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zwobot

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Everything posted by zwobot

  1. True Haven't you area fired into the objective with your supporting section all the time during your assault to keep them pinned?
  2. Another thing went into my mind: in CMx1 it was already preferable to "shoot it out" with the enemy and break them instead of maneuvering one third of your forces into their positions to start a melee which usually resulted in more losses for both sides. Hcrof's illustrated platoon attack is a bit of a special case again because the objective was a fixed MG emplacement. But if it had been a single infantry squad or MG team it might have been better to area fire into their position until they leave their trench/house/whatever in panic and then score the kills?
  3. That's what I thought too. Time and map size are the factors limiting the attractiveness of bypassing known enemy strongpoints. I'm really interested on "walkthroughs" for the already mentioned defences in depth. For example what would you do when suddenly one or even more enemy supporting positions showed up during your platoon attack in different directions and ranges.
  4. I'd really like to see this. The illustrated guide hcrof posted is nice but leaves many questions open for me because it is an ideal situation for the attacker which is a rarity in the game. What do you do if the supporting section fails to suppress the MG position and becomes suppressed themselves and/or takes (heavy) casualties? I guess the answer would be to move in the reserve section to take over their job (and not move them into the exact same position as the initial supporting section to prevent the reserve to become suppressed right away too)? How long did your platoon assault take ingame hcrof (from identifying the MG position until it was taken out)? Did you spot the the MG position first? Do you define "abort conditions" for those kind of actions ingame? E.g. "if I take more than x casualties or supporting enemy positions at location y are detected during the platoon assault I will call off the assault and try to bypass the enemy positions"? Dito. Seeing how other people play the game - and why they play it like they play it - is a good way to learn the game.
  5. While this could be helpful in some situations, there are tons of situations in which this contact drill would be what I want my units to do. E.g. if they are in a position behind a hill and you know enemies will cross the ridge any second when a single Taxi (no VBIED) comes around either side of the hill triggering the contact drill. There are too many parameters to consider for the Tac AI to reliably decide whether the drill should be executed or not. I'm sure that in most cases the AI would decide wrong because the decision to be made is far too complex...
  6. Hello everyone, my Patchlevel: 1.20, Marines and Brits installed. As the title says my game heavily lags during the setup phase of PBEM scenarios. Mouse and keyinput can take several seconds to take effect. The lag is way less severe when the map is viewed from an overhead camera perspective (hotkeys 7 to 9). After the setup everything runs just fine. The setup for the same scenario (UK H2H British Inf Vs Syrian Mech Inf) works normally in Singleplayer mode. I can't tell if the problem is dependant on certain parameters of the scenario or not. But I surely observed this problem in earlier patches too and with different scenarios. Is this problem on Battlefront's radar?
  7. Like the manual already says, it's often a good idea to let Blufor units come close to your positions so they can't use their support assets as much (air, artillery and mortar). But then you have the problem that Redfor units usually don't have the endurance to survive a close engagement. Blufor infantry normally is more experienced and has higher morale than their Redfor counterparts. So the Blue player might take some casualties but in a 1:1 ration engagement Blue will eventually gain the upper hand and waste your infantry. Hit and run might be an option but I never had big success with it. Once you reveal your Red infantry and open fire they are likely to draw fire and become combat ineffective before they even can maneuver into a different position. Same applies to tanks in my experience. Your only chance with them is to achieve a local superiority in numbers (2:1, 3:1 or even more) but this is difficult and even if you manage to gain this superiority there might be an infantry squad hidden somewhere which will then waste you with Javelins... If you have ATGMs you should try to engage with them at maximum range. This will reduce the chance of them being spotted. I like to play Redfor but it's so damn hard achieve any satisfying results (even if there are assymetric objectives so you can score a win with some 80% casualties as long as you manage to destroy some Blue vehicles or even a tank...).
  8. I've never seen any information sharing anyway. Or maybe I just don't know how it is supposed to work. E.g. if there is a a single US infantry squad on a ridgeline overlooking multiple enemy positions and the rest of the platoon behind the ridge out of LOS of the enemy but has communications with the rest of the platoon: will the rest of the platoon only receive solid question mark contacts through C2 or actual contacts like if they spotted the enemies themselves?
  9. I need to bump up this thread with a request for a savegame for the 3rd mission of the TF Thunder campaign (patchlevel 1.11 if it matters). If anyone is willing to send me the file please leave me a PM, thanks in advance.
  10. Hey, this only proves that the really tough missions have to be done by the Brits because you can't trust the Yankees Are there real Royal Marines formations in the module by the way? I did not see them mentioned in the manual but maybe they can be simulated with using normal light infantry with better stats. Are there big equipment and organisation differences between normal UK light infantry and Marines?
  11. Oh, you mean opened tanks will use only the commander MG when you give light fire order? I did not know that.
  12. I think I'll wait for the ultimate bundle containing Marines, Brits and Germans/NATO. I hope those three will be offered as a bundle eventually
  13. I'd love to see more Afghanistan missions like the thread starter suggested. I've been waiting for this since the game was released. Red vs Red Afghanistan missions in 70's/80's style would be cool too. Apart from "Ross Kemp in Afghanistan" I can recommend a series called "Commandos on the front line" (or something like that). It focuses on the training of Royal Marines and in later episodes you get to see battles like in Ross Kemp's documentary. I've watched all episodes on liveleak so I guess it is still uploaded there. The series is very similar to "The Paras" from the early 80ies, I used to watch this on youtube but the videos have been removed I'm afraid.
  14. Ah ok thanks. That makes sense. Wikipedia is a bit misleading here then (not a big surprise...).
  15. Thanks for the answer. Do I get this right that in platoon intern comms, the vehicles have numbered color callsigns (Red 1 to 4 e.g. for the first platoon) while the infantry squads keep the company level callsign (e.g. Checkmate)? I'm a bit confused about that.
  16. I was reading through this Wikipedia article about Callsigns and their use in (US) military and the Field Manual about Stryker platoon organisation. I was wondering how callsigns are applied to the mounted elements (=Strykers) in a Stryker infantry platoon. When the Company has for example the radio callsign Checkmate like in the Wikipedia article, the first platoon would be Checkmate 1, the first squad of this platoon Checkmate 11 and so on. But what would the Strykers have as a callsign? And does each vehicle has its own callsign?
  17. The Operation Flashpoint franchise has a very active modding community. There you can have new models and textures, config mods which change AI behaviour, script addons which change AI behaviour, new animations, complete conversion mods and many more. Operation Flashpoint and Armed Assault are among the most open games there are, it is more like a sandbox game. Personally I have never seen much need for this amount of modability in CM games but it might be nice to have. But it won't happen unless Battlefront decides to let it happen which is very unlikely I believe. One of the main reasons is cheating issues which was already mentioned before. I'm sure there are more reasons for Battlefront not to allow it (maybe fear of losing sales or something like that) but that's only speculation on my part.
  18. How many "when are the Brits coming" threads do there have to be? Why isn't it enough to know that the module will come in 2009? Just start another PBEM; if the Brits module or the patch will be released before your PBEM is finished - who cares? Suck it up man.
  19. George, that doesn't make much sense indeed With FRAPS you can recored how you missed what you missed, so you can watch again and again how you missed but you can't watch what you missed
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