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Lethaface

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  1. Like
    Lethaface reacted to Oleksandr in Unofficial Screenshots & Videos Thread   
    Another poster of my recent BMP-3/3K Mod: http://cmmodsiii.greenasjade.net/?p=6650
  2. Like
    Lethaface reacted to Oleksandr in Unofficial Screenshots & Videos Thread   
    In my Modding Space I've aploaded everything what is avaliable at the moment. 
    Everything is supported by screenshots and by links to download. I don't think you missing anything. Yet, if you enjoy what you see I would really appreciate you hitting that "heart" button. P.S. If something big will be coming out - I will msg you directly. 

  3. Like
    Lethaface reacted to Shorker in Minor Flaw Report / Translation Error "Embark"   
    Hello together! Again a post from my side to help improving the best game in the world!
    I'm posting it here in CMSF2 before it's release so that this needs no fix afterwards - but this little translation error has appeared in ALL
    CM titles since the introduction of game engine 4.0  .
     
    In the GERMAN version of game engine 4.0 the command / (or description for the action) "Embark" is translated with "Einschiffen" and this is unfortunately not correct.
    The correct / proper military term for getting on a vehicle is "Aufsitzen" - which originally means "to get on horseback" (English: "Mount").
    And like the English command "Mount" it also comes from the cavalry times. 🐴
     
    English - German
    Mount - Aufsitzen
    Dismount - Absitzen
    Civilian expression would be
    Get on - Einsteigen
    Get off - Aussteigen
     
    The German word "Einschiffen" means to  really / literally / de facto  going on board of a real ship. - And, in a second, colloquial and somewhat wider meaning, it can also be said for peeing into one's own pants / bed. 😏  😄
     
    OK, I hope that my explanations were helpful.  Thanks for your attention.
     
  4. Like
    Lethaface reacted to Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    MINUTE 1
    ..and we are finally under way.  No action this turn, so sorry @c3k, no gifs showing stuff blowing up yet.   
    In order to ascertain whether there are any of Ian's units in the far left of Snake Ridge, I send 2nd Platoon to reconnoiter this area...

    They were still on their way at turn end, and the following image illustrates their routes.. the small arrows indicate dismounted infantry taking a peek over the lip of each ridge line.  Only two BMPs are in this area now as the third was held back to overwatch the movement.  The last BMP will join them next turn.

    On Star Hill I am deploying two AT-13 teams and the AT-13 Platoon HQ.  One team will crawl over the nearest crest in order to look down on the initial objective (North East Farm), one will be kept in reserve.  The HQ team will crawl over the opposite crest in order to get eyes on the other side of the valley.  The truck will return to the SP.


    1st Platoon is moving dismounted toward the nearest crest overlooking the North East Farm Objective. 

    They are being overwatched by the rest of A Company.

    ENEMY
    I finally did an analysis of what Ian could bring to the fight... he can potentially field a platoon of tanks, plus a few extra tanks if he sacrificed infantry.  If he went full Mechanized, then I can expect about a Company of infantry, give or take, depending on the number of tanks he bought, the type of tanks, and whether he bought any support units.  
    I think with this terrain I would have gone armor heavy , so worse case I will expect to see a Tank Heavy Company Team in front of me  with up to 6 or 7 tanks.  I expect Leopard C2s as the Leopard 2A6Ms are very expensive, about 200 points more than the C2s, however they are much more capable, so its a trade off.  
    If he decided not to go with LAVs or the Nyala APC then he could buy a lot more infantry and support assets, ATGM and artillery, maybe even some air... but then he would have no flexibility, so I expect to  see most of his infantry with either LAVs or the Nyala... but that will impact the amount of support units and numbers of infantry he can bring to the party.
    I actually expect our forces to be close in size... though his will be far superior in capability.  However it shakes out its going to be interesting.
  5. Like
    Lethaface reacted to A Canadian Cat in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    METT-T: Troops
    As described in the earlier post this is a combined arms force created by paring back the Independent Battle Group from the force selection screen. The force is company sized, two platoons of infantry and one of tank troop plus some elements from the battle group support company, a section of Anti Armour, a batter of 81mm mortars and a sniper team.
    Order of battle
    D Company: Capt. Leslie
    LAV Captain Team: Lt. Duncan (2IC)
    FO Tea: Lt Finnegan
    Also Attached to D Company from the battle group support Company:
    Mortar Platoon HQ: Lt McKibbin (with four tubes of 81mm mortars)
    Sniper Team: MCpl Morrison
    One Section Anti Armour LAV: Lt. Golfrey
    14 Platoon (Mech Infantry with no LAVs): Lt. Corhill
    1 Section: Sgt Greentree
    2 Section: Sgt Bellemere
    3 Section: Sgt Augustine
    4 Section (weapons): Sgt Calder
    15 Platoon (Mech Infantry LAVs): Lt. Jackson
    1 Section: Sgt Pension
    2 Section: Sgt Forbes
    3 Section: Sgt Wright
    4 Section (weapons): Sgt Merritt
    18 Troop (Four C2 Lepards): Lt Bermier
    1 Tank: Sgt Aurthor
    2 Tank: Sgt Laurin
    3 Tank: Sgt Gagon
    Fire support

    1 battery (4 tubes) of 81mm mortars off map from the battle group

    1 battery (2x2 guns) of 105mm guns

     
    HQ and support elements
     

     
     
    14 Platoon

     
     
    15 Platoon
     

     
     
    18 Troop
     

     
    Fire Support





     
    METT-T: Time
    That battle is 2 hours long. I am sure we will end the battle before that due to casualties.
     
     
  6. Like
    Lethaface reacted to Oleksandr in Thank you Olek...   
    Gentlemen first of all I would like to thank each and every one of you for supporting and remembering me. I'm not gone, I was on a break because life is busy. I will be around here, I will not stop producing content and I will always be greatful that this forum gave me this unique opportunity to meet people like you. Thank you for your support. I will be posting news about my mods everytime I got a decent amount of them done.  I will also work on updates. CMBS will be moded by me constantly. It is my favorite game in series and I will never let it go. Pherhaps at some point my time will be so limited that I will not be able to post a lot but I will always do something. 
    Moreover, I've just created a new topic - Oleksandr's Modding Space for CMSF2 - so I will mod that game when it will came out. 
    Last but not least, I was amazed that people remember me. Thank you gentlemen you can always count on my support. I will not forget your nice words (and I mean it I will not forget it) and I will try to do my best to bring what I can to our community. Thank you for sharing and supporting my vision. It is an honor for me. 
    P.S. Arguments will always be there, some people like me some people don't. But I can tell you one thing for sure - I'm not planing to get involved into any types of conflicts with anyone. Life is too short for that. Thank you once again. I consider all of you gentlemen as my friends because you supported me when I was away. Those things mean a lot to me. I want you to know that you can contact me via msg any time and you always will be welcome. Thank you for your attention and for your nice words once again. God Bless you, your families, and things you do in life. 

  7. Like
    Lethaface reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    Tactical Operations Center HUMINT.   The below is an example of how HUMINT intelligence is collected/disseminated.  All names and locations have been changed to protect the guilty .  
    The intelligence from defectors is located in their name field in the user interface.  The alpha character at the beginning corresponds to information in the intelligence code table.  The format for the intelligence code is as follows:  Leadership rating of HUMINT source corresponds to the reliability of the intelligence.  Information Code (alpha character), Grid Coordinates, Time.   Example: -2   A 44133108 1530 = Separatists will attack at grid coordinates 44133108 at 1530hrs.  Intelligence is considered improbable. 
    F = A top lieutenant in the Separatist's organization street name "Psycho" was located at grid coordinates 27435816 at 1530hrs.  The intelligence has a +1 reliability which means it is considered to be probably true.  


    The grid coordinates are located on the map. 

    As the UAV Operations Center tasks a UAV to observe the area of the grid coordinates a QRF mounts up and prepares to head out the gate of the FOB. 

  8. Like
    Lethaface reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    If the player attacks a base camp when / or just after the Separatists receive reinforcements the Tactical Operations Center  (TOC) might have to send the player some reinforcements of his own.    
     
    I tested it and it took about 50 rounds and some luck.  The resupply and careful expenditure of mortar ammo is critical to the mission so while it is possible to destroy the barbwire with 120mm mortars it is not really practical.  Also there are multiple active base camps on the map including inactive (decoy) base camps.  Add to this is the fact that base camps are located in woods so for an F/O to get LOS to call the arty mission the F/O would, in most cases, need to be almost at the base camp anyways.  An asset that could get the player LOS for an arty strike would be a Gray Eagle Drone that the player controls.  However this drone is probably heavily tasked with intelligence requests and may be busy trying to introduce the Butcher of Belz to a Hellfire missile .  So while the player has choices I suspect many will end up sending in the grunts as has been done since the beginning of time............ .      
  9. Like
    Lethaface reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”.  It is in Beta testing now and is intended as player vs AI.  Below is part of the Designer Notes that gives an overview.  Followed by a few screen shots.
    This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment.  It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements.
     
    A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol.
     
    Separatists scouting for vulnerable infrastructure to attack.  Separatist mod created by @pquumm.

    Street fight in the town of Belz.   
      
  10. Like
    Lethaface reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    The Area of Operations is approximately 7.5 square kilometers. To make it easier to find locations a pattern of grid lines was placed on the map using a blue occupy objective. The grid numbers are displayed (land marked) on the edges of the map.  A basic understanding of how the grid system works is necessary to understand the intelligence reports you will receive during the mission. Below is a brief explanation of this modified military grid system. During the setup phase or in the first few turns you can locate your mortar pit at the FOB and then use the below directions to determine the grid coordinates of the pit.  After you understand how the coordinates of the mortar pit were found you will be able to find any grid location on the map. The action spots are easier to see and count if you hold an infantry movement cursor above the map which will highlight the action spot it is above.
    The mortar pit, located in Forward Operating Base Apache, is in grid square 4431. The center action square of the mortar pit is grid coordinate 44133108. 
    1. To find the grid square of the mortar pit start from the left and read right along the south map edge until you come to 44, the first half of the coordinate. Then read up to 31, the other half. The mortar pit is in grid square 4431.
    2. 4431 gives the grid square, but there are a lot of action spots inside a grid square. To make the grid more accurate, add numbers to the first half and numbers to the second half so your grid has eight numbers instead of four.  (Place a zero in front of any single digits. This is the modified part)
    To get eight numbers, count the action spots inside grid square 4431 running east from vertical grid line 44 until you reach the center of the mortar pit. This number is 13.  So, the first half of the grid is now 4413.  Next count the number of action spots running north from horizontal grid line 31 until you reach the center of the mortar pit. This number is 8 but we will record it as 08.  So, the second half of the grid is 3108. Put the grid together and you have 44133108 which is the center action spot of the mortar pit. If the center of the mortar pit was exactly on line 31, the second part of the grid coordinate would be 3100. Reminder: The action spots are easier to see and count if you hold an infantry movement cursor above the map which will highlight the action spot it is above.


  11. Like
    Lethaface reacted to A Canadian Cat in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Initial situation
    This AAR is being played using the Quick Battle system from the v4 engine in the new version of Shock Force. We are playing a Red probe with Bil taking the Syrians vs Canadians commanded by myself. The back story we decided on is that the NATO advance is proceeding well and the Canadian battle group has been assigned to flank protection for the main advance. D Company has been directed to take up positions around a village on the main East West road in the area.
    Taking the walk through the village to meet with the local elders was something that Capt. Leslie actually enjoyed. The security situation for these types of meetings was much better here than in Afghanistan where, as a platoon commander, often had to provide security for the CO in one of these meetings. Over there it was always a nerve racking time. Here, today, his men had taken up their positions already and there was no love for the Assad regime around here. There was no love for the Assads anywhere actually – even in the enclave where his family drew the most support it was based on fear not love. So his walk today was pretty safe. Walking through the village reminded him of the last time he was in Syria. When he was just a boy visiting his father who was stationed on the Golan Heights as a UN Observer. Back then this trip to Syria was an exciting event. He got to fly on Hercules from Germany to Damascus where his Dad’s apartment was. The trip had made an impression. Not just the Roman ruins and the amazing castle Krak des Chevaliers (and having lived in the UK a few years earlier he knew castles) but it was really the people that impressed him the most. They were so friendly and open. It was this trip and listening to his father tell the stories of visiting with security guards on his way home each night that cemented in him the certain knowledge that you can go anywhere in the world and the regular people you meet are more like you then they are different.
    This meeting was just a formality but an important one. They would not be here for long and the Canadians had no mandate to provide any kind of assistance this was just to introduce the force that would be on their door steps for a while and point out that most likely nothing eventful would happen today, tomorrow or the next day. Capt. Leslie had put off this meeting for a hour because he had to spend time on the radio sorting out their artillery support. They were not expecting any action and so had only been assigned only a battery of light artillery and some Battalion mortars but he wanted to make sure they were ready with solutions plotted just to be sure. For some reason there had been a delay. Usually the artillery guys were ready before his FO was but today somehow the assignments had been confused and no battery thought they were supposed to be on call for D Co.. He had the reputation not as a rising star but a solid cross the t’s dot the i’s find a solution get it done officer. And he had done so again. Other officers liked him because he did his homework and was fair even when he was pushing for something. He didn’t make a big production but he didn’t back down either. He remembered his Dad used to say “not everyone can be a rising star, those stars need good officers to get their jobs done”. His Dad’s other advice when he joined up as a junior officer was “always listen to your Sergeants and Warrant Officers, they are the ones that have the experience know how to help you find solutions and keep you from screwing up”. He had taken the advice to heart.
     
    Force selection:
    The Quick Battle system is still not complete so don’t read much into what you see other than the happy path I will describe J. As you can see the usual points panel is there along with the selected force’s flag and available branches. The various units might still need tweaking in the QB list and single vehicles and teams is not officially complete and the points might change. All the usual caveats apply. No one has tested the auto pick force make up yet – although the three times I used it during testing it actually did a good job. At any rate before release this stuff will be tweaked some more.
    Similar to the CMBS game there are combined force battle groups available. That is where I will start:

     
    Defending in a Medium Probe lets you purchase about a mechanized company or so. I start with paring back to D Company and a platoon of tanks. Then I do something I started doing recently – renaming the top commander on QB battle field after myself. I think it is more fun to think of yourself down there in the game. Hopefully no one thinks it is too arrogant since I have never served as more than a truck driver but I’m adding a little colour this time based on an alternate reality where I joined up back in university like I very nearly did.

     
    Now the hard choices. I am pretty certain that Bil will be bringing armour to this and those T72s are every bit as deadly to the Leos as the Leos are to the T72s. That means I need to be able to handle enemy armour. So, to get the points room to have some support I chose not give up a tank but instead gave up a platoon of infantry. Therefore the basic force is two platoons of infantry and one troop of tanks.

     
     With that I’ll settled I chose to keep two of the battalion’s AT LAVs, one battery of mortars and a sniper team. Never leave home without your sniper team.

  12. Like
    Lethaface reacted to Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Even though the other BETA AAR is still going on, I expect it will end very soon.  I had already promised to take IanL on in a second game to fill the time, so here 'tis.  I hope it fills the time left until release.
    BACKGROUND
    A NATO attack is in progress and they are making massive gains.  In an attempt to slow them down high command has decided that a spoiling attack is required.  We are the tip of that spear.  Our task is to Probe into the assigned sector on the flank of the NATO attack and determine the strength of the Canadian flank security force in front of us and if possible, destroy it or force it to withdraw.  Our force will not be reinforced unless successful, so if we fail, another unit will become the spearhead for the main attack.
    Hopefully that will suffice to set the stage for what we are doing in this action.  Ian and I are playing a Quick Battle (QB) Medium Probe, with me as the Syrians on the attack, force selection for both sides was Mixed (Infantry, Mech Infantry, and Armor are all okay to purchase) with no restrictions set for either side. 
    I do not expect an easy time of it, as the Canadians are tough and Ian is no slouch tactically.  He even uses some of the same movement techniques I use so I expect this to be a hard struggle
    ORDER OF BATTLE
    My purchases:



    MAIN BODY
    This element will be my main combat element in this action.  They will be tasked with capturing early objectives, ascertaining enemy strength and capabilities, and recovering the enemy Order of Battle.  
    A Company Mechanized Infantry on BMP-2s 
    Company HQ Element Tanks are intended for anti-infantry support ZSU-23-4 is mainly for AA support, but also is intended to be used in an anti-infantry role
    1st Platoon Will have one AT-13 team attached
    2nd Platoon Will have one AT-13 team attached
    COMBAT SUPPORT 
    120mm Mortar Battery with FO Also purchased four TRPs
     AT 13 Platoon One of the two sections will be assigned to the Main Body, one AT team per platoon Note:  truck was purchased specially to carry the remaining section and the HQ element
    AT 14 Platoon One of the two sections will be assigned to the Reserve, both AT teams in the Mech Infantry platoon Note:  truck was purchased specially to carry the remaining section and the HQ element
    RESERVE - This force will be husbanded until needed, or until I can identify the main enemy positions
    Airborne Mechanized Infantry Platoon on BMP-3s Will have one complete AT-14 section attached
    Tank Platoon on T-72M1 TURMS-T Technology Note:  These tanks feature the TURMS-T computerised fire control system by Galileo Avionica.  It will be interesting to see how that helps in action.
  13. Like
    Lethaface 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.
  14. Like
    Lethaface got a reaction from banned in One question I always had about the NATO module: The Bölkow Bo 105   
    No idea why it was cut. Although I think it is quite normal for Netherlands and Germany (and other countries) to cooperate in international military deployments.
  15. Like
    Lethaface reacted to absolutmauser in I Don't Read the Dev Updates BINGO!   
    I think you originally replied to add "nuance" to sburke's "simple and practical" answer. I just wanted to add that COIN is not a new term, nor is counterinsurgency theory a "post 9/11" theory. FM3-24, which is the Army's documentation and statement of this post-9/11 COIN doctrine, is a revival of the doctrines developed in the 1950s and 1960s with updates to adapt to new technology and the differences between the current Jihadist insurgencies compared with Communist and other prior insurgencies. Gen. Patreaus and Gen. Mattis, the listed authors of FM3-24, specifically discuss how they are applying these earlier doctrines that have been neglected for 20 years, and placing them in the context of the current insurgencies. 
    I see your point, though: Soldiers fighting in counterinsurgencies prior to the modern world of post 9/11 had to deal with such primitive situations as:
    ---Being assaulted by AK47 and RPG-equipped guerillas who blend in with the civilian population
    ---Dealing with restrictive ROE that prevent the use of firepower in various situations
    ---Being transported in helicopters on air assault missions and relying on helicopters for casualty evacuation
    ---Being blown up by improvised explosive devices and other booby traps (maybe there will be an initialism for this sort of thing in the modern era!)
    ---Setting up combat outposts and firebases and conducting ambush patrols outside of observation posts and outposts to detect and disrupt guerilla attacks on those outposts
    ---Relying on fixed wing and rotary wing aircraft to deliver close air support including dedicated COIN aircraft like the AC130 gunship
    ---Being armed only with a mix of assault rifles, precision rifles, automatic rifles, grenade launchers, hand grenades, rocket launchers, light wheeled vehicles, light armored vehicles, APCs, tanks, artillery, mortars, and radio communications
    ---Using elite special forces to conduct raiding, interdiction, intelligence gathering, and training indigenous personnel
    My god, it was practically the bronze age. I'm surprised they didn't pay the troops with salt. 

     
  16. Like
    Lethaface reacted to Mord in Fare thee well, oh Repository   
    With the new site finally up we must take a minute to remember our old friend, the Repository, now relegated to the cold dark vacuum of cyberspace. Maybe not the prettiest of spots on the internet, that old ugly wench did her job in earnest, hosting some of the first and oldest of the new engine mods, maps and scenarios. She was the home to my first real endeavors into the modding arena (as ugly as some of them were) and she was the go-to spot before there was a go-to spot. Even though she was cast aside many a year ago for a prettier, younger Mistress, it was nice knowing she was still around if we needed her. And even though she was old, haggard, and hard to handle, she was there with her many forgotten (un-ported) treasures buried in a confusion of broken links and cyber-subterfuge waiting for a visit and a chat. Alas, she has finally and truly given up her ghost, along with many a mod (and perhaps) scenario that never made it to a shinier shore. So, as a new door opens, an old one closes and I say, fare thee well, sweet, ugly, PIA-to-navigate Repository, I salute thee for a job well done! You are gone but not forgotten...well, maybe a little.
    And now a blatant and exploitative manipulation of your emotions...bow your heads and shut your mouths (especially you, Emrys, your Flea Deity commands it!)
     
     
    Mord.
  17. Like
    Lethaface got a reaction from para in New Website status update   
    Yeah they acknowledged a problem with that, same for me:
    "Quick note... we are aware of problems with old orders not having the full data shown in My Orders. The data is definitely safe and sound, but there's something wrong with the display. New orders are fine. We'll get it fixed soon!
  18. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    At the end of the turn, the Puddlers have almost reached the stream/irrigation ditch/canal.

    Not a lot else happened in this part of the map, so here's a close up of the "Something New" - knowing little about the various equipment ( like amphibious capabilities), it took me a long time in the editor to conclude that this is a BMP-2. If it's not ... be kind

    Uncons A encounter the first enemy when they occupy a building. They see and target some desperate looking men charging across the open ground. Sadly, although they cause one casualty, their aim is atrocious and that's all they achieve ( you'd think that they'd do better at that range ). They are then taken under fire by a group that made it into a ditch and another lot in the opposite building. They take a casualty themselves and end the turn cowering. This area is going to be a tough fight and it's too far away for almost any support.

    All I can say to Uncons A is, "Be Pure ! Be Vigilant ! Behave !"
    ( if anyone gets that quote, I will be utterly gobsmacked - and probably only long-term UK residents have a chance ).
  19. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Turn 2 :
    Hahahaha, of course it turns out that assumptions made about Bil's options turn out to be wrong. This turn some of my Uncons get spots on units moving up just behind Apprehension Height and Worry Ridge ... because they're amphibious. I definitely did not see that coming, so "Bottleneck Bridge" immediately goes down as the most inappropriately named terrain feature on the map !

    What appear to be 2 BMP-2's and one TOW-toting vehicle put in an appearance. At least one of the BMP's disgorges some men and the other probably does so too. So infantry are about to start peering over the crest next turn.

    The good news is that none of these vehicles are poking their own noses over the crest, so I should be able to suppress their infantry with MG fire ( if I can spot them ).
    Naturally, if they have any kind of AT weaponry with a range greater than 300m, I'm going to be sad panda.
  20. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Right Flank:

    Uncons A - the MMG on the roof - spot a single enemy in the Obj Steel area ( some way ahead of my Uncons C )

    The vehicles of Uncons B will push forward as shown, with the lead vehicle moving to gain LoS on some of the Obj Steel buildings.

    Last pic shows Uncons C moving forward more, but still cautiously. Also - some of these uncons are not Fit, so small movements is best.

  21. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Left Flank :
    This shows the situation on my left flank. 2 Units have almost reached the dig site with backup and overwatch following up. German Fennek on the left - now titled "Puddlers" - is going to press on much further because ...

    I discover by looking further back that it seems Bil has a bridge he must cross with the bulk of his forces ( I make an assumption that he did not have a deployement zone on this side of the river ). This is likely to slow him down since I'm sure he's not going to swan around with single units. Thus I reckon I have another turn of largely unobserved movement available.

    - Also, when I woke up to turning labels on, it seems that Apprehension Height (aka Hill 41.1 ) and Worry Ridge ( aka Hill 42 ) do have designations. They may be a little hard to read, so I've added them to my labels.
    Accordingly, the Puddlers will attempt a crossing of the river as shown.

    A closer view - the sides of the river are fairly steep and if the Fennek doesn't bog, it will remain in the ravine as a surprise to any infantry that may try to run forward that far.

  22. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Turn 1 : ( bear in mind that I wrote up the info as I was doing each turn, so even though the battle has moved on in time, these are the thoughts I had at the time ).
    Well, first blood to us.
    It seems that Bil had a similar set of 3 Uncon vehicles. They were over-cautious and did not move.
    My Watcher in the Woods turned out to have even better views than I hoped - it spotted the lead vehicle and took it out with some 30mm fire ( initially it fired short, but corrected before the end of the turn ).

    Overwatch of the two hills. The Scimitar in the Orchard/Olive grove also has LoS to the Apprehension Height.

    This shows the other movement in this area - the Scimitar unlabelled is waiting for the infantry recce squad to confirm a lack of enemy in Obj Gold - I would have pushed on, but there's always a risk of an RPG7 in the flank which would ruin anyone's day.

  23. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Setup and Initial moves
    I'm operating under the assumption that no one is going to see the other for at least the first 30 seconds. So I'm pushing forward fast to reach decent positions from which to observe or cover. 2 Scimitars head for Obj Gold - as you can see, the ground slopes down in that area, so we should be out of sight relatively quickly. The infantry recce team will also be moving towards it from the orchard.
    One Scimitar "The Watcher in the Woods" is moving up into a small copse which offers an excellent overwatch position.

    Pushing the furthest is one of the German Fenneks - it looks like the touch objectives Diamond 1 & 2 and Ruby will be tough to reach as the intervening ground may be extremely exposed.
    So these guys "The Sacrificial Lambs" will be attempting to get there early. If they don't make it, it's unlikely that anyone will until the enemy force is largely neutralised ( which may not happen ). So I'm hoping to grab a quick win with a largely expendable unit ( c3k would be proud ).

    On the left flank, the rest of the German recon platoon is moving up as far as the Dig Site. My plan is somewhat nebulous here, but I don't want to leave this edge of the map un-observed.

    Uncons A, B ( not shown ) & C
    As you can see, I'm being cautious with these guys - spreading out and moving forward in bounds. Possibly unrealistic, but most of them are conscripts, albeit highly motivated, so I can imagine them peeking around corners, then again, then again and then moving.


  24. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    Ze Chermans :
    The Germans appear to favour smaller units and have only 4 vehicles in their recon platoon. 2 of their Fenneks are armed with an MG, 2 have some sort of HE chucker (vehicle shown).

    And some tank porn - ok, technically there are no tanks on the field yet, but we do what we can  

    Lastly, a slightly zoomed shot ( so a bit foreshortened ) looking directly east of my deployment zone.
    As you can see, what I have called Apprehension Height and Worry Ridge are dominating features.
    I can't see Bil not sending units up there, so several of my units will definitely maintain an overwatch on them.

    My Mortar Control team are posted on the roof of the one building I fortuitously have in my deployment zone and they have good LoS as shown
    I will definitely be dropping some rounds on the Height to dissuade any spotters/Javelin wielders. When the mortars are available anyway.

  25. Like
    Lethaface reacted to Baneman in CMSF2 - UK-Germany Beta AAR   
    We're up against joint US-Syrian forces - how that happened is hard to imagine, but I'm going to go with the US having been bribed with oil money to pull out of NATO and now they're trying to keep our filthy grubby NATO hands off that same oil.
    Feel free to speculate !
    I'm going to assume here that Bil will have far better screenshots of the map and its objective areas since he also has mad skills in the photoshop department, so if you're unhappy with what I'm showing or cannot make something out - go read his thread !
    Right, so here we have an overview of most of the map, showing our brave UK recon force - 8 Scimitars, a Mortar Fire Controller Team in a Spartan and an infantry recon section in a FV432.
    In the distance you can see 3 groups of uncons henceforward referred to as (A), (B) and (C). A & C are infantry and B is a group of 3 armed "bakkies" - that's "pickups" to non-South-Africans.

    Eastern aspect of the map showing high ground which is a concern and worry for me. I have named these features accordingly.
    Dig site is the "abandoned archaeological site" I mentioned earlier. ( Bil's deployment zone is more or less between Worry Ridge and Obj Garnet )

    This shows uncons A & C, but is primarily to give a feel for the map with its many Heights and dips. LoS will be crazy, but at least there will be places we can hide.

    Some close up shots.
    This shows Uncons A & B again and more detail of the map. As you can see, the rear vehicle has an SPG9 mounted. Front vehicle has a 12.7mm DShK and the middle a 7.62 MMG.


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