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rogue187

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Everything posted by rogue187

  1. I am installing British Forces on my laptop, but my license code is back home. How do I recover the code?
  2. it occured to me that when I want to play a game based on realism, I find myself reloading the game when my battle plan falls apart. Usually when it drasticlly falls apart (APCs killed with everyone inside, surprise ATGMs, I think something is safe when it is not) etc. I was wondering, is it considered bad sportsmanship to reload when things have fallen apart or just keep pushing through and taking what ever result you get?
  3. It does make sense. The game has come a long way since the first release when poorly trained conscripts could hit a quick moving Stryker at 1000m and kill everyone. When I play, I try to use my infantry as little as possible and my vechicles as much as possible. While I have a better understanding of WWII equipment, I have had a hard time adjusting to just how lethal even a RPG can be with a lucky shot. I have noticed that with the introduction of casualty limits, I very rarely ever take fewer casualties than allowed.
  4. Utimately what is the preferred method for using vechicles in modern war? Big tanks like the Abrams, Challenger, etc can still certainly lead the charge with infantry supporting the tanks. But the Stryker/AAV/Warrior, etc seems to turn that back around. While the Strkyer and Warrior are more survivable than the AAV, should ANY of these vechicles be used for direct attack, or as support fire for the troops?
  5. Thats the same problem I had! When I tried to quick move my sniper teams, it took too long for them to recover to meet the requirements in the time frame.
  6. This is kind of in conjuction with my sniper question. Since I have been playing the British, I have been enjoying using them. The Warrior is as good as the Stryker/Bradley and just as suvivable when hit. I have not played the Marines through becuase I have trouble with their AAVs. While I appreciate their greater firepower, they are just SO thin skinned. Since they carry more people than Strykers/Bradleys/Warriors the loss of up to 25 men is much more pronounced than just 9 guys in the other vechicles. Is is best to keep the Marines dismounted and use the AAVs for fire support? I am not trying to put them into direct danger, but the AI usually fires a RPG before they are spotted and get away with a devistating kill. Whats the best way to use the AAV?
  7. What about the Marine mission? From what I rememeber you had to take two spots and try to eliminate the enemy HQ units. By the time the mission was over, I hadn't killed all the HQ units and my guys were almost out of ammo from shooting all the other squads up.
  8. I have playing through the British campaign for the first time and came across the mission where you have to reece an airfield. Needless to say I was a little shocked to see a squad of guys, one leader, and two sniper teams as my reece force. Given the huge map and short time, I was only able to use my two sniper teams to clear 4 of 8 CPs before time ran out. This remined me of the USMC mission where you have to eliminate the HQ untis prior to the US invasion. I have a couple of questions: 1. How do you use the sniper teams to actually target a particular group? From my experience, they use a lot of ammo just trying to kill one group let alone several. 2. Why are the mission requirements so high? When I did the British mission, I was surprised to see that I was required to eliminate the garrision units when I was supposed to be stealthy. 3. Is there any way to keep my teams from firing? I play the we-go with this game. I find that I will tell my teams to move, then they will open fire on the enemy before time runs out. Most of the time they don't really hit anything, waste ammo, and give away their position. So how do I use sniper teams to kill select groups, not waste ammo, and meet very high mission requirements?
  9. It was the AVG firewall. I turned it off and had no problem. Thanks!
  10. Thanks Moon, sorry for being vague. What happens is that I copy and paste the license into the box then click install. The thing says that it is downloading the license and I get a notice from my AVG asking if I want to allow this to happen. I hit ok, then I get a message saying that the program has to close becuase of a problem with the combat mission .exe file. Does this help?
  11. I just downloaded the British Forces module, but I can't get the license to install. Every time I do, the thing just crashes. I tried the offline option but it gave me a 404 error message that the web site was not available.
  12. I am sure this has been brought up, but is there any plans for an IDF module? Something different from the current US Army/Marines and NATO campaign? Maybe a campaign of Israel invading parts of Syria to root out some terrorists? Just a thought.
  13. Yeah, on the Army side I almost always kept the HQ in the Stryker, but I was not sure how realistic this is. Mainly in the leading from the front vs leading from the rear mentality. Since I am not (and never was) in the Army, I am not sure if a LT would stay in the armored vechicle while his guys are facing danger.
  14. Hey guys I have a question that is off toipc but still valid, do you guys break up your squads? I am generally reluctant to break up the teams in order to put the maximum amount of fire on anything that I want. Also, do you take your CO/XO/HQ's into the fight? Generally AFV HQs get pressed into the fight, but for the infintry, I tend to keep them back but not oo far away. I am afraid of disrupting Command and Control. "I must ask that you cease the practice of shooting my officers!" -loose quote from The Patriot
  15. hmmm. I kinda do and kinda don't use overwatch. While I will designate vechicles or people as overwatch generally I find myself assualting positions that are ? or appear to be empty. The problems that I have with overwatch lie with the LOS/LOF. I find especially with the Marines that the people that are supposed to be overwatch don't see the enemy even though I think they can. This results in my guys going in unsupported. At least keeping light fire on the target building and surrounding buildings at least fire is being laid down and it keeps the Syrians suppressed. I find that if I do overwatch only, the Syrians will fire on my guys before anyone notices them. It seems that more often then not they shoot first on me more so than me on them.
  16. For you vets at this game, what assumptions can be made while attacking a village or city? As you may have gathered from my previous posts, I tend to fail the casualty threshold for the US side most of the time. I find that my 2 biggest killers are RPG/ATM and hidden infantry in buildings adjacent to the one I enter. While at range the RPGs/ATMs can take multiple shot to hit, it only takes about one to KO/destroy/immobilize an AFV. When I fight in towns sometimes I will think, well that building has been quiet, so maybe its empty. Move AFV near said building BOOM! RPG that I had no idea was there. Same goes for infantry. Building is quiet, move in quickly, BANG! squad in the adjacent building laying waste to my guys. These are the biggest two problems in the game that I have. The only solution I have found is to target light every building that I can with AFVs, then move in infantry, rinse, repeat. While this works and is effective (I have pinned/killed/broken Syrian squads doing this) it is very slow. With the shorter times in the Marine module for missions, I am trying to move faster but am taking higher losses. How do you know if a building is empty or has an enemy inside it? When is it safe to assume no or assume yes?
  17. Actually for this topic I have a quick story that a friend told me. He was in the Army and was at the range with his squad getting to practice using the TOW. (This was back in the late 80's early 90s) Anyway he had just fired the missile at the target when he noticed some movement while still targeting. Wondering what is was, he looked to his right and saw a deer standing just to the right of his target. Well needless to say, the missile found its mark...pieces of deer went flying all over the place. He said the sergeant was trying to yell at him while doubled over laughing. As for the Javelin failure, I am really surprised. I have heard the the TOW has a higher failure rate since the wires can break while the missile is still in flight. I figured that since the Javelin was newer, it would be more reliable.
  18. Why do my Javelins go flying off the map sometimes? Those guys firing them have to know that those missles are expensive and way overkill for ducks.
  19. Well I managed to beat the mission with a minor victory. I claim that I frustrated the AI so it started to cheat. I had two squads that were pulled back with no LOS to the observer, yet they would drop a short/quick barrage directly on top of my guys. Lost almost 2 whole squads that way. Then the tanks were able to take out most of another squad that showed up later. The even though I was able to get a surrender, one of the tanks managed to breakout, so they got all those points. So I had to do the loss mission, which was a neat mission. The sad part was that I took so many casualties with Golf Co. that when they came to reinforce me, I had some pathetic squads. I think it was a 6 man, 4 man, and 1 man squad as back up. But I still got a total victory on that mission. One question: Why is the casualty threshhold so low? When I did the Army campaign I kept finding my core units lacking, and the Marines take ammo into account! Not that I am complaining, but the most casualties that I can remember is usually 25 KIA with about 20 wounded. While in total that is about, what, 30% losses. Usually I do better, but I find myself taking higher casualties with the Marines more so than the Army. They still seem low to me especially given that in most missions the US is outnumbered. At a minimum I still inflict 2-1 or 3-1 casualties on the Syrian side.
  20. I kinda figured there was, the longest I lasted was when the Navy ship arrived on station.
  21. I have been playing the 4th(?) mission on the marine campaign and I am really stuck. Its the mission where you have a few guys to guard the flank right after your invasion takes the town. Now I am not sure what the best possible outcome from the previous mission could have been in order to set me up for better success with this mission. But this is what I have: 3 understrengh squads w/wounded. Only one squad is close to full strength while the other two as less than half Only about a dozen LAWs between them 2 ATM teams with 0 AT ammo 2 MMGs 1 HQ 1 Forward Observer and 60mm battery that is empty. I have that large ravine for the Syrians to cross, but I am not sure how to use my men effectively. The best result I have had is to KO 2 AFVs but even that took about 4 LAWs. Usually I end the mission early since I just get picked apart by the AFVs and the artillery. Is there a better way to use what I have?
  22. hmmm, too bad. I figured that if they were practical they would be in game. Given the level of realism that the devs are going for I thought it would be cool to see. Oh, well.
  23. I was wondering, any chance of being able to call in a MLRS strike? I am not sure if they are used in a tactical engagement in real life, but I think it would me neat to see. Also, any hope of seeing the big guns of the IOWA-class in game? I know that they are mothballed, but it would be cool to create your own battle where you could call in support from at least one of them. Make up some back story of the USS IOWA being re-commissioned and brought into theatre. I think they would be neat to see.
  24. Hey Dan, I have no problem going H2H sometime. I have never tried it before, so it may take some instructing on your part. Question: Why are all the battles generally so one sided? Let me clarify this a bit. I know that during the Cold War it was assumed that US forces would be taking on larger formations of Russian tanks. I have noticed this same trend in Shock Force. While the recent Iraq War saw a smaller American force mobilized than the Gulf War, the Iraqi army was also smaller than the Gulf War. For the Bad Moon Rising battle, would it be a realistic assumption that a force of 14 M1A1 Abrams could engage and defeat a larger force of 30(I forgot the exact count) T-90s in a pure tank on tank engagement? Would it be more likely that the Syrians would have a smaller number of the most modern T-90s? I understand the point of this battle, but I was just wondering if this type of battle would still occur in this fashion.
  25. Ok, wow that is some subtle changes to show that the ERA is blown. I am not sure if I would spot that in game or not. Sidvosi, for Bad Moon Rising, I am not sure if I took the elevated point or not. I basiclly moved my tanks into the middle of the map and stopped them there. I had one group near the road (6 tanks) and my second group closer to the left edge/middle (8 tanks) from the Blue perspective. I only lost one tank doing this. While not every tank engaged, the angle was just enough that if one tank from each group saw the same T-90, it was fired upon from two different angles. This actually happened quite a few times. Question: When my tanks took fire I would notice that the M4 icons in the crew would go away. I was not until I went to bed to think to look at the crew icons to see how they are doing. Still, I have used the M4 icons to indicate how many people are alive and well, was I wrong in doing this? When the Cmdr, loader, gunner M4 icons go away but the tank is still active and firing, does this mean that their weapons are hit?
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