Jump to content

nathangun

Members
  • Posts

    311
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    nathangun reacted to domfluff in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Action Spot.

    The point being that you can only fire on a given square when either the firing unit knows there is something there, or that none of your units know something is there. If someone on your side has that information, the ones without that information can't use it.

    It's a rough abstraction, but it's not much more of an abstraction than the default one.
  2. Like
    nathangun got a reaction from A Canadian Cat in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    I tend to do that as well, for added realism. 
  3. Like
    nathangun reacted to domfluff in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    I do like the idea of naming your leader after yourself. Obviously, in the name of "realism", if you died you should hand over control to someone else
  4. Like
    nathangun reacted to A Canadian Cat in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    I am just highlighting this. Something I try to remember when I play a QB is name the top commander with my name. That way I can see if I survive the battle.
  5. Like
    nathangun reacted to A Canadian Cat in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Only if we can some how not talk about people's dumb ass rules for force selection in QBs - I only allow 25% of this type of force except if they have only wheels and then you can go as high as 33%. Oh and only some regular troops the rest green. Except for snipers, they can be veteran. But no tanks unless its a blue moon next Tuesday. Save me from the insanity of your broken little minds.
    If we could just talk about in game limitations on orders and behaviour I would like that. That conversation that is very rare.
  6. Like
    nathangun reacted to MOS:96B2P in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    +1  I like this.  I'm going to work this into my own house rules.    
  7. Like
    nathangun reacted to MOS:96B2P in New Scenario: Coup D'etat   
    From the Briefing:
    GOVERNMENT COMPLEX:
    The Government Complex is in the western area of the city (Grid: 42112700).  The Government Complex also contains the City Council Building (see City Council Building section).  The Government Complex is a large occupy objective worth 100 VPs to whomever controls it. 
    CITY COUNCIL BUILDING:
    The City Council was a group of 50 aldermen that presided in the City Council Building (Grid: 42042615), which is part of the Government Complex.  The City Council was dissolved when Waleed’s regime seized power.  Twenty aldermen are still alive.  The regime confined 10 of the surviving aldermen at Fisbuk Prison.  The remaining ten are fugitives hunted by the regime. The aldermen will support a coup against the regime and will use their knowledge and contacts in the city to obtain and provide intelligence to the rebels.  Throughout the scenario fugitive aldermen will report to the Hotel Rasheed to convey intelligence to friendly forces.  The intelligence is in the alderman’s name field and contains an intelligence code, location and time (see operational map area).  The aldermen are regime unit targets worth 200 VPs (10 VPs each).  The City Council Building contains a rebel exit zone.  All twenty surviving aldermen must be safely brought to the City Council Building and restored to power (and they must use the exit).  Securing the City Council building (it is surrounded by a touch objective) will persuade the city police (see police HQ section) to join the rebels.  To secure the City Council building have rebel units reach the touch objective around the building.  This is one of two ways to persuade a city police unit to side with the rebels.  
    The City Council Aldermen enter the Government Complex while under escort by a British SF unit. 

    The Aldermen enter the City Council building restoring democracy. 

    The City Council Aldermen use the rebel exit zone inside the City Council building preventing the regime from earning 200 Victory Points. 
     
  8. Like
    nathangun reacted to Hapless in Lackluster documentation   
    If you really want to know what your units can see from what position and how fast they're likely to spot, just open the map up in the editor, recreate the exact circumstances, save as a scenario and then play it through a few times. You don't have to redo the entire force, just the relevant units. Then you can test it to death.

    Sure it takes a couple of minutes each time, but you get solid usable results and after doing this a few times you'll start getting your head around it.

    Depends a lot on how much you want to win But it makes a lot of sense to "wargame" through all your plans this way before the game kicks off anyway to get sort out time-distance questions and, obviously, how effective units are at spotting each other from different positions.

    The alternative is to rely wholly on experience... and experience is a harsh teacher because she gives the test first and the lesson afterwards.
  9. Like
    nathangun reacted to sburke in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Remind me why we are crucifying the Canadians..   
  10. Like
    nathangun 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.

     
  11. Like
    nathangun reacted to HunterGathers in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    I had hoped this thread would satiate my itch for cmsf2 but sadly it's only made it worse... much worse...
  12. Like
    nathangun reacted to Denis1973 in Operational level campaign completed.   
    Talks about operational level have begun just after the first CV game is released. In our community we have made several attempts to complete the task. First and second (based on custom rules) were partially successful. And only third became a success.
    With received experience the concept of approach was based on:
    The bottom line. Operational level will be interesting to play with at least divisional level, at least 3-4 day duration of battle.
    The upper line. Combat Mission scenario must be maximum about 1 hour long at 1500-2000 m battlefield with battalion(+) force size.
    Simplify. Gamemaster must be released from tiresome calculations. It will be made in-game. IGO-YOUGO rules instead of WEGO at operational level. Hex-based battle maps.
    Speed. Not all actions, even not all battles, can be played in CM because of slow progress. It will be made by operational game itself.
     
    So, we choose The Operational Art of War III (TOAWIII) as an operational level game. Especially because very smart system of unit strength – every unit consist of given number of rifle squads, guns, tanks, etc. Contrary to "rifle Co" with given "strength" (attack 4, defence 3) or "132 men" (without any other weapons) in other games. Same about supply – every unit tracked available amount of supply during whole campaign. It spends on moving and battles and replenished with supply network.
     
    Here is Google doc (in English) which describes the flow of campaign.
    https://docs.google.com/document/d/1aZUo83DNHG8_QfmiQNc3CWo72IQRXEKMTAg8eCSJMr4/edit#
     
    Unfortunately, rules are not yet translated. More on this – it is under some rework and enhancement. But if you have any questions I'll try to answer.
     
    And, finally, we think about new campaign. One of problem here is that we need more gamers (in this campaign took part 6 gamers and 2 admins – not as much as we want to). So I want to understand the level of interest – we can play East or West front, Russian community against "west" (English speaking) or mixed, etc.
     
    May be pin this topic up?
  13. Upvote
    nathangun got a reaction from A Canadian Cat in Allied AAR - CMPzC Campaign: The Road to Eindhoven - Dommelen Battle (hex 1, 6)   
    Nonsense, an out flanking maneuver is as old as the hills.
  14. Upvote
×
×
  • Create New...