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TOG

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Posts posted by TOG

  1. Well I see that very rarely, while enemy BMP's fire them all the time. I've read somewhere in other topic that BMP has to opened up to fire the ATGM. I tried that too. One time opened gunner buttoned up and started to fire 73mm.

    Another thing I saw was BMP1 firing 73mm HE rounds into back of T64 at point blanc. He actually killed it after few rounds, but wouldn't it be faster to use HEAT?

    Another question - does ATGM equipped version of BRDM have to be opened up to use missiles? Had some of them in a quick battle. They stood helplessly in front of enemey (the distance was about 500m, some targets a litte closer, other a little farther) and got killed without firing a shot.

  2. Originally posted by Tank Killer:

    Well how 'bout the Poles and the PT-71 Twardy? I have yet to see one used in a game.

    Actually it's PT-91 Twardy. This tank was included in Steel Panthers 2. It doesn't vary much from other upgraded T72s but it would be nice to have it. Together with Leopard 2 which will be avalible with German module and some Russian equipment we already have avalible its only some infantry weapons and KTO Rosomak (Patria in Polish service), and you can field Polish Army in CMSF.

    [ September 21, 2007, 03:02 AM: Message edited by: TOG ]

  3. Originally posted by PSY:

    </font><blockquote>quote:</font><hr />Originally posted by gibsonm:

    UAV's (at least the larger "Predator" and "Global Hawke" type) and JSTARS are beyond the scope of this (certainly you could get feeds as far as a scenario brief goes but you as a Company commander aren't going to get a JSTARS assets for you own tasking).

    There seem to be more small-size UAVs available now at least at the battalion level. In the 2nd campaign scenario you actually have the battalion commander present on the field, so presumably you should have access to at least some battalion-level assets. Not sure if he continues to be present in followup scenarios as I'm currently still in the midst of the 2nd scenario. </font>
  4. By now I only played the demo, but playing US side one stryker left about 200-300 meters behind started blasting away at somenthing. As none of my units saw enemy, and there even was no question marks I guess it must've been shooting at my infantry advancing through the oarchard. So I guess that friendly fire works. Unfortunately I don't know if there were any casualties.

    Another interesting type of battlefield mistakes simulated by game could be false contacts, especially in low-light conditions, or friendly fire the other way - when soldiers misidentify enemy, and think that they are friendlies. This could often happen in uncons vs uncons scenarios, where everyone looks quite the same. Think of the chaos:)

  5. Don't forget about kills for artillery and air support. In CMx1 spotter had artillery kills, but in CMSF support assets are separated. I always liked to check after battle if that shelling hit anyone.

    I would also like more detailed statistics at the end of the combat. Not only how many infantry, vehicles, etc. killed but also how many infantry killed by infantry, by tanks, by artillery, etc. I always liked statistics.

  6. Some time ago there was a game Laser Squad Nemesis, which operated in sort of WEGO, but each turn you could not only see last turn, but you could rewind the whole battle to the start. Of course it was far less complicated than CMSF, but the ability to do it was fun. I don't remember if you could save the replay.

    Putting this functions to CMSF would make me really happy, as I like to watch how things happened.

  7. What about M14 EBR, does anyone use that?

    Anyway, in CMSF DM's have M4 showed as their weapon. I read somewhere in other topic that this actually is more precise weapon than M4's used by other squad members. It would be good if the weapon icon for DM would show the difference. In syrian squads we get different assault rifles mixed, and it's no problem.

  8. The problem with acquire in WEGO is that you need two minutes to do it right now (I think, I plated only the demo yet). On one turn squad enters, on the other acquires items and leaves. If Acquire would be used as a move order, you could approach the vehicle at any speed you like then after reaching waypioint next command would be acquire (in planning turn when you give the command you would point from which vehicle and what equipment to take), some troops would enter the vehicle, take items and leave, the rest of the squad would cover. After that squad would execute any other commands it was issued, like advance, move or other. Leaving equipment in vehicles is also good idea, this way you could for example leave heavy javelin behind when there are no more tanks around.

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