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snake_eye

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Everything posted by snake_eye

  1. Good show ! You did the right things, following the briefing advices. But since there are 2 A.I Red plans, it might not turn out the same way every time. Wait for the new battle A Counter Attack at El Derjine. You will see tows and saggers cris cross the field and scoring at 2000 meters. It is so impressive that I have few times, just let the Blue and the Red fight each other and looked at the show, taking snapshots, while testing the A.I plan. A last thing. Like in reality you scored well, by probably not going too much in contact with the ennemy, but using all your javelin's, artillery and eventually air asset just becoming available keeping him at a safe distance. Thanks for the feedback
  2. News about the new scenario A COUNTER ATATCK AT EL DERJINE Following A CROSSROAD AT EL DERJINE the Marines have been pulled back and A Company AT with 2 platoons of Strykers ATGM is securing the North east side with 3rd Battalion Combined Arma (MOUT) partly around the town and in rear lager. The map has been enlarged to 2400 meters in widht by 2544 in depth. Sorry to no be able to show you an aerial view, but the town with the hill on its left side and the other on its right, the last one being a high shelf, set along 1/3 of the east side starting from the road of the El Frid Hamlet, has a road whirling through a narrow gap and leading to the far East side to a village. In between the two latter a flat ground leading to the village told about and to the ford and bridge in the North east corner. The battle testing is curently done and is being set to provided you on the BLUE side being played with surprise, but not complete defeat in the 10 first minutes ,since that is not really funny for a two hours battle againts 3 Mech Airborne Companies mounting BMP'S3M , a Guard T-72's Tank Company , parts of an airborne Engineer Company and finally a Recon BRDM platoon. Testing is very important, as well as the initial setting of the fields of fire of the Blue. Just to illustrate that I got few full defeats on the BLUE side, then Draws, minors and finally total victory with 308 dead red for 17 Blue Blue O Tank.Lost 7 Other.Vehicles Red 5 T.L 35 O.V The fields of fire were too good on the Blue side and or the timing of the attack went wrong, the Red can't go through narrow passages, all at the same time. Correction are underway to make you enjoy the scenario and rehabilitate the ATGM with score at 2000 meters like the ones I have seen in that testing,from either side that is to say. Since in a Campain, the rate of troops attrition is so high, that you end up with few troops in the end and having not found a right answer to what I consider has being a major drawback to all the efforts brought by everyone in theirs, I won't make for the moment a campain of that scenario. If you have any comments they will be highly welcome at my know email address Remaining
  3. Hi George, I thought of a nickname after having suffered in all your massive armor attack. That is why I told you about NTC at Fort Irwin. Did not know, that Sgt Mauhammad had trained there as an OPFOR. Actually, I had a close look through books and other means at their practice in the nineties just after Operation Desert Storm. Effectively, has you told me earlier, the US side was usually outnumbered by the Red OPFOR. The US had typically 2 companies (-) minus some squads and or a platoon sent to another company, and a tank company,yet minus some tanks, with usualy a platoon sent to support one of the company. Some antitank asset, artillery (with few times, mines delivery -fascam -if I do recall it rightly) and sometimes air asset. Besides they had scouts in front to give an early warning when playing in defense. Quite a few times they had to sustain and try to repulse the Red, having 1 MRR and even 2 (Motorized Rifle Batt. with BMP'S and T-72's). They used a rolling carpet, wave attack, with lot of smoke, artillery at the anti tank defences having been seen by the infiltrated FOB. Sometimes they even had a company getting dismounted to the rear and creating havoc, while the armor went on a classic head on assault. All these training were done in desert landscape with awful heat and NBC suits quite often wear on. Better than a sauna to loose weight. Downloaded Forging steel from 19th january. Will get to it, in the next few days. Cheer
  4. Hi George, Good news for the repair setting as discussed earlier. As one said the Arty Observer are doing a tremendous and accurate job. Yeah, you placed them so wisely that it is no wonder. Just as some specialized FOB are doing it in Afghanistan nowadays. I am going to play the V 2 and try to make it better through, it is always a thrilling experience to go into one of your scenario. You could have earned the nickname of the RED ARMOR WAVE more than one time Cheer GKe
  5. PANDUR and STOEX Your drawing shows a ballistic flight of a missile having not reach its top speed making it follow the wind turbulence and heat bubble found in desertic and or long strecht of sand landscape. The missile has a tendency to bobble up and down and right to left following the attempt to correct the flight path by the crew. If it is unguided like RPG the kill probability is hopefully low. For AT-3,AT-4 and the ultimate AT-14 that is all different, since the missile picks up speed more quickly and goes faster. In my scenario A AT-14 Avoidance Range that you can download from the Marines Repository and play Blue only againts the Red A.I having CSMF & Marines modules with V 1.11, you will find out with some tries, that the AT-14 makes pretty good kills. Just before posting the mail , I tested it again and from 2 M1 tanks separated waves of 4 each, with smoke screen used from their canisters the result was the following a track from the firstwave immobilized just cresting the 1st Berm and two of the second wave destroyed almost simultanously just doing the same at a different spot. 3 tanks out of the game from the initial 8. No missiles missed that time. You can if you like change the AT-14, in the editor, for another ATGM and see what it does. Let me know.
  6. Hi, are you talking about ATGM generally used in CMSF or of the AT-14 in the scenario "A AT-14 Avoidance Range", because pretty well aware of what is about to happen since I did it, I can assure you to get surprise more than once. A shot might hit slightly offset from an M1 being partially hull down, then the second or the third will get it. I don't tell you what AT-14 do when the M1 is atop the berm a bit too long, since the answer is known "it's a killmost of the time. However you are right for ATGM when used in no appropriate ground and badly sighted.
  7. The battle of "A Crossroad to el derjine" showed that a bad deployment of M1 tanks and AAV tracks on flat expense of desertic ground offering little if none concealment, where doom to failure against well planned ATGM fire plan and that as long as these were not suppressed and or annihilated by air asset, artillery, mortars or masked by smoke. Unfortunately, you don't have all of these available and if you have them, you tend to set aside the basic rules to apply in such threat environment. Since an AT-14 first shot is usually a kill one, it is better to learn how to manage the ATGM SITUATION AWARENESS. That what "A AT-14 AVOIDANCE RANGE is meant for (on the depository CMSF Marines). Just to make you move M1's tanks in a company size, in platoon size or individually from a parking lot to the 1st berm of the range, the 2nd and finally if you went it to the 3rd. You will be able to practise hull down or partial hull down from behind a sand berm. You will notice the earth splashing your track with a near miss, before reversing and so on...... That won't be enough, you will have to destroy 3 BMP's and beware, eventually of their sagger missile, and 6 T-90's tanks coming in two separete waves. You will know the time and the axis of their attacks. But you will have to crest the berm to be able to see them coming and the ATGM are just waiting for that moment. You will be able to deploy a platoon of Humvees -Tows and use them more and more, just to learn the right way to use them. I have before, rarely destroyed a tank with them and that despite the numerous battles fought in CMSF and in the Marines Module. They were, most of the time, instantly picked and destroyed while attempting to fire. Well, I have been so surprised to score on BMP's as well as on the T-90's, to have a snapshot recorded. There are, no air asset, no artillery and or mortars, no Javelins or bazookas of some sort. You don't have troops either , besides the Humvees and tanks crews. You have the crews with their dotation rifles, the Tows, the tanks MG, shells (HE and Heat) and their smoke canisters. Believe me you will be surprise to get all of your 14 tanks to the 3rd berm unscathed, think that you are the king of the road and get 4 or 5 of them destroyed in the following minutes. You might even destroy all of the enemy "simulated" tracks and tanks , but at what price. The motto : "Kill them and stay alive" that way you will be able to kill more of them and reduce the taxpayer bill . A tank, cost a lot and more, the crews are priceless for their relatives. "War is not a game, just a deadly game" Feel free to let me know of your comments as indicated in the briefing. That scenario has ben made having in mind the memory of a close relative "PARKER" French Commando de l'Air , fallen in Afghanistan in a joint French and US Special Forces Covert Operation, when an IED blew its 4X4 and its closest friend. RIP
  8. I guess that I will have to make a small scenario with a sole warehouse and or house and see if it is accounted damaged and or destroyed by the Engineer charges with the blasting order depending on the setting of the Unit objective. Thanks anyway
  9. In the EDITOR section of the game manual, it is written, that when you are assigning a building objective to Blue or Red, putting the setting on DESTROY, you either have to destroy it and or damage it. I have had Engineers blasting one wall (thus damaging it) of each objective being designed to be destroyed and no points had been given in the final count. The target is still indicated as untouched. What went wrong ? the manual explanation ? The amount of damage ?
  10. The military background might help despite the new weapons being used, the military tactics is basically the same for the infantry that the one in use in the Roman Legion. You have to take new things in account and that does the trick. However the fear is not modelize. When a squad and or a platoon is pinned down, the leader might not take the right option because guys are being hit all around. In the game, you might ignore that and your move might make the difference despite the high rate of casualties. That you can't afford in real action; The game however make you approach reality and from that point of view I recon that it is as close as it could be, without the fear that is alaways present in real action. No one wants to be a casualty.
  11. Thanks guys for your hints. I shall try to get into the mod manager in the coming days and with the help of photoshop see what I can do.
  12. Thanks, that is what I thought but I am not that much used to go in changing flavor objet. I am afraid to make a mistake doing so. If I get to have some good knowledge of the proceeding, I shall attempt to do it. I would like, also to be able to make inscription, like shops names on the building or edit new roadsigns. For these reasons, I shall accept gladly any flavor objet editing advices.
  13. Since minefields, before the use of air sown mines, were usually delimited by post warning sign, I would like to be able to edit them and had them appear to all. Actually (if I don't make any mistake) the post sign appear , only when the mine explode. You are then unable to delimitate the minefield, till they all explode. If the post sign is seen, troops will avoid the minefield and or have engineers at work to clear it. That takes time in deroutting and or clearing. Besides, if a dummy minefied could be set, the enemy won't venture in it, but you could assault through it. If there is a way, let me know. I think that if it could be implemented, that would be a formidable asset to WWII Normandy, when it comes. German engineers used dummy and time (life of the fuze set to a week, 2 weeks, a month... fuzed mines quite often and more often than never real minefields had dummy mines lanes to make patrols and or tracks way for eventual counter attack.
  14. Quote// Yes, I think actually that is more what I meant. I guess that's why we (thank God) call it warGAMING
  15. Well, I don't want to disapprove you, but in real fight you take care of the wounded, only when possible. To stop, while under fire, is suicidal, for you and for the others, since you can't provide any fire asset while helping the wounded. More, the enemy is clearly conscient of that and wounded are the focus of shooters and snipers if a friend is giving a hand. You have then 2 casualties instead of one and less fire power remaining. It is rather hard to let someone behind. However the guy is better alone, till the area is secured, since no sniper will bother with him, because the best he has to do is play dead and not attract any fire. Naturally, if you have to withdraw it is another problem. You can't let him behind, alive. That might cost your life, but you will do the utmost to bring him back, neither mind if he dies later, you don't let a dead friend behind. Some guys new that so well, that they preferred in desesperate fights to blow themselves with a remaining grenade, in order that no one will make any attempt to save them. That is an extraordinary self sacrifice for his buddies and a very bad moment to go with later on. War is a dirty job and not as pleasant as a game. Let CSMF be a wonderful game.
  16. APOCAL You are referring to the SCREEN. I got 10 Tanks and 8 Armored Vl with TOWs and Javelins. Playing RT, I evaluate from memories and screen shots (playing it more than six times) that the 2 Strykers ATGM got about 25% -50% at the most of the kills. The Javelins did the rest. Without them, I was usually unable to stop the coming stream of armor. However, the M1134 Stryker ATGM fare better than the LAV -AT and the Humvees equipped with a TOW launcher in the MARINES Module. None the less, the Javelins are still the best killers since they afford a small target for the enemy to shoot at. Tracks and Humvees can't. They are in danger when creeping on a crest. As a matter of fact, you should take in consideration that in the SCREEN, you don't have obstacles impairing the TOW guided lines. The distances let you set your Stryker in ambush at a relatively safe distance from the Tanks and remaining BMP-1. Besides, TOWs should be use slightly offset from the front of a tank. Around 30 degrees on moving tracks and at 90 degrees for a flank shot on not moving target -since you lose your sighting more quickly that at 30 degrees, if it moves at high speed - You don't have that problem with Javelins. They acquired the target, go up and right down on it, wether it evades at high speed or remain still. The only problem is at short distances, with a straight level flight. It touch obstacle and blow up or hit the ground at a short distances. Have you try the battle in the Marines Module in a canyon with 4 LAV-AT at your command. Got them, playing RT, destroyed almost every time without a shot being fired ? I remain on my firm belief that the Javelin is better. Not considering the fact of the use of TOW in air asset.
  17. Javelin misfire It happened to me quite a few times regarding the number of battles fought and javelin's fired. Once it fired and struck trees in front of the team let say about 50 m, while firing at a tank 200 m away. Next the team was unable to see it from their new location on a rooftop. The sniper next to them had it in sight all the times. That §§B of tank made it undamaged till the end of the fight. However Javelin's are top scorer compare to TOW.
  18. Falconander I had completely erased the DRAGON AT from my mind. NTC stand for the once US ARMY National Training Center at Fort Irwin CA. There, were sent in the 80's units to train with Warsaw troops tactics. The OPFOR was the unit trained to act like a soviet MRR - Motorized Rifle Regiment - It use real BMP's and Sheridan to pose like T-72; The Dragon was use, with the LAW's and the TOW's mounted on track with an hydraulic turret. That was the time of huge exercises. Today they rely more on technologies and the size of the units is adapted to the new threats and tactics. That result with having theSpec Ops paying a high tribute, since it is them who are" illuminating" the battlefield and that technologies doesn't work necessarily always like it should. What do you do with a laptop in sub zero degrees, having to shut it down to avoid batteries run down (they don't stand long and you can't take a battery shop with you) and having to wait 5 to 10 minutes after starting it again in order to have the antenna dish catch a sat and order a strike. You pray, hope and hate technology. That's what you maybe missed and that makes Presidio more beautiful as ever. Cheer
  19. Falconander. see you have been with the DRAGONS. I think that you are going to like that book. I got it in 1991, but you should find it Dragons at war - Land Battle in the Desert from Daniel P. BOLGER . Hence a Captain B co 34th . He describe the training at NTC. Very interesting for tactics.
  20. The first battle of the Marines campaign is called "USMC Recon Beach Landing Zone White". There are only rifles with some with attached grenade launcher and sniper rifle. That's all. No Javelin and their CLU (necessary to fire it).You have artillery and air asset on call. For the mines don't worry just go to the green areas to have the beaches area declared as scouted and secured. Don't make your grunts crawl, they will arrive at Xmas at their objectives, if not exhausted before. use the Touch B then I to make it quick and use overwatch between the team. Don't try to have the team in the center of the beach to go straight. The tank is waiting for them. Don't make them go to the right to rejoin the houses. They will be stopped by the marsh and they will move along it, being unable to cross it, and be in sight of the tank and or the troops hidden in the small buildings. Have them go to the right along the beach and move them on the other side of the marsh. You can choose to make them go to the left, if you like it more. For the tank use the air asset and or the artillery with armor rounds. Better thought to fire the artillery against troops in trenches and or houses. You hear the guys speaken on a low tone. I don't think that it has an incidence on the game, with the other side hearing them. But it immerse you ia bit more into the game.
  21. That LCU disappearance is annoying. As well, as the following bug you mentionned. I have already reported it in a thread lately. What battlefront as to say about it. Will it be taken on account in the next patch to come ?
  22. Pooh left a bitter taste in my mouth. However, that battle is challenging and personaly, I played it quite a few times. For that reason, I think, that I am going to play the campaign Red side and see if it is as difficult to play on that side. Sarge a question : Are you a Syrian transfuge ? Marines takes a beating and I am surprise none of them said something on that issue.
  23. I have noticed few times already, that disregarding the fact, that the CLU and javelin missile were shown in the acquire field, selecting a javelin first, removed the CLU from the field on the second time. It did not happen every time it was selected with other squads operating in the same battle. It happened only with some downloads from the repository. The squad can't use the javelin without the CLU and in the battle "a Patch of Dirt", one of them looked at the rushing tank and did not fire at all. Looks rather like a bug or isn't it ?. Did it happened to you ?
  24. The best advice to give here is to save frequently in RT For sure RT brings you on the edge of having a nervous breakdown, since it is not that easy to micro managed battle as soon as you have more than few assets. However, it is really adrenaline pumping and makes you feel great, when things turn your way. Playing the save does not provide the same turmoils, but it helps to try it again another way.
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