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Raptor 2101

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About Raptor 2101

  • Birthday 12/24/1984

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  • Location
    Germany
  • Interests
    Gaming, Programming and so one..
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    Developer

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  1. pretty nice document, i thats what i'am looking for. The modules are worth their 35$. I even paid more to get the printed manual (Marines only)
  2. during this 15 minutes i mentioned arty rounds coming down, near my troops (A Platoon), cause CM:SF don't simulate drunken spotters or arty officers i realized that a enemy arty strike is on inbound. I ordered the APC to rejoin immediately with the A - Platoon and mount them. Luckily the enemy start at the same time to withdrawal. So the B-platoon easily shot one after each other. To get out of the dangerous area the A-platoon starts the advance (mounted) an cyrus, supported by heavy arty-fire. The C-platoon entering trenches an takes a shooting-position in the rear of the Enemy. The first air-strikes takes place now. Ok this was my final advance. The B-platoon remounted and advance to cyrus. Same time the A platoon advance to cyrus (driving with fast until reaching the trenches -> pop smoke -> dismount -> enter the trenches) . The following firefight was tactically uninteresting. Cause of the using of heavy arty fire in the rear, there was no real resistance. Until i won the game i was unable to get the C-platoon an his vehicles back "in game". Only with the cleared view of the "finishing screen" i realized, that there was no further enemy group an i could have move them...
  3. First sorry for my late answer, but i was extremely busy last week and unable to make a large post... So here i go. I managed it last weekend to pass this mission without any lose an only 4 injured ones. But there was several trial and errors an some real harsh points. I will post my tactic (attention spoiler...) and lets talk about, how to improve... Ok lets start: I divide the start-forces into two groups. One advancing an one spotting. The advancing group (A Platton) is placed at the beginning of the road while the spotting group get their position. This group consisting of ATGM, Sniper and spotter needs two rounds. After this, the advance started. A tank hiding in the wrack was an easy victim. The ATGM hiding in the ruins was harder, but luckily it don't hit a thing. After the first shot, my ATGM-Troop take them down (with a Jav). After this, the two sections dismounted and cleared the building at the first objective. after the reinforcements arrive the A-Platton rejoin an start hunting down the fleeing troops. The B-Platton (green) takes their initial position. the ATGM-squad an the sniper joined the A-Platton. The spotter joined the HQ-squads and takes the observation point at Jabal at tanf. This step was easy. While using the terrain, my troops was free to maneuver as i wish. So i prepare them for the main advance. The C-Platton joins the HQ-squads and the A-B Platoon takes a position behind a rise and dismount. Now the battle becomes hot. While the A-B platton approaches the "riverside" enemy unit shows up. Despite the smoke was droped (black lines), my armored vehicles was unable to support them. At the same time the newly formed Group around the C-Platoon started their advance. This was the trickey part, cause i missed some ATGM Guy. It takes some trys until i manage tho get trough without some looses. After a short time (i think 5 minutes) i managed to get my troops in the final advance position. The smoke disappears and the battle goes ugly... it takes 15 minutes fire fight until the A B platton reaches the "riverside". The C - platoon claimed their targets faster. After securing the trenches they start to clear the area. The first arti-strikes on Cyrus was ordered an on harsh attack on the trenches near cyrus (red line).
  4. common guys, be a little more speechy. There are three kinds of smoking (Arty-smoke, Group, defensive smoke/smoke launcher), what kind did you use, when and how. Remember that this topic could be read by someone new to cm:sf
  5. Hello I have a question about regular tactics to survive large scale/open ground - battles. Specially if the enemy is dug in trenches or in hide-outs and equipped with anti-tank-missiles. For example mission two of the British-module. If i move the tanks to aggressive, i lose a bunch of them before even getting in touch with the enemy (or better in shooting range). But if i dismount to early i need to long to get the across distance. And even if i have enough time, there is the problem how to archive local odds with 3 to 1 ore more. Putting units/section to close together makes them a simple victim to mortar, arty or grenades. Long story short: I have leak of information, how to archive such mission without a single victim on my side. I've read all available CM:SF document (like hcrof's pretty informative documents/posts). Did anyone have some sources to read or any tactics?
  6. I watched two suprising things regarding to snipers. maybe someone of you have make the same experience. First: snipers are unable to hit someone or something (even a Tank) within 200 metres :eek: What i'am doing wrong. I placed them on a upper ground/overwatch-position and they are unable to hit a thing? Second: while i'am playing at night (roundbased) i watched 3 Fireteams assaulting a buildingcomplex. All work well until the snipers of each team open up fire on each other. I check the "Situation Awareness" with Clicking on the unit and was surprissed. The snipers open up fire on a "Blue ?"- Symbol. And they shot over 10 minutes on a unclarified target... did i miss something. I get the felling, that if i play RoundBased i'am not 100% aware of the C&C - System
  7. still using a mix with my Tacticalboard iam able to use the mapping like battlefront itend. Using STRG + Click an WASD while using the normal shortcuts for actions but i playing weego, so i have some more seconds to navigate trough the menu's
  8. ok it's semed to have something todo with the KI new savegame CTD after starting the action-phase http://www.8thfw-wolfpack.de/ftp/Web/raptor%202101/Savegame2.bts
  9. imho this is the difficult mission in the whole campaign. It's the only map who the US Forces are force to argue on both ground, urban and open ground, while the enemy sitting everytime in the better position. no place to hide and not enough ammo th blow up the whole map... i make my one door near the tower (or wahtever it should be) and advanced directly to the SpecOpsHQ. this is the heavyst problem on this map. The bulding infront of the map (dies quadrat) need to much ammo to be destroyed and give effective cover to the enemy while thy can shot from upstars at you... my way was to take the buildings at the NorthWest of the Map. if you advanced there, you can be shot from only one corner of the HQ building and only one side of the "quarter building" your Arty and the MGS should solve thise problem until you get troups in this building botter them down. once taken the buidling an cleare, i advanced in the backyard and clear the whole building first and then (not earlier) enter the quadrat building to a smal talk with the troops within... yeah what to tell... this guyes wan't realy pleased once you cleare this point of the map its get simple. from the backyard direction every objective gives enough cover to enter without loses...
  10. strykers are to vernuable to use them in an open ground battle in urban terrain i first search for an hide-point, then for an entry point. the important thing is to go in fast. so i search for an building or another formation who can advanced without being shot from all sides. then advanced with alle vehicles i have, shoting at everything wich gives (visual)cover to the enemy. surely this noise wake up every enemy in the area but i never count on the weekness of an enemy. under this firesupport all stryker go in, an the teams disembark under smoke (one round advanced, pop smoke, wait 30 secs disembark, 30 later reverse go out) once the fireteams are in i hunting from house to house, Strykers everytime behind the virtual "FLOT" if one team comes under heavy fire, there are able to give immidate and massive firesupport without being exhoust for an RPG-shot on open ground it depends on the expected enemy troops. mostly i hunt for an good overwatch position, disembark early and place JavTroops uphill an in more protection the stryker. if i'am forced to manoever in an open unknown and "covered terrain" (for the enemy, so i don't see where they come from) i try to use "hooping". two teams giving Javs-Overwatch while on other in a stryker advanced to the next overwath. fast movements in an uncovered terrain, well isn't a funny szenario and without heavy tanks ore immidiate Air/Ary Support (incoming fire in under 2 minutes) suicide ...
  11. i can confirm this problem a hold savegame where one stryker is blocked by a squad inside, the squad is unable toe exit, and the stryker unable to move clear 1.03 Savegame (Paradox version) tell me, then i upload the savegame...
  12. ive found one strange ctd the save game create them continusly. you can load them give orders and then, if you end the round -> CTD Savegame
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