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snake_eye

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Everything posted by snake_eye

  1. Sorry, after looking back at my Red OOB, there are BMP-3's. So, You must have definitely the Marines module installed. BMP-3's have been available only on the Marines module. You can try to load it, but if you don't see it listed on the battle game, you'll know for sure. Cheer
  2. You need the patch V 1.11. For sure it won't work, with a lower patch. It has been made with the Marines module installed on my HD. Does that imply that you must have it ? I don't think so, since there are no marines units involved in that scenario. Cheer
  3. First of all, thank you, BLACKMORIA,for such an exhaustive and precise AAR. Having tested the scenario and the A.I plans more than thirty times, I must recon that you did a very careful and judicious setting of the tracks and in particular of the AT, despite being constrained of moving a platoon out of the Laager after the setup period. I was pleased to see you taken aback by the 3 BMP’s getting in your back. This is war isn’t it ! More seriously, it demonstrates that we can not get an overall picture of what is going on. That’s what the Fog of War is meant. It adds some thrill to the game. By the way, they were coming from “Silver. You are right in your option to block the T-72’s in the Sidi Barani pass. However, in some testing few of them got through, but most of the time they are going through the minefield. As for the others getting across your frontage field of view, that doesn’t happen all the time. Your option to block the tracks while they are in the fords and or bridge areas is sound. As a matter of fact, the A.I has a tendency to slow the tracks and have them hesitate when under fire in such a field environment. They are trying to get around the tracks being cooked at a slow pace, instead of getting the hell out of there. You won in 50 minutes flat, so I did in testing and in even less time. 01:39:59 remaining on the counter, with a surrender of the Syrians and a Total Victory with Blue 17 KIA, 6 WIA, 0 MIA, 0 T.L, 7 A.VL, 0 O.V.L against Red 308 KIA, 28 WIA, 0 MIA, 5 T.L, 35 A.V.L, 0 O.V.L and another time with 57:48 remaining for a Major Victory and the surrender of the Syrians with Blue 101 KIA, 24 WIA, 2 MIA, 7 T.L, 20 A.VL, 1 O.V.L (The tanks were lost while attempting to reinforce the remnants of the beleaguered Mout platoon in El Derjine – The flat field expense around Henderson airfield is a no tank country) against Red 298 KIA, 52 WIA, 0 MIA, 10 T.L, 33 A.V.L, 0 O.V.L These casualties are given, just to illustrate something I have found during the testing. Once, I had found the setup that I thought would be best according to the scenario and the A.I, I played in Elite Real Time, I played the battle quite a few times, with slight alteration of the setting that you discovered at the game opening. I have had quite different results from time to time and got myself quite a few times completely leaked by the A.I and on the verge of running away and or surrendering. The victories, I have had and that I looked upon in the snapshots I made during testing (more than 800) are roughly obtained a quarter of the time. My analysis is that if you score hits in the initial 20 minutes sufficient to maul down the tracks, you end up with a significant chance of the Syrians surrendering. More, to say, if the Syrians KIA are heavy and yours low, their surrender is feasible. I shall appreciate your upcoming comments on the other A.I and needless to say, thank you again for your precise AAR which is invaluable for future scenario improvement . Cheer Snake Eye
  4. That is why, your comments are so valuable. You are right about the enemy surrendering, at a time you thought they could still fight on a bit longer. The Crossroad has 2 A.I Plans. Have you seen their differences ?. You wrote that they were attacking (If they were attacking against El frid and got fried -that explain partly that they could not defend El derjine so well). That is why, I could make shortly a slight correction to the red movements and or tweak the Victory factors. However, It seems that the results aren't the same when played WEGO, which I do not do. Since, I tried Real Time Elite, I only play it that way. try it, it really makes a huge difference. You have to fight, like it would more or less happen in a real fight. A choice at one moment is good and even excellent, then you discover on your right that things are not going the way you expected them to go. Everything, you planned five minutes ago, are going down. For the MOUT fighting, due to the time limit, it is not feasible to reach the town and assault it, if the enemy is defending from the houses and or around them. It takes around one hour to get there. If the red are defending, it will take more time. Around an hour and a half at the least. The losses are very high, because they are waiting for you. You won't have enough troops left to go forward and not enough time to regroup them. I have tried it at first and I had to dismiss it in the scenario. The Mout fight is possible in the Counter Attack scenario, since the Blue are on the spot. Let me know about it and if you find R.T good for you. Give it a few try. Thanks again for your AAR Cheer P.S The 1st map of the coming campaign is done and I shall start the 2nd one in 2 weeks. All your AAR will help me in finding the good equilibrium for what should be a follow up of good battles.
  5. The thread is close for me, since I have found a way to have you all see the file. You will find the link to look at it in El Derjine Campaign video preview in the scenarios & mods repertory.
  6. Sorry, I have just try it to no avail. here is the correct link. let me know if it works for you Cheer http://video.google.fr/videoplay?docid=-5113793130722014919
  7. As said earlier, this the link for the preview of the 1st battle map of the El Derjine campaign -A Recon in Force - being made and that will be uploaded at the end of April at the earliest, but probably more likely at the end of March. it is a long wait, for which I humbly apologize, but as you will find out it is necessary to take time and bring you a campaign "spit and polish" as an old sarge of mine was saying. Cheer just hope the link works well <embed id="VideoPlayback" src="http://video.google.fr/googleplayer.swf?docid=-5113793130722014919&hl=fr&fs=true" style="width:400px;height:326px" allowFullScreen="true" allowScriptAccess="always" type="application/x-shockwave-flash"> </embed>
  8. Well, The BFIST or FSV have the advantage to be able to dismount , being then less vulnerable and still able to call mortars ansd or artillery. Sure it takes usually a bit longer as I have noticed. Is it always the same, That I have not fiound out for sure. However, the M707 observer has to remain behind its optics and sensors to be able to call quick shelling on target. The issue to protect at the best the Humvee still remains.
  9. Well, it is during the testing of that scenario, that I found out the value of the M707. Before I was deceived, because it had no LOS. Then I discovered that the LOS worked with the mortars (and artillery) when they were choosen. the time on target was only within 2 minutes. That is very quick, usually it takes around 3 and or 4 minutes and even 7 minutes with the wrong spotter. The difficulty that still remained was to bring the M707 observer's in the ring slightly above the crest and stay there the less time as possible , just enough time to call the mortars and get down behind.
  10. Thanks Moon. it takes now 1.86 mo for 01:37 and that with title and end generic. A little more help, since my host only accept images, where can I upload it the best and have you all see it ? Remaining
  11. I would like to be able to give you access to 2 videos of a fly over the first map of the new campaign of El Derjine -Recon In Force - Unfortunately it weights 370 and 460 mo in Jpeg for about 30 seconds of video. What would be the best way to reduce its size ? DIVX ? ...... You Tube ? I can't upload for the time being. Got any idea with a sharewhare tool ? Thanks in advance for your help
  12. I have found out, that to bring the M707 forward is suicidal has it has been said. Remaining at the rear is better, but it brings the intelligence value of the M707 to a nil. What to do ? Something in between, not to much in view of the enemy, but sufficient to be able to spot it and if air and or artillery and or mortars are available you will be able to call them very quickly (artillery and mortars around 4 minutes and less) . Since, I have found that, I preserve the m707, since the grunt being in the ring and looking through its apparels brings mortars and or artillery on the enemy quicker than the FO. I don't know if it is the same every time. I use ever since the M707, that I was leaving behind on many battles not knowing what to do of it besides sending him to its fate.
  13. Don't forget that there are 2 A.I plans. Believe me it doesn't work always the same, even for the same A.I. I have had very different results troughout the numerous testing. Try it again, I bet that you will be surprise and make it maybe on the hedge. Thanks for your good comments
  14. Look in the repository CMSF Marines just under the AT14 Avoidance Range scenario. It is located in the opening view and not in the scenario why ? I don't know. Or use the short cut clicking on the file name of the new files listing on the left of the page. Cheer
  15. It is uploaded since yesterday evening on the repository. Cheer
  16. Passes moi un mail et nous en discuterons it will be easier. Have seen your mods since a while. They are interesting. Gke - snake eye
  17. Well, thanks a lot guys. I shall try to catch a video of the humvee bumping over the crest of the hills or going through the passes. You might be able to see, that way the shooter in the ring lean backward, while the Humvee negociate a steep descent and lean forward for the opposite; I had never seen that before. I was really surprise. I think that the humvees will be employ in the campaign a way similar to the Long Range Desert Patrols of the WWII British era. Cheer
  18. As told earlier, here are the first shots of the landscape of the map of 2.5km². It starts at El Derjine goes east toward the bridge which is now destroyed and all the way north in a high plateaux country with few afghanistan passes. A vital dam is located at the west side of the river that starts at the eastern destroyed bridge; I have tested the countryside riding an humvee up and down the valleys, hills and passes. It is quite a hard ride that precludes large tanks uses. As a matter of fact, I think that in the coming scenario of what is call for the moment "Recon In Force" small teams with and or without Humvees will be heli transported and the teams will move like their SAS counterpart or French special forces "Air Commando" to their objectives, spot them, call airstrike and or artillery while avoiding at all cost any fight. They will open the way to larger and stronger units in the next maps of the campaign. More to come.......
  19. To be able to have an idea of the battle, a look at the tactical map and at the Blue Order of Battle will give you an idea of the fight to come. You will face a strong opposition, but you can still win when your reserve is released within an hour. You will have to fight and hold the line, being helped by the large minefield preventing and or retarding the ennemy on its way to the airfield and or El Frid Hamlet. You will have to block a road winding through a deep gap at Sidi Barani pass (an Afgahnistan ground by excellence) and prevent the enemy to get through it. Anyway don't think that it will be easy, the 2 A.I plans have not been made for that. A sure thing, you will like it and have plenty surprises as I did (even knowing the setting) through the testing. Blue against Red A.I in solo. Human against Human and even Red against the Blue ( I tested it as said earlier) despite the fact that they don't have any A.I can be played. Have fun when it will be release in one or two days at the most and let me know. That way, I shall be able to take it in account in the next battle that will be a campaign starting at El Derjine and going North. Some landscaping shots will be posted soon. You will see a dam and pass with steep cliffs. A no tank land and rather a grunt land for team helo assaulting the top of key mountain to overwatch teams searching in the narrow valleys. Cheer
  20. Just a preview of some shots taken from the scenario "A Counter Attack at El Derjine", following the previous one "A Crossroad at El Derjine". It will be posted in a day or two. The battle is played on a 2.5km² map. You will have to defend the town and the airfield against the Red counter attack. The open ground and the vast expense will able TOW and Sagger to be used the way they should; The criss cross firing of both is quite a sight to watch. Don't forget to play. I think that real time is the setting for getting the most pleasure of the 2 A.I red plans. However, I even tried it playing the Red and despite the fact that no Blue A.I has been made and that I knew the Blue side position, I really enjoyed it and got surprise with AH64 straffing, rocketting and firing Tow's at my BMP3. The Blue side did it by himself that was not planned. After that who said that the A.I isn't efficient ?
  21. After a few , I would rather have the wider track on to stay on the road ! However, no worries about denting the fenders
  22. Something wrong with the Tiger. It has its travel tracks on and not the wider combat tracks, allowing its transport on a railway flatcar, without getting outside of the width limit. That is why, the outer rim wheels are removed and it looks like it is a version, beginning from late 1944, with metallic band wheels replacing rubber, if my eyes aren't fooling me. It is nevertheless well done and I am impatient to see the game release.
  23. I have incorporated some tanks pits position in my new landscape "A Counter Attack at El Derjine" to be uploaded in less than 2 weeks depending on the final testing. The result has been so good in some position that, I had to remove an M1 for a Brad and finally l had to left the tank pit empty. In another case, on a hill having 2 tank pits manned by bradleys, overwatching a penetration axis, these were wiped out in less than 10 seconds by T-72's more than 800 meters away. I can swear, that they were really well protected. They were destroyed about the same way in all reloads. Since the testing is done in elite R.T (closer to what could be done in real action), it is not too easy to assume with a perfect accuracy, the kills numbers made by the protected armor. But a sure thing is, that in some instance they created havoc in the enemy formation and that on some others they get shot up right away (same A.I, same time elapsed and same tank pit position !). The A.I doesn't do the same all the time. A last thing, you must put a 1 meter elevation, in front of the track pit to have a field of fire with partial hull down. My height setting is generally the following: If the field, where it has to be set ,is let say at a 0 elevation. I use a U pattern. The pit itself should be 2 squares long and 1 square large. The open top of the U is turned toward the enemy with a +2 on the three U sides and a +1 in the front opening. That way the track is able to have good field of fire. The M1 is lower than the Brad. Depending on the ground, slight correction have to be made. The diagonal square facing on the map is less easy to make than a straight square facing. Cheer
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