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chappy40

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  1. yeah they are a series of problems published by the armour magazine essentially they are a public version of what (my) army calls TEWTS. Tactical exercise without troops, aka Practical Exercises Not Inolving Soldiers. Any tewt problems make very good starting points for scenarios in this game and others (steelbeasts is a good one too)
  2. got some spare time again so i'll probly revisit this one... any expansion on the 'naturalising' thing? I'll stagger the red units further and see if that helps with performance issues
  3. How would be the best way to stagger the formations? Assign them groups with objectives that overlap but make their move out times 1-2mins apart? When you refer to pinned units do u mean the Red units in the engagement areas? will they try to extricate or continue mission if allowed more time? by naturalising i assume u mean more realistic terrain/foliage?
  4. Here is the first of many CMSF scenarios i'll prbly make Currently its Blue player only. I will update this with RedFor soon in V02. Tactical Vignette 98-1 Screen at Crowley Lake v01 http://www.users.on.net/~jchapman/ [ August 26, 2007, 05:34 PM: Message edited by: chappy40 ]
  5. they are default scens in the download package. just look for tactical vignettes i'm 99% finished a new tac vignette that i will post by the end of the weekend in this forum
  6. I'm going to try my hand at one later this week the basic premise of it will be the setting up of an outpost in a remote afghani type province. Objectives will include terrain objectives that will be linked to the level of construction of the base while at the same time the player will need to conduct active patrols around the base to keep it secure. The map will be mainly the same map for each turn of the campaign but at each turn the outpost under construction will be progressed based on the success or failure of the previous mission. I'm going to use 'occupy' objs to simulate the assignment of workparties to the construction of the outpost while 'touch' objs wil be used to assign a series of active patrols that are required to secure the area for the work parties.
  7. well from what i gather from my own experiments by baking it i can issue orders to units during the deploy phase that are then permanent each time the scenario is played by setting up an FO with LOS on the areas i want to put Indi FS on i can then setup firemissions at 1min , 2mins , 5mins 10 and 15mins into the mission just by using the available fire mission commands. This gives me kinda 'scripted' ai fire missions to work in with the timing for an enemy ai assault or counterattack etc. (linked to timing of reinforcements and leave before/after commands) seems to work fairly well the only limiting factor this way is that i cannot get AI to call fire missions after 15mins into the scenario... I woulda thought if tubes were available and an FO had LOS on a taret the ai would do this automttically but it doesnt seem to .
  8. cheeers if thats the case i will use the bake function to script the AI fire support (at least that way an FO can time fire missions out to 15mins )
  9. Hey all, First time on these forums although ive played CM for a while and now have CMSF. Q1: When setting Ai support (as in indi FS) What resources is the AI using for those fire missions? is it additional to the arty and mortar units u have purchased for the AI side or is it taken out of their available ammo/missions Q2: When setting AI support missions is there any way to time them? From what i gather they appear to fire all at the same time or at the very best sequentially whereas i would like to see them fired at T+20 minutes etc for good tight scripting of deliberate attacks and stuff. Q3: I have noticed that the Hvy Weapons platoon of a mechanised company (Republican guards) is assigned 2xsections of MG broken into teams, a 4man HQ and 2 x BMP2. When you try to mount these units into the organic platoon vehicles u are left with 2 spare seats per BMP and a 4man HQ team with no where to sit cause they cant split in half. Is this a stuff up or is there something im missing here? (ps: not sure if it happens with other mech units only noticed it now while using the rep guard mech units) I have a mission pretty much complete and ready to unleash on the unwashed masses i just want to get the Enemy FS more effective and in line with doctrine in terms of how and when it would be fired.
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