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snake_eye

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Posts posted by snake_eye

  1. Javelin's pretty handy to shoot at identifed target. Take care of not having more than one team in a shooting position, otherwise the others have a tendancy to shoot faster than you can assign them a target. You run out of that artillery asset quickly, killing second rate target.

    If you use it against a building (area fire), if it is a small sized one, the missile tends to have an impact aside instead of full square in it. Better use it against tank, tracks and bunkers.To my point of view, it is a waste in urban fighting since it is a CQB(close quarter battle)fight.Better use it from the town periphery on LOS targets and forget it in the town, but from the first house's roof (if high enough)as an additional fire base.

    Well what do you think of that ?

  2. I have a MGS 105mm gun shooting the wall or a M1A 120mm. Usually the gap obtained is sufficient for grunts to go through and or strykers and tanks. Otherwise I redo the same, next to the gap to widen it.

    I have not succeeded in having a Javelin's team doing the same. They were farther than the minimum meters required ! They just did not shoot !

    I have only used the demo on house wall. The grunts did not enter it through the gap, but instead searched and found the door. That was with V 1.02 at the time.Did you have the same ?

  3. 1st

    Mount the teams in the track, then get the hell out of the place. Either on going far right or left till you are at the base of the slope.

    The left side is the more exposed while getting to the base of the hill.

    2nd

    On the way, provide Javelins to the teams.

    3rd

    Dismount them and have them go to the top of the hill (left and right). Beware on the left you are going to get a splendid and efficient ponding on them. So go on the right first

    3rd

    Have the track on the right go slowly toward the top and have it set hull down. While going up, you put suppress fire on the left. have the squad doing so while going up with whatever they have (Javelin's best). At the top fire straight forward and use javelin (don't waste them while going up).

    4th

    The left side is, as I discovered it, the worst side to be on. Try to manoeuver and inche your way up,without getting to the top (being hiden by the hill), in such a way, that you can shoot at the ATGM on the right side, at the bottom of the far side of the hill on the right. When you have it down,fire (always on the right side) at the farthest top hill edge.

    That, should do it. But be advice to stay at all time away of the road and don't try to go farther that the two hills. Instead go to the flank and to the top.

    If you don't leave the road sufficiently fast at the beginning, you are going to lose one and maybe a second track faster that it takes to write it down.

  4. Have you find difficult to deselect units and or tracks with the right click ?

    At the beginning of the mission on R.T it works fine. As the number of units being managed increase, as they are commited in the fight and that the orders have to be done more quickly, the right click hang up and it takes 2 to 4 seconds to activate it.

    The main drawback, is that in the heat of the fight, it happens to think that the deselect has worked and you give a new order to another unit. (you don't notice that the intended unit has not been selected).You end up with a squad getting out, when not supposed to do so and or a track having its crew dismounting and being wipe.

    I have used the key amelioration in the setup

  5. Originally posted by John Kettler:

    snake_eye,

    You do realize I'm joking, don't you?

    So, do I John. I haven't put on an helmet yet while playing CMSF. But somehow, the cost could be implied through a stock allowance limitation to give a more realistic use of the Javelin as really done on the field. I have yet to load V 1.03 just downloaded yesterday.

    Long live 1.03 hurra for 1.04 whenever it comes.

    Regards

  6. Originally posted by John Kettler:

    snake_eye,

    I hear the 1.04 patch will introduce THX 1138 style real time cost accounting

    Well, John, that's real good news. I won't have the feeling to cheat by a Javelin abuse. however, I shall miss a bit the splendid impact effect of the missile.

    That game is amazing and if I have been startled at the time by the preceeding CM X1, that one comes really to life and in real time, you almost duck under your desk or stay paralysed not knowing to do, when you are losing your awareness

    regards

  7. Originally posted by Fizou:

    Im currently at the "Screen part 2" scenario.

    The screen part 2, was the 9th mission for me.

    It is during that first campaign for me that I have changed from V 1.0 to 1.02. I think, I have done it on the 5th or 6th mission. I did not notice, any bad behaviour of the game, on the contrary.

    I have downloaded V 1.03 today and I shall use it from now on as soon as I shall start my 2nd campaign

  8. Originally posted by Fizou:

    How many missions are there in the campaign?

    I have had 16 missions in it. I am not sure that this is always that way, since The campaign is "semi-dynamic".

    I have found out at the reading of the post(if I am not making a mistake)that some where fighting the Ash Shammas battle (refered as the Airport battle by some)as their 2nd missions, when it has been the 3rd for me. Does that has an effect on the number of missions to be fought ? If someone has the answer, let me know about it.

  9. So the Javelin is expensive and heavy to carry around for a while, that's in real life!. in the game we don't have to care about the cost. since it works well, I usually take the CLU and 3 javelins while in the track.

    The track, at first,stays sligthly at rear. As soon as the leading strykers found the ennemy and pick up their emplacements, I bring over the stryker and its squad with Javelins. They dismount and I target from the tanks,armored cars down to the MMG, bunkers....

    The squad then re-mount in the track and advance.

    I have found however in CMSF that the squad does not move as fast as required with 3 Javelins. That why, I fire them to known targets and keep eventually one of them for later action, removing what seems a weight factor to the squad.

    (Have you notice it ?)

    I have not used the Javelin as an area fire weapon, or against houses as a preemptive recon by fire.

    Ok, some might say that it is cheating a bit to use it too such an extent, but after all it is a game and in a real conflict we don't have the opportunity to use them so freely. Platoon and their squads have to rely on light mortar most of the time during quick encounter(the artillery support takes time)and to go easy with the rounds. specially if dismounted.

  10. Originally posted by Battlefront.com:

    The door thing does change thigs A LOT. Especially in highly built up areas.

    Steve

    I have found it the hard way, when a squad turned the wrong way and sustained few casualties and was finally wiped out trying to get to the door.

    I also had the same problem, after engineers blasted an house wall. I don't no why, they did not want to get in right after (playing R.T), despite my way point ???? They turned around the house till they found the door !!!!! fortunately, they were not shot at. A chance.

    What went wrong with that blasted wall ?

  11. Well, I played real time Veteran

    V 1.0 and after the 3rd mission loaded V 1.02

    I played Blue Force missions straight, without any other try.

    Results :

    A minor victory

    B.F R.F

    199 KIA 923

    243 WIA 816

    1 missing 395

    6 tank lost 46

    34 Armd lost 17

    3 other veh lost 71

    I shall try to increase my results next time, since that was my 1st campaign and my discovery of the new interface and of some of its unbehaviour rather unpleasant - deselect not working right away and orders going to the wrong unit at a crucial time, ending few times with the loss of a track and of its mounted grunts -

  12. Well sirs, I agree with most of you. The way consisting in flattening the whole target area and living rubbles with artillery, air assets, Javelins and to parade to the objectives to score, that is not to my feeling the best way to play the game. In any case, in real conflict, we don't have the opportunity to have these powerful assets at the right time, if we get them at all.

    The grunts, have to do the bad work mounted or dismounted, anyway. That's when the training and the doctrine of assault come useful.

    The goal is to keep casualties at an acceptable level or nil and to go fast in order to keep off balance the enemy and hit him hard.

    In R.T Game as in real fight, you have to find out rather quickly, from where the suppression fire might come and how to overcome it. Where is the weakest spot to hit, in the objective area, with a full amount of fire.

    For the rest, briefly, is all the same as ever. Overwatch and or bounding overwatch. Two squads in assault, one in suppression fire or the contrary (depending of the situation). Base fire well established, to be able to bring an heavy support fire....

    To summarize, you can do it the Montgomery's WWII way (every thing being staged and weighted in lenghtly details), that's rather long, or the Patton's way. Go to it quickly and kill the bastards. More practically : Put all your power at one point, go for it, don't think too much of your flanks and all the military must. (Patton was saying : If all military idiots are doing it, because it is written in books, dont'do it and you are going to catch them offset)

    But don't forget the basic of overwacht remains.

  13. Through the walls, on the left area, being blasted, that's the way. I found it too late, while being heavily engaged at the Airbase HQ, loosing one track, then two, and missing by inches to have more casualties, when an IED blew up in the middle of the road, in front of the HQ. Anyhow, I had not enough time being left to exploit the breach at the barracks and being rather cautious, after the IED, and a third track on that road to the barracks.

  14. Playing R.T - Veteran since I started the campaign in order to get more acquainted with the short cuts and the new ergonomy of the orders (different from CM1, 2 & 3), the Ash Shammas mission was the 3rd for me. After a minor defeat for the 1st, a Total victory for the 2nd. I went into the assault with full confidence and without too much care. The result : a Major Defeat 23 KIA, 18 WIA & 3 armored vehicules down. I only got the Airbase HQ secured, got to the edge of the barracks (practising wall demolition & getting through it with strykers), at the end of the time and did not approach at all the SP Forces HQ. The syrian sustained 52 KIA, 64 WIA & 21 vehicules out of action.

    I got the lesson and since then, up to the 12 th mission, I managed to get 6 Total Victories, 1 Minor Victory,1 draw & and "shame" a Total Defeat in the screen (Got to confident with the bradley's TOW on overwatch).

    To get the filling of the way fights are not alaso going the way they should, read "AMBUSH ALLEY" Nasyriah 2003 assault, from Tim PRITCHARD, the best of the ones I read lately.

  15. Pre battle planning

    1st don't do anything before having some intel. Do it through your HQ team or Fist. Better have a high point to observe.

    If you get some art fire on your line of departure, move the hell out of it fast to another place (behind buildings or land features masking you).You are being watch by a forward art observer. Suppress him quickly.

    2nd, when you get a clearer picture, try to move to your objective(s) with a two axis attack, while a third is pouring suppressing fire, or you may have (if available) art rounds pouring down on the MLR (found by your observation, or where you intent to go).

    From then on progress with over watch.

    When on the objective or near it,dismount your squads and split them. Don't forget to get some AT4 or better Javelin, 5.56 and or 7.62 (MMG)ammo. You are going to need it. Suppress the enemy with your tracks fire.

    Make moving your tracks and squads around the ennemy.

    Don't hesitate to have them mount the trcks and or dismount it as often, as nneded.

    And last not the least I recommend Tim PRICHARD book "AMBUSH ALLEY" it is a must. If you play real time you are going to understand how things are rarely going the way you think they should.

  16. I have not found instruction on night fighting vision.

    The only thing I have managed to be able to see a black cat on the screen, was to set an area fire zone.

    The yellow color that limit it, able me to see a bit better.

    is there anything better to be use ? shorcut ?

    I have another night encounter to start in the campaign

  17. I did it few times while in doing a flurry of orders in real time veteran play. As soon as I have notice the dismounted crew, I have been able to get them back in, or in another track as passenger.

    But , if the vehicules such as a Stryker or Bradley was immobilized, I have not seen a team going back into it as ordered. toobad when, you want to resupply ammo,ATGM javelin or AT-4. I have not notice with V1.02 problems with teams getting in other tracks than their, but I think that I have once a problem in not being able to acquire ATGM javelin rounds, but as I said things go so quick in RT, that you can't stay put until you find an issue. Besides you can't play it back. I think that, I should stage some practise mission dedicated to one or another situation to be analysed further

  18. Quote:

    I tend to use ALOT of ammo. Mostly firing at area targets just to ease up the pressure on my troops while I'm clicking around figuring out what to do.

    ------------------------------------------------

    I found out that the use of M1's canon, was fantastic for dislodging or erradicated enemy teams from houses. however the expenditure of the ammo is awful and I found myself with the 50 cal left only, and plenty of other houses to fired at !!!!! have to pull it down from now on

  19. First to be able to get downward, you have to get on the roof of a building of the same height of the intended target and in the same street alignment (instead of progressing through the street, it is done by the houses roof). For sure, on the roof, you are at risk from eventual sniper, riflemen and or MMG overwatching you.

    If that isn't the case, it is worth trying and get by the roof side to the intended house to be cleared and do it downward.

    But don't forget to split your team to reduce casualties. In the battle named "house clearing" one of my team on the roof got shot at by the syrian being a level below. They did it, straight through the ceiling and the team replied through the floor. Maybe it was not so thick, anyway that has been done in real urban fighting. Forget the smoke they don't see you and you either, when you go in. They don't have stun grenades in the game.They would be welcome.

    Another good thing is to progress with a team on the left street side and have another on the right.

    The left overwatch the right one, and so do the right team for the left one. That way you can get in the 1st floor, while the other team is pooring down some suppressing fire to help you in.

    You can not get in and choose to send rifle grenades in, or blast the street side 1st floor wall. For small houses that will do it.

    In any case you have to do it very quickly to deny a coordinated suppressing fire from the enemy.

    As you see, these are different actions to be applied and none of them is the best. However, one of them used at the right time is going to be the best.

    If you see that it doesn't work right away, get the hell out of that place and try something else we have mentionned. Good luck in your urban fights to come.

  20. The strykers work fine with their weapons, unless they are too close to aim properly and safely. The guys at the rear when mounted do a good work.

    The only problem worth to mention is the use of the waypoints issued to a group of 4 of them. If the ground is not an open field at one point, we get a traffic jam and one of them at least get wild doing contournment more than often being dangerous and ending with an RPG threat

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