, with a few exceptions, to make this the area of operations for the fire teams of the platoon.  I will especially keep the forward (in-contact) fire teams in this arc.  The reserve squad, teams giving medic aid, 60mm mortar etc may fall a short distance behind this arc and are called forward when needed.  My self defense arc for Company HQs & Forward Observers is 32 meters.    


    In CMBS with the communications  gear that is present I am still experimenting with the target/command arc concept.  It is not needed as much for C2 but I still like a defined area of operations for my platoons.    
    Just FYI reference the Hide command.  It will reduce the automatic 50 meter voice C2 to about 16 - 20 meters. 
     
     
     
     
       
  5. Like
    Sgt.Squarehead got a reaction from domfluff in Do shared contact markers lead to faster spotting times?   
    While I don't know if the markers cause a modifier of themselves, the fact that the unit now knows which direction to look and can be given a face command or target arc, surely increases the odds (intervening hills/forests etc. excepted). 
  6. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    However, genuine arrests of armed suspects are possible.....This guy's going down for a very long time:

  7. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    It's kind of like 'Hill Street Judge Dredd'.....The CM Engine is not kind on those who resist arrest! 
    I can honestly say I have never laughed so much playing CM.....It's great fun! 
  8. Like
    Sgt.Squarehead reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Units on Citywide 3 north be advised, multiple reports of shots fired, 605 North 14th Street in the alley.  Units responding advise. 
    Unit 2203 enroute from 500 North Utica.
     
     
    Unit 2205 in the area.

     
    Unit 2205 we can hear gunshots but don't see anyone,  show us out on foot 600 block of 14th in the alley.
     
     
    UNIT 2202 SUBJECT WITH A GUN RUNNING WESTBOUND ACROSS 14TH STREET!  WE'RE OUT ON FOOT!

     
    Air 11 is on scene.  We've got the eyeball.  Subject running westbound through the backyards 600 block of 14th Street.  Ground units, be advised he is about to come out on 13th Street four or five houses south of Lake Avenue.  He's got on a camouflaged jacket.   

     
    Air 11 to ground units take a slow down, shots fired suspect down.  We're going to need EMS and a supervisor 600 block of 13th Street. 

  9. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Image content courtesy @MOS:96B2P
  10. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Image content courtesy @MOS:96B2P
  11. Like
    Sgt.Squarehead reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Marines load up in the well deck of the Assault Ship USS Wasp.

    AAV-7s and LAV-25s exit the well deck and head for the beach. 

    Marines gather gear on the flight deck of the USS Wasp as the first assault wave passes between the Wasp and the USS Oak Hill.


    Marines on the starboard hangar of the USS Wasp look on as the USS Ticonderoga engages attacking aircraft.  

     
  12. Upvote
    Sgt.Squarehead got a reaction from JM Stuff in Recrewing vehicles   
    It would be good if it were possible to merge vehicle crews from the same platoon/company, especially in a campaign format.....Maybe one day. 
  13. Like
    Sgt.Squarehead got a reaction from zinzan in Update on Engine 4 patches   
    'Very' is a nice word, I like it. 
  14. Like
    Sgt.Squarehead reacted to A Canadian Cat in Why so little community content?   
    Just a shout out to myself : the combat mission scenario list now includes the old Shock Force scenarios, maps and campaigns. Check it out here
     
  15. Like
    Sgt.Squarehead reacted to Bil Hardenberger in A tactical doctrine for dealing with HMGs?   
    Thanks to @IanL , the links to these scenarios on my blog have been updated.  For convenience the links are also below:
    Briefing:  Infantry Squad Attack & Scenario File
    Briefing:  Tank Section Attack & Scenario File
  16. Like
    Sgt.Squarehead reacted to A Canadian Cat in A tactical doctrine for dealing with HMGs?   
    Temporarily available here: https://www.dropbox.com/s/vmlb0ij1a5g3rcd/BilHTacticalProblems.zip?dl=0
    I'll send the link to Bil directly too so he can get back up and running.
  17. Like
    Sgt.Squarehead reacted to ncc1701e in AI triggers small tutorial   
    See this post - Orders for AI group number 3:
    You need to visualize where your units are located at the beginning of the withdrawal. Then, paint some yellow squares where you want them to retreat. And be sure to add the pink square in the direction of the enemy. This is what I have done in the above post. Look at the difference of location of the yellow squares between order 2 and order 3.
    And also, do not forget the face command (green square) in the order just before the withdrawal order. It may help to have the units facing the right direction before reversing... Order 2 in the above post is using a green square also for this.
  18. Like
    Sgt.Squarehead reacted to ncc1701e in AI triggers small tutorial   
    Who said that the AI is not able to perform an attack? See no loss on Blue AI side, but it was lucky. Remember that I have removed RPG-7.

    Now, I will redo the same with some more resistance on my side. For the record @domfluff before modifying it, here is attached the current 001 try.btt file.
    001 try.btt
  19. Like
    Sgt.Squarehead reacted to ncc1701e in AI triggers small tutorial   
    Activation of Group 3, Order 4:
    With the Stryker carrier vehicles moving again and finishing their order 4, this is activating Group 3, Order 4 trigger for the infantry i.e. group 2. As such the infantry dismounts and attacks.

    Koff koff, who is the idiot that has fired all this smoke? 🤣

    The infantry i.e. group 2 has also an area fire order on the buildings in front of them.

    Close combat due to the smoke but they do not see each other.

    Several fire fights are starting.




    Even the 3rd Platoon HQ of AI group 2 is able to call an indirect fire support mission with the on map mortar of AI group 4. TacAI is awesome!!!

  20. Like
    Sgt.Squarehead reacted to MOS:96B2P in Scenario Editor Bug   
    Quick Battles work a little different and I suspect this is the core of the problem. 
    4.0 Engine Manual Page 27 - Only two types of Victory conditions are available.  Terrain objectives and unit casualties.  If you change it to a scenario more can be done.  If you are leaving it a QB and attempting to play it as a QB I think the above restrictions would apply.    
  21. Like
    Sgt.Squarehead got a reaction from ncc1701e in AI triggers small tutorial   
    I tend to use AI group #1 for my static units, things like HMGs and antitank guns that the AI doesn't always place as well as it might (especially when part of a mixed AI group).
  22. Like
    Sgt.Squarehead reacted to Sprocketman in Need help deciding which Combat Mission to get   
    Thanks for all of your guy's advice. I ended up getting Black Sea just because I've really been enjoying SF2 and I want more of the same. I'll definitely pick up RT and FB at some point though.
  23. Like
    Sgt.Squarehead got a reaction from Josey Wales in Update on Engine 4 patches   
    My congratulations also. 
  24. Upvote
    Sgt.Squarehead got a reaction from George MC in RT Unofficial Screenshot Thread   
    Look forward to seeing the finished item.  
    I'm enjoying a couple of the articles on that page.....Just wish we had some early war forces and some better fortifications (More complex modular bunkers maybe?) to model them with.
    PS - The Brandenburger SMS Company is particularly appealing.....German Uncons on the Ostfront, what's not to like! 
  25. Upvote
    Sgt.Squarehead got a reaction from George MC in RT Unofficial Screenshot Thread   
    Classy mapping as ever @George MC.....Might we be seeing this soon? 
    PS - One of the latter accounts in the linked article makes a great case for the return of real fire in CM:
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