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Ch53dVet

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  1. Like
    Ch53dVet got a reaction from Falaise in Marking Mines?   
    The engineers, in the game, can only locate (red flag) and mark mines (yellow flag). Mines can only be removed by destruction (green flag), I've been told that, in game, the arty shells of 150mm and up are the only way to remove (destroy) them.
    I did some sandbox testing with different variant's in locating, marking and destroying mines.
    The Engineer ,elite, fanatic and +2 leaders worked the best, they crawled all day long through my saturated minefields and not one of them set off any mines as they wormed their way through them. When a mine was located it took less then a single wego turn to mark the red flags to yellow.
    (Crack, Veteran, Regular and Green troops took longer times to find them and even longer times to mark them. Crack troops longer than elite troops, veteran troops longer than crack troops, etc....etc...)
     Also, not one of my Elite troops set off any mines going into and out of a mine field, as long as they were crawling, even a normal walk command leaving the marked field didn't set off any known mines, however, giving them the quick command some of them would step on a marked mine.
    (Just as above, the lesser troops set off mines no matter how careful they were trying to navigate around them, they also found less mines than their next higher rank)
    In all my testing not even the best of the best found every mine I placed, there was always one or two unknown mines left behind at the games end. Trust me, when, I say, the mines were not located because no troops were anywhere near them, hell, those mines had been squirmed across so many times I still find it hard to believe they weren't found, or ,worse yet, set off.
    Also, Artillery barrages of 82mm mortars, 120mm mortars, 105mm field guns never turned those yellow flags to green, even the direct strike precision ammo failed to destroy them.              (I used the Red Sea Sand box along with the SF2 sand box looking for conformity amongst the two era related games that use the same 4.0 game engine)
    However, when using the 155mm field guns, I started seeing the yellow flags of marked mines turn into the green flags of cleared mines. Now..., don't get your hopes up thinking your heavy based arty will clear out a mined choke point, in my simulation, I used a field of 11 anti-personnel mines, 2 rows of 4 mines and 1 row of 3 mines, side by side, in the shape of a small square. I then used a battery of 6 155mm field guns, with a fully stocked ammo supply, to pummel the dense area.
    With all that firepower, I put into that small patch of land, only, 2 of the 11 plots, of yellow flag marked mines, turned into 2 plots of, green flag, cleared mines.
    I, also, think the quality of your troops and the vehicle's drivers determine the final outcome to, find, mark and navigate, safely, through, or, skirt around, the mine field, once it has been properly identified by your engineers.
  2. Upvote
    Ch53dVet got a reaction from sburke in Formation Cohesion and spaghettification problems   
    No saves atm, the scenario where the 2 man HQ team was severely spaghettified and unable to rejoin itself was the single scenario called "USMC: Streets of Hamas."
    Anybody who gives this a try will see the limitations of waypoint placing after the setup phase.
    My starting game I placed 1 tank on the highest point, left side of setup area, where I could, barely, see and target the rooftops of hidden buildings behind the dual 15' concrete walls, that run the length of the "Wadi" (MAP) only passible by the concrete bridge, choke point, leading into the town. By accident the tank blew a hole in the wall leading into the "Wadi", it might as well have been a hole leading into a black hole, any squads I sent in there had trouble moving across the "Wadi" and everyone of them turned into "Stretch Armstrong" figurines, that's where the HQ unit (1st Platoon HQ) suffered the most as far as distance between each other.
    I'll try it again and see what I can do as far as showing what I'm experiencing.  
  3. Like
    Ch53dVet got a reaction from Howler in What are these 88 rounds of 40x46mm ammo?   
    I went in to the sandbox and set up a small test with the LAV III troop transport & the LAV III TUA anti-tank platform in both Sf1 and SF2, RE: ammo sharing with ground troops next to non-troop carrying vehicles that contain surplus ammo in its inventory that it doesn't have a need for like the LAV III TUA.
    1) The LAV III & LAV III TUA is the same vehicle model in both SF1 & SF2 the TUA is a non-troop carrying variant of the LAV III, the only difference between the two models is the TUA's upper roof and gun platform is welded on top of a LAV III troop carrying chassis, the interior shows a rear area with seats for carrying troops and their surplus ammo.
    2) In SF1 exterior troops next to the TUA can't utilize the surplus ammo, when they're out of ammo that's it, they're out. The surplus ammo is, totally, un-obtainable and useless to any, exterior, adjacent, troops, even, the crewmen can't load up with the ammo should they wish to load up and bail out of the vehicle and try to buddy share it with the ground troops.
    3) In SF2 exterior troops next to the TUA can in fact replenish their ammo from it. However..., they won't resupply themselves unless the following requirements are met
             (1) they must be in a hex, next to, or, adjacent to, the vehicle.
             (2) They must be in an active fire-fight.
             (3) They must use up, "ALMOST", all the ammo they have on them, 40mm grenades 0, Rifle ammo must be down to 199 rounds
    4) When all the requirements are met the troops will resupply themselves with 200 rifle rounds and 2 40mm grenades when they use that up they grab another 200 rds. & 2 grenades
    5) When the fire-fight is over they will no longer resupply themselves with ammo and are stuck with what little ammo they have left.
    It would be great if we could use the "Acquire Ammo" button when outside of non-accessible vehicles containing surplus ammo.
  4. Upvote
    Ch53dVet got a reaction from Vet 0369 in Scout Team cannot acquire Jav CLU?   
    It all depends on the location, if there isn't any place on the map I can, safely, hide my supply vehicles during the setup phase, then, I'll order every Tom, Dick and Harry, in the unit, to vacuum up as many light, anti-tank, rockets, 40 mm HE/HEDP rounds, 7.62mm (If I have embedded mg's in my squads), 56mm ammo, regardless of rank.
    Even, the poor s.o.b's who drew "Driver Detail", that day, all came out of boot camp with the MOS of a basic infantryman, get issued additional ammo and a fighting position to keep them from being added to the friendly casualty rate penalty.
    All this, extra, micro-logistical, supply-management, because, right out of the starting gate, all available eyes are scanning the horizon to engage any light skinned vehicles with an accompanying glowing icon, above it, or, a "Whack-A-Mole" head sticking out of it. Then, "KaBoom", there goes all your extra ammo.
  5. Like
    Ch53dVet got a reaction from General Jack Ripper in Scout Team cannot acquire Jav CLU?   
    LOL..., you hit the, former, jar right on the, former, head.
    Everyone that completes basic training is a certified grunt (0311).
    Even the cooks have a "War Face".
    Plus, sharing a foxhole with a Cook in an emergency situation has 2 benefits
    (1) They know how to shoot
    (2) They can prepare a gourmet meal out of the field rations, you are both carrying. 
  6. Like
    Ch53dVet got a reaction from Sandokan in Marking Mines?   
    I believe in real life when a possible mine field has been located the engineers are summoned in to scout out the size of it by marking off the entire perimeter, then they'd lightly fence it off as best they can, depending, on how hot the zone is, the colder the action the more time they have to fence it off and put up all those warning signs we had to memorize in advanced infantry training, Mines, NBC, Gas, un-exploded ordinance, etc... the clearing of mines would happen when the action was no where near it.
  7. Like
    Ch53dVet got a reaction from Sandokan in Marking Mines?   
    The engineers, in the game, can only locate (red flag) and mark mines (yellow flag). Mines can only be removed by destruction (green flag), I've been told that, in game, the arty shells of 150mm and up are the only way to remove (destroy) them.
    I did some sandbox testing with different variant's in locating, marking and destroying mines.
    The Engineer ,elite, fanatic and +2 leaders worked the best, they crawled all day long through my saturated minefields and not one of them set off any mines as they wormed their way through them. When a mine was located it took less then a single wego turn to mark the red flags to yellow.
    (Crack, Veteran, Regular and Green troops took longer times to find them and even longer times to mark them. Crack troops longer than elite troops, veteran troops longer than crack troops, etc....etc...)
     Also, not one of my Elite troops set off any mines going into and out of a mine field, as long as they were crawling, even a normal walk command leaving the marked field didn't set off any known mines, however, giving them the quick command some of them would step on a marked mine.
    (Just as above, the lesser troops set off mines no matter how careful they were trying to navigate around them, they also found less mines than their next higher rank)
    In all my testing not even the best of the best found every mine I placed, there was always one or two unknown mines left behind at the games end. Trust me, when, I say, the mines were not located because no troops were anywhere near them, hell, those mines had been squirmed across so many times I still find it hard to believe they weren't found, or ,worse yet, set off.
    Also, Artillery barrages of 82mm mortars, 120mm mortars, 105mm field guns never turned those yellow flags to green, even the direct strike precision ammo failed to destroy them.              (I used the Red Sea Sand box along with the SF2 sand box looking for conformity amongst the two era related games that use the same 4.0 game engine)
    However, when using the 155mm field guns, I started seeing the yellow flags of marked mines turn into the green flags of cleared mines. Now..., don't get your hopes up thinking your heavy based arty will clear out a mined choke point, in my simulation, I used a field of 11 anti-personnel mines, 2 rows of 4 mines and 1 row of 3 mines, side by side, in the shape of a small square. I then used a battery of 6 155mm field guns, with a fully stocked ammo supply, to pummel the dense area.
    With all that firepower, I put into that small patch of land, only, 2 of the 11 plots, of yellow flag marked mines, turned into 2 plots of, green flag, cleared mines.
    I, also, think the quality of your troops and the vehicle's drivers determine the final outcome to, find, mark and navigate, safely, through, or, skirt around, the mine field, once it has been properly identified by your engineers.
  8. Like
    Ch53dVet got a reaction from SlowMotion in Stryker machine guns - not always used   
    With the M1127 did you select the passenger unit and hit the "open up vehicle button ( ] ) ? Sometimes when a vehicle is missing a crew member the only way to open up the vehicle and employ the use of it's weapon is by selecting the passenger unit then hit the open up vehicle button.
  9. Like
    Ch53dVet got a reaction from Apache in Demo Feedback   
    I like it when your two man anti-tank team is set up in a building next to a road with a close range "armored target arc" and the assistant fires his rifle first as the tank enters the target area, or better yet if the team discharged it's anti-tank round successfully in an earlier engagement and go back to "wait for the next tank mode", then when the next one rolls into the engagement area the team then decides that now is the time to re-load the weapon, not while they were waiting for the next target to come along.
  10. Upvote
    Ch53dVet got a reaction from Thomm in Demo Feedback   
    I haven't done this yet but, after, my first go at it, I wondered, if placing my, soon to be destroyed, troop transports/supply vehicles, perpendicular, across the interior and exterior entrances, (that is, of course, after taking as much ammo out of them as I could, including, equipping the drivers and dismounting them to positions inside the fortress) would help keep my troops from fleeing the fortress which of course would delay the enemy troops from getting themselves embedded inside the fortress until my reinforcement's arrive, looks like I'm going to have to fire it up and give it a go.
    I know it doesn't solve the fleeing troops problem but this seems to be problematic in the other platforms too, it kills me when I see panicked and broken enemy troops running and firing straight at me. It feels like we are being dumbed down purposely to make winning these scenario's harder and harder to win at, just try putting a point target arty request on the bmp in the training mission and you'll be guaranteed multiple hits on the mosque and every else except for the bmp, SF1 & Black Sea, never had a problem with precise arty mission requests. 
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