Jump to content

Alek

Members
  • Posts

    72
  • Joined

  • Last visited

About Alek

  • Birthday 08/13/1979

Converted

  • Location
    Belarus

Alek's Achievements

Member

Member (2/3)

0

Reputation

  1. Íà çäîðîâüå. No Have no "helth" for 15th mision. But my work at "Stepsons of Jihad" helped me to know something about Syria. I am very pity its unfortunate people, no matter who "for the revolution" and who "for the regime"
  2. For those who do not have the patience to play each mission through the blue waves of fire There is a package for the play at separate battles «Scenario-PACK for «Stepsons of Jihad» campaign.» There are for red-side against AI only: ( Free for use in scenarios, own battlemaps, h2h missions and so. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1074
  3. "russian-made" video about "revolutions" /watch?v=TVcYZCa27EY Cairo-Syria-Tailand-Russia...what else? Libia /watch?v=pn0aYtWFH5U Syrian tv: /watch?v=hNTHdCLfnMk /watch?v=I2G2SPbgKA4
  4. If you want to have a hard... http://www.battlefront.com/community/showthread.php?t=95475
  5. The difficulty to fight for Syria-hard, but little accustomed. I went through all the battles are more or less, 8 is hard, 13 is hard, maybe 11 or 12 too. 3 - easy to do, if you know what the enemy-computer. AI in its actions does as a reaction to the event. " A men can do the planning befor action - "I want to work out the place artillery , or helicoptersatack there »-AI not do that. There is no need to do as "blue" mission-to kill everyone. Syrians have no global supremacy, and each battle map needs to be done local successes. A little beat here, a little bit to kill the enemy there, and so on. Overall success - "all at once" as for " bluu " is dousnt for Syrians.
  6. 4th battle map is realy to get victory, for example : http://www.battlefront.com/community/showpost.php?p=1194393&postcount=34
  7. Pool of battles maps is a simple, linear But some battle is "critical" 4.Radio Syria : draw or better. Use MLRS "GRAD" for "better condition" in enemy lines PS. Nobody said that it would be easy
  8. An open letter from russian-speaking community of "Combat Mission" players "Наш Комбат" ("Nash Kombat"\"Our Battalion Commander"), cmbb.borda.ru, combat-mission.ru We are all the long-term admirers and skilled players of "Combat Mission" series. Some of us were CMBB beta-testers and in the present day we taking part in CMBN beta-tests. We observe copyrights, respect and support the Battlefront.com efforts on new games creation. Therefore we've got the original game copies of the exclusive CIS-publisher - The "Snowball" JSC. And it is unpleasant to us that, because of negligent attitude to own clients and lack of support from publisher's side, now we have following situations: 1. CM:Afganistan - there is no any patch available. The current game version (1.00) is not compatible with english version 1.02. The local patch release is constantly postponed on various pretexts. 2. CM:ShokForce - there is no any patch localized. As a result "Britain Forces" and "Marines" addons (люди, я не знаю правильного названия аддонов, исправьте) are not compatible with each other. The owners of original game (without any addons) are in the same situation - no patches available. Our community is actually cut off from other world, because after all we can't play network games with foreign players. And we believe that such situation also negatively affects game sales in the CIS. That's why we ask to consider the possibility for our members to get english versions of CMSF and CMA instead of russian licenses. We Expect understanding and a symbolical payment for such exchange (we don't want to purchase licenses twice). With respect,combat@combat-mission.ru
  9. I think that having some big cities and mountain ranges (between Syria and Lebanon, north of Damascus, etc.) it is logical to have more infantry element ... In compaign of Syrian opposition forces we assumed brigade, or about, from 10 th Mountain Division. Likewise, we should remember that in the second have some are reserve component,for suuprot rear routes and occupation task, National Guard, for example, some HBCT and SBCT and MI-BDE (or may be even new structure for MEB) of division of the USNG.
  10. Yes you are right.... I did not mention the SF-as it is obvious state ... it seems even in the manual was said about NV for SF. I have "ordinary" units, which can get lost in the general ranks...
  11. Syrian tactics - basic principles. Doing battle against the Syrians, BLUEFOR has a few basic principles that fit the general concept of exposure, caution, and preserving forces. Principle 1: The need to understand and imagine the blue forces as an evil terminator, sowing death around him wherever he looks with lethal and accurate weapons. Reaction: You must hide your troops from the eyes of the enemy. Putting a tank at a distance in overwatch to control the terrain will not work. The Blue side will have something to kill the tank at all ranges modelled in CMSF. You can also use smoke. Note however that the red smoke is fired at a distance of about 100-150 meters, covering a wide area but there is a big disadvantage in that it needs some time (1-3 minutes) to properly spread. It is not possible to immediately hide behind smoke like with Blue. The Red infantry have the same smoke as the Blue infantry. Use smoke in advance, for example to move through open space in the street. Note that the Blue forces will see through the smoke with their IR-vision equipped vehicles such as the Abrams, recon Striker, recon Humvee and Bradley. The smoke will stil degrade their vision however, possibly ‘greying’ their LoS tool. Principle 2: Recognize the fact that in the case of military contact Blue will operate on the principle: "see-destroy". Their reaction time is very, very quick. Principle 3: To react especially quickly, blue forces stick together and move with small steps. Watch how the computer fights best and try to understand yourself that a slow moving dense group (platoon, company, etc.) of Blue forces is more profitable and usually brings more benefits than a quick strike. Reaction: If after exposing your tanks to fire you have surviving vehicles in front of the enemy, give them a command to change position, retreat to shelter, even though it would seem they have a local advantage. The “see-destroy” rule applies to Red tanks almost without exception. Even if the frontal armour could withstand the next hit, a hail of rounds or a top attack weapon like Javelin would still be fatal. Put Red equipment; heavy weapons and antitank weapons in a way that could only lead to flanking fire against Blue. Hit them hard before they complete their short reaction time and confusion in their ranks may mean you can shoot again and again, choking the enemy into defeat. Keep your troops in groups, such as platoon groups of three tanks. Better yet, attach one tank to two infantry fighting vehicles. ATGMs and SPG-9s also useful in a group with other weapons. Firing as a group increases the likelihood of damage to the destruction of the blue, especially Abrams tanks. Avoid head-on collisions with Abrams tanks. You do not have the means to damage them from the front, with the exception of the AT-14 and RPG-29. There is an option to hit a tank with numerous ATGM hits from a distance, which can damage the external systems (optics, tracks, sights), even without destroying it, but this option is quite risky. Principle 4: Blue are as vulnerable as Red to shells, bullets, missiles with the exception of Abrams tanks. For example, even such an old machine as a BMP-1 or BTR-60PB can decimate Blue infantry if left unchecked. For example quickly go to the end of the road to fire on an area where there is a blue infantry, pause 15-20 seconds and retreat. This would allow the vehicles to properly handle the blue infantry without the threat of a Javelin (which requires about 25-30 to fire from the identification of the tank). Use target arcs to pre-position the turret in the right direction. Attack the flank whenever you can and do not hit the forehead when you cannot win. Even the heavy Abrams is vulnerable in the flank. It is possible to have a platoon T-72s beating Bradley from the front, but how many infantry with Javelins are around the Bradley? Principle 5: Use the terrain to isolate some of the Blue units - reverse slopes, alleys, and corners are all good. Direct clashes will only lead to loss but isolating units will give you a local advantage. Put your troops in “keyhole” positions. That is to say a sector which is limited to a narrow area of fire and covered elsewhere. When the enemy is caught by this fire they will not be able to count on the support of the rest of their troops. This is especially useful against manoeuvring enemy troops. Put your infantry squads on the back side of buildings. This will make them invisible to the enemy from the front, and leave them able to attack the enemies vulnerable rear as they pass. Urban areas are excellent places to fight from. Even an Abrams can be killed up close with hand grenades. Principle 6. Blue units are very good at spotting, especially at night when the Red troops become almost useless. We must remember the only Red units with significant night vision are T-72MV Turms-T/T-72MV 2001 tanks and AT-14/AT-4 ATGM teams. Unfortunately that's all. Commanders often have to stick out from the hatch to slightly improve their spotting, particularly with the older forms of technology. Use infantry squads to spot the enemy, particularly teams with radio equipment. These are more likely to spot the enemy, at least in the form of a question mark. They are also scarce and harder to overlook. Assign sectors for all you units. It will concentrating their attention a little and can compensate for poor optics. In addition it helps to maintain the discipline of fire. Remember that the unit will not shoot outside the sector, even if it is approached at close range. Therefore assign the sector accurately. All squads that do not participate in combat and surveillance should hide. This will slightly reduce their chances of being killed due to careless shots of a frightened soldier. When the squad is hiding (the state of hiding) one of the soldiers are always a little bit watching (spotting) and, accordingly, there is information about the situation. Remember that a hiding platoon almost always fails to respond to fire, unlike in CMBB. Try to fight at such distances that the blue does not have its usual advantages in detection. Try cutting the distance to the enemy and getting close. Lean commanders out of their hatches with tanks and APCs so they are better able to observe the enemy at a distance of 200-700m. Remember, the commander of the BMP-2 cannot unbutton. But don’t do this with the whole platoon; some tanks can lose their commander. I use the scheme - two tanks (including the HQ) - with protruding commanders, and one with closed hatches. Sticking out the commander of the BMP-1 results in them more often and more quickly using its ATGM. Principle 7: In CMSF artillery support is very, very powerful. In practice, this results in overkill for all infantry if they are hit with massive fire. In case of artillery fire, leave your infantry reserves in armoured vehicles. Syrian infantry fighting vehicles and armoured personnel carriers are well protected from shelling. In addition they have few fragile observation devices that may be damaged by the shrapnel. Do not put your infantry in places likely to be hit by the blue artillery commander. These may include big two/three story buildings or trenches. “Personnel” artillery strikes are good against infantry - the shells provide a wide spread of shrapnel. Armour missions cause the shells to explode late – this is good against buildings, the munitions often penetrate the entire building from top to bottom and explode on the ground floor. Against Bradley and Stryker, is too bad. Ordinary explosions on the grounds creates a crater and dust. Craters of the Armour hits are deeper. Blue is much faster to call artillery fire. Only FO-teams on the red side may direct artillery although commanders of platoons, companies and battalions can direct battalion mortars. If you have a GRAD MLRS, use the mode “Ground-Normal-Medium”. This will be one volley, which covers approximately 300 by 300 meters. After that, the GRAD MLRS will take a long time to reload – strikes greater than that will not work, and explosions in “Personnel” mode of the GRAD are very weak and give a very large spread. Principle 8: Remember the strengths and weaknesses of your troops and equipment. Use poor quality infantry as an observation unit, orienting you in the battle, or holding in sheltered positions until the last moment. The most powerful tool in your hands against blue is artillery which must be carefully planned in its use. A well placed artillery strike will decimated the blue just like the Reds. Artillery will also reduce accuracy of fire and ATGM guidance because of panic among the enemy troops. RPG-7s, and especially the RPG-29 are also not bad. Especially with massive use, a platoons worth of four rocket-propelled grenades will destroy anything if it is hit immediately on all sides. Remember the type of projectile: 105 mm T-HEAT are good against tanks and anything else. 73 mm (85 mm) grenades are good against armoured vehicles but not as reliable. They are not as useful against the front of tanks but sometimes a lucky hit will do damage. 40mm HE and 105mm thermobaric are useless against armour but devastating against infantry. Firing range of an RPG in meters, above which the AT specialist shoots only on orders and are not very accurate: Conscript ~80 Green ~130 Regular ~150 Veteran ~200 Crack ~300 Use a fire on the area if the blue infantry entered the house and shoot from there, then hide again. 2-3 rockets will knock the wall, and another 2-3 grenades and submachine gun fire across the gap will calm everyone in the room permanently. Remember that you cannot penetrate the Abrams front armour except occasionally with AT-14 and RPG-29. In the side the Abrams MBT is vulnerable, even to T-62 or AT-4. Your T-72 tanks with an “MV” in the name can withstand 1-2 frontal hits, T-62 MV can withstand a frontal hit sometimes. “Combat not important, the key is manoeuvre”. Syrian vehicles are very fast rides on the road, much faster than the blue. Especially with BMPs, use them for quick manoeuvres behind enemy lines to attack certain vulnerable points just to confuse his plans. And remember that the initial portion of 200-400 meters can be under good cover by pre-releasing smoke. Use speed and manoeuvre to move from dangerous positions and for rearrangements. Carefully check the experience of your troops. For example, the regular experienced T-62 uses AT guided projectiles more often than green experience, and can hit more often. More experienced units much use better guided weapons (AT guided shells) and have a lower response time and better ammunition selection. Conscript-level is practically worthless, except for firing with a large group, firing from the rear ,or for covert surveillance. In a long battle (at least 2-3 minutes), they will not stand up. It is necessary to keep the fire discipline for the red side, let the blue hammer some unlucky unit. If you are engaged and you didn’t plan it and the remaining units are not found, you should clench your teeth and hold on, as you do not want to fight. Premature opening of fire will give nothing but losses. The level of troops in QB can pick up one notch by setting the quality to Excellent. Overall quality and combat effectiveness can be described as follows: Conscripts - useless. Can fight for one minute, can be used in ambushes and fights that can be realized for 10-20 seconds. There are be used for surveillance. Green - can be used in ambushes or in a battle with an opponent of ordinary experience. Precise employment of weapons is bad (guns, ATGMs, aiming artillery). They will panic under too much pressure and will often ‘bug out’ under fire. Regulars - can fight well with the support of their heavy guns. Normally use sophisticated weapons and keep their positions. Veterans - can fight against a stronger enemy and quickly come to their senses after the panic. Make good use of sophisticated weapons, good reaction time. Cracks – given equal numbers and equipments can even have an advantage over blue. Keep your units in contact with each other, particularly because the Syrian infantry often has no radio. Infantry in contact (at least distant visual level - ELITE keeps it almost always) fight and interact with each other much better and quickly intersect the enemy. With mechanized infantry (in the BTR-60PB, on the BMP-1, BMP-2), try as far as possible to use them in conjunction with combat vehicles or better, with the tanks - in the same order of battle, or in a building when the armoured vehicle can quickly come to the aid of their infantry. This greatly increases the efficiency of both vehicles and infantry. Principle 9: Finally, blue have Javelin missiles, and you do not. Blues have the perfect IR equipment, and you do not. Blue aircraft are active and yours are not. Blue tanks are invulnerable from the front but yours are not. Blue can see at night and you can not. Always remember that. GL HF
  12. Of course not. We do not have any bonuses from the BFC, and we have no NATO module before release. These missions we are began in Mart-April - for the UK module.
  13. And, of course - there are missions where force equivalents ... But the Syrian force "smeared" across the battle map, and the blue force - stand together and do everything together from the beginning. In every battle - the Syrians would have the ratio of 1 to 2, 1 to 3, unless the player does not come up as Syrians gather together
  14. Ratio of 1 to 3 - is the ideal case, the advantage is now such a big crush armies - often not make sense to 1-3 aspect ratio. Western forces are built on a sound system of several models of weapons (thick armor, Javelin missiles, etc.) and the "global weapon". Global weapon- it is everywhere to satellite navigation, all the people and machines - night goggles, to make the overall computer network, good training, strong aviation (from UAV to B-52) in the war zone. Western countries have relied for victory - the theory of Boyd (OODA). To пуе win шы important 4 cycle - a quick intelligence, rapid analysis, rapid right decision and quick execution. If you make 4 cycle quickly several times - that Western troops would soon begin to "outperform" the Syrians. But the Syrians - always late, their troops are not there where you need to, orders wrong, etc. Soviet doctrine is talking about it - "take the initiative in hands" Therefore, for speed 4 cycle - is not always important to wait 3 to 1 ... and do not always need to do it. This theory. In practice, I read a lot of cases, the war in Iraq - when the blue forces - strong "work" with equal sides. For example, the "small" cases: 2-327 IN - 2003 Iraq: Al-Nadjaf 2-34 Armor 1991 Iraq 2 ACR 1991 Iraq: 73 Easting 31 SFT - 2003 The overall ratio - just did not give a chance to make 3 to 1. If you simply count the tanks or soldiers. I'm not talking about a specific field or street, and take an operational area somewhere. For example, in 2003, near Basra and Umm Qasr The British had two combat formations - Battle Group 7 armored brigade and battle group had 16 brigady.USMC had 1-2 MEU (one battaloin ground element each). The Iraqis stood around 51 mechanized divisions and the religious militia. There is no advantage if we consider only the tanks, only soldiers, etc. But the coalition had the advantage in weapon system (more tanks - more guns - more soldier), the global system (lots of air, a lot of computer communication, good ravzedka) and do a quick 4 cycle Boyd.
  15. When playing the mission «Radio Syria» report which made souldierz - Several people have said that the loss of blue side is excessively large. This is partly true. There are several resonators, why not does the actual ratio. 1. Battle for AI makes plans for a straight. There are five plans for this AI, there are only eight groups AI, this is 16 orders of each group in each plan AI. There are no forks for action within a plan of AI (make one step in one case, or make another step in the other case). 2 Most worse - no triggers. You cannot make an order for example "if the loss in a group of more than 5% to stand still", "if Group 2 went to the zone 12, Group 3 to go to a follower of his zone, if group 2 did not go out into the zone 12, Group 3 stand still." 3. We have an opportunity to make the most brutal scenario for red forces. But we are afraid that not interesting to play a mission, where the red player will put the troops to stand in the village, and his troops was bomb 20 airplanes il 10 Battery by blue side of all game time
×
×
  • Create New...