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Lethaface

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Everything posted by Lethaface

  1. These video's barely cost me any time to record. I just watch the turn once or twice and than record it with NVIDIA, upload 10 min, done. Part 3:
  2. @George MC A video of the first turn from the bloody strongpoint.
  3. Interested to see how the updated version plays! Perhaps @Sublime would enjoy a rematch? Regarding the setup/briefing: I read in the briefing my troops in the stronghold had been fighting all day etc. No contact had been established, but gun shots were heard. So from that I gathered they have been in contact etc, but not perse that there's a hail off bullets incoming from 1st second. Everyone not on the ground flour was cut down or heavily suppressed soon after the first second of the match. Quite some area's of the ground floor also directly came under fire, especially in the strongpoint without walls. I think it should be made very clear to the player he should duck down all his troops, or give the player at least 1 or 2 turns to realize what's going on. I saw your screenshots in the screenshot thread, looking good! I'll see what I can do with regards to screenshots or a movie over the weekend. I saved the incoming turns.
  4. Just to make sure: did you see the issue about PKM ammo? As far as I can tell all PKM's held in squads that aren't dedicated MG's only have 100 rounds of 7.62x54R available. So in any scenario or QB without vehicles borne acquired ammo, Syrian squads will only enjoy their MG for a couple of bursts. Not sure whether the AI can acquire ammo from vehicles, but if not Syrian squads are imo sort of 'significantly affected'; the MG is an important asset of any infantry squad.
  5. That's my observation too. The RPG-29 team thing isn't exclusively for QB's though: both in the editor and the QB selection screen (left side), when I expand the special forces company it says: Headquarters CO 3x UAZ 2x Sniper 3x Anti Tank [...] However, on the right side (after buying) there are no AT teams available in the company. IIRC there used to be AT teams in the company? One thing I'm 100% sure is that there are a lot of SF 2 men RPG-29 teams in scenario's, also the 'SF2' variants. Now those seem not available anymore in the editor. @Vet 0369, I have did some digging but this is all I could find, but I off course might have missed some thing.
  6. @George MC, my impressions: Been wanting to play this map for a while so thought why not give it a spin H2H. It sure worked out! Anyway: I decided to advance between route red and route green. Blasting the walls on the square and from there moving over route green towards the grassfield before strongpoint 1. I used a smoke screen on the building complexes between route green and red, to shield my advance. Had tank 1 platoon overwatching route red, the tank company HQ with some 2 BMP's overwatching from the hill behind PL Hadjoob. The rest of the vehicles dashed along towards the strongpoints. I used the BMPs to insert infantry on roofs quickly, to provide a little overwatch. Using area fire where I can to blast buildings with suspected enemy positions. My smoke screen actually hampered my fires though. Anyway the advance went very well until I reached the larger building complex next to the objective. I lost 1 BMP on route green to an IED I think. After inserting infantry in the building complex, I unnecessary moved one bmp a little and it was struck by an RPG just while my infantry was on the same floor as the RPG team. When the enemy infantry in the complex was suppressed I moved my Tanks and bmps on the grass field next to strongpoint one. The smoke was still limited where I could fire, but I suppressed all enemies I could see. Meanwhile the 2 platoons on the strongpoints. I left them sort of on the position you deployed them on and they came under insane fire the first turn. Some where on rooftops and floors with balconies and I suffered bad casualties. I tried to save them by moving all downstairs and or in covered spots. 1st platoon was in a bad spot though. Just before I reached them 1st platoon was fully out of ammo and basically executed by fighters rushing in. A couple of very close range 125mm dealt with those though. 1st platoon was basically eliminated bar the RPG team. The other lost it's MG and RPG team and a few casualties, but further intact. With 1st platoon smashed and 2nd platoon still surrounded and out of ammo I decided to get everyone out. The evacuation went smoothly, apart from indeed the one tank taking an rpg from a keyholed position in the side turret, right next to the ERA. Also my infantry in the building complex was unlucky with 1 squad taking several casualties when I inadvertedly moved them into a building with its facade blown out, while enemies were occupying a building diagonally just a few meters away. It was for a large part covered by a high wall, which limited my ability to take it under fire. The squad took 3 or 4 casualties before a BMP and the rest of the platoon could suppress or kill the squad. From there I moved back to my lines. Finally my mortar barrage came down. With a lot of tanks, BMP's and ~1.5-2 plt worth of infantry I was planning to advance over route blue and yellow. However, it felt a bit gamy. I employed the tank raid, reached the objectives and had my men evacuated because they took heavy losses. The briefing said to choose between occupying and falling back. Even if I still had the forces left to perhaps take the strongpoints back, I felt that it was more appopriate to cease fire. If I have some more time over the next weeks I'll make some screens and or a movie from this battle. I really enjoyed it, playing very aggressively with the tanks and mech forces. And in my eyes, sort of successfully! I tried to copy the Syrian tactics a bit, certainly some value in those I think especially against uncons / light infantry. Cheers for the scenario! Edit: just saw the cease fire screen: a draw:
  7. FWIW the Dutch ground forces do actually operate the Stinger. Both carried versions and in a Fennek. The stinger was introduced in 1982 and not phased out. https://www.defensie.nl/organisatie/landmacht/eenheden/dglc https://www.defensie.nl/organisatie/landmacht/materieel/bewapening/stinger-luchtdoelraket https://magazines.defensie.nl/landmacht/2017/05/10_luchtverdediging-2 (history of the airdefense)
  8. From the CMSF Manual "Fighters are regular soldiers, mercenaries and other types of irregular military personnel who operate in small groups and use guerrilla tactics instead of conventional military method. They can be well trained and motivated and occasionally have access to fairly sophisticated and advanced equipment. Some heavy weapons are mounted on civilian vehicles, otherwise known as Technicals. Since they are armed and wear distinctive clothing, the Stealth rules do not apply to Fighters." I'd say that for any war in Syria would mean the inclusion of Hezbollah troops which have shown, before 2008, to be able to effectively employ long range indirect fires. PS Is it true that the BMP-3 is no longer available in QB by intent? Another thing I noticed is that the SF RPG-29 teams are not available anymore, even in the editor. The SF does have RPG-7 specialist teams.
  9. Recently something sprang into my mind: weren't fighters supposed to represent Hezbollah troops or sumfink? That would also explain the availability of advanced ATGMs like the AT-14 and the availability of RPG-29s? If so, I'd say it wouldn't be unfair for them to have the availability over some more artillery options. Although I realize this isn't going to happen over night
  10. You seem to be right, I had assumed they had been moved to the mech section.
  11. It's certainly enjoyable! The idea of the tank raid works Will reply some more later, late already. Good weekend!
  12. Well they are able to utilize mortars with spotters, only not communicate beyond shouting distance Anyhow, it's quite a great sandbox already! We can of course always use scenario's to give the irregular's some off map mortars or even type 63's.
  13. I think the current Spy FO can definitely be useful, if only from close c2. Of course that depends on the scenario, but it's possible to have the spotter in a 3 story building, in c2 with a couple of mortars just behind the house. So it has use, although limited to a certain degree. At the same time it would, in my eyes, be an improvement if the Spy FO could have c2 with the mortars through his radio if the mortar team is in c2 with it's HQ. The SPY FO can do the same with regular Syrian (offmap) artillery, so it feels a bit arbitrary to me that he can't for the irregular mortars. Some form of GSM / walky talky whatever communication among irregulars in Syria in 2008 isn't unrealistic I'd say.
  14. He made a thread about it not too long ago. I googled mord reshade and it came right up: edit lol of course he was faster
  15. Funny I was thinking about trying that actually yesterday, but wasn't sure you could just drop forces on a quick battle map while keeping the objectives and scoring intact. I have actually fiddled with the editor before, but usually just for looking at units. I didn't pass the elevation challenge ;-P. And I'm already glad that I have the time and energy to actually play CM again. However, I think it is interesting to create some setups for PBEMs based on QBs. Thanks for confirming it is possible! I'll try to convince Sublime to function as a guinea pig and drop some forces for him on a map
  16. Unfortunately the Spy Forward Observer can only communicate with mortars using close c2. So yes preplanned is possible and with some hassling you might be able to spot from a building next to the mortars or so, but not much more.
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