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Clavicula_Nox

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Posts posted by Clavicula_Nox

  1. Just finished the first mission of the 1980 campaign and wow! Like everyone else says, the game feels a lot different than CMSF. I was able to force the Muj into surrendering while suffering 2 KIA / 4 WIA. You should have seen my face when I realized that my Motorized squads were so small and fragile. I also realized that they carry very little ammunition!

    Well done, Snowball.

  2. My question is: How much would a SEAL team add in variety to the way the game is played now? What would delineate any of these units in the tactical sense given the current capabilities of the game engine?

    I would much rather see more useful infantry capabilities including new animations. The only useful approach I can see to adding these Special Forces units would be if the scope of the game's capabilities were extended anyway. Plugging something like that in now feels too much like putting the cart before the horse.

    I can't speak about anything except for Army SOF, but a Special Forces TO&E could include an SF Battalion. What would separate it, you ask? Well, 5th Group developed specialized vehicles for the invasion of Iraq that took the form of upgunned humvees and HEMMIT trucks. The humvees would be faster (and more vulnerable) than stock humvees, but have considerably more firepower. The HEMMITs would also be faster, more vulnerable, and have greater firepower than other trucks.

    The individual teams would be 12 man formations (that can be split into 2 teams of 6, CCT optional) and feature enhanced spotting and Fires/CAS abilities.

    Aside from that, having a TO&E that I can just select rather than gimping everything and making a crazy hodgepodge where no one is in command with each other would be nice.

    Will it ruin my day if it doesn't happen? Not really, but I would happily hand over a fistfull of cash to Battlefront if it did happen.

  3. I just finished mission 1. I reloaded a save that was taken about 30 seconds before my aforementioned CQB mishap. I suffered a minor loss because I was unable to secure Bedrock and I did not cause enough casualties.

    I suffered 2 KIA and 2 WIA (1 of the KIA was needless; he was killed a second before time was called)

    There was 149 enemy remaining and 1 tank. Enemy forces in Bedrock consisted of 1 rifle platoon; 1 tank (damaged); and 2 machine gun teams that were rattled and panicked.

    Simply, I wasn't aggressive enough; I could have worked at a much faster pace. I dedicated a very large force to taking Gold that was, apart from being unneeded, was completely unused and spent the entire mission holding an Overwatch position. All of my casualties were suffered by Redwolf: 1 KIA and 1 WIA were caused by a single tank shot as they were rushing the town; 1 WIA suffered in House to House fighting; 1 KIA as time was called.

    I had Red Wolf wait far too long before moving them in for no real particular reason and that cost me the mission.

  4. QRF, mostly. Almost exclusively QRF. The emphasis in 2001 was on the smallest possible American/Western footprint. The unit that jumped into tv cameras was actually pulled out of country shortly after the jump, and there wasn't a large contingent of Rangers in country.

    *edit*

    And in most cases, requests for the Ranger QRF were denied anyways so, really, to answer your question: "A whole lotta nuthin'"

  5. Yup. Off the top of my head I think the December TO&E for 101st was largely the same as the TO&E used for Market Garden, with some equipment allocation changes. The Market Garden TO&E, however, was not the same as the Normandy TO&E.

    Steve

    Yeah. The main difference was the 12 man squad, compared to the 9-man squad that was authorized for the Normandy jump. Some units in the 82nd, however, were already using 12 man squads for the Normandy jump. Another difference, I believe, was the loss of the 2nd Platoon leader (due to casualties).

    The 82nd had stockpiled large amounts of Panzerfausts and operating manuals and was actively using them shortly after jumping into Holland, and they retained their stock during the Ardennes and beyond.

    I don't know anything about the 101st; they have always been that "other" Airborne Division.

  6. Ah, yes, the lack of adequate CQB training rears its head. I've had to send many (surviving) squad members back to the training center for inappropriate weapons usage in close quarters environments. M32/M203 use seems particularly prone to errors, second only to the "rain of frag grenades" syndrome... On the plus side, they DID clear the building, right? ;)

    I feel your pain.

    Ken

    Yeah, they did. They were able to successful kill 3 suppressed and panicked Syrians, though, they killed and injured more Marines by far. CQB is, in my opinion, the absolute weakest part of the game.

  7. I had an incredibly frustrating problem with the first mission that is in no way Paper Tiger's fault. A squad entered a room that housed an enemy machine gun team (they were suppressed). The bad guys were able to kill one Marine before they were wiped out; all good.

    And then, one of my idiot team leaders decides it's time to drag out the M32 and start shooting grenades at teammates. 3 Marines were KIA'd and 2 others were lightly wounded by this *******, all of them several seconds (30 sec-1 min) after the last enemy was taken out. As I speak, there is another "hero" throwing fragmentation grenades at another Marine's feet. Until this incident, I had only suffered 1 KIA/1 WIA and was pushing into Bedrock.

  8. Ammo? Repair status? If you have a save with that information available, that could explain the seemingly poor behavior. (Either that, or he had a bet with the driver...)

    Ken

    He, and the vehicle, were fine and that was the first contact in the scenario, so his ammo count was full. It seemed like fairly realistic behavior to me; he engaged the contact with his personal weapon immediately and was able to kill the technical's gunner in the first few seconds. He just chose not to use his .50cal after that and continued to shoot at the truck for a few moments until it was disabled by some supporting infantry. I play in RT, so no save.

  9. I don't think this was ever possible, was it?

    Not that this shouldn't be looked in to as it is definitely a problem. USMC and Brits can get along without it as they have dedicated teams that start out with Javelins but US Army infantry risks getting clubbed like baby seals by armour.

    I don't remember which version, but it was pre-British Module (I think). I used to be able to design scenarios with Stryker infantry, acquire Javelins/ammo in the deployment editor, and then delete the Strykers. Now I can't. This hurts the AI more than anything.

  10. Another Acquire observation:

    In previous patches, I could have my troops Acquire in the mission editor, get the stuff I wanted (like Javelins), and then delete the vehicles. Now I cannot. Since the AI cannot Acquire, this means that the AI cannot use Javelins and such when playing Stryker or Heavy infantry.

  11. I know what you mean. I think the most frustrating (and funny) vehicle damage things I ever had, was when a Stryker's ramp was damaged beyond use while a squad was still trapped inside.

    I know that C2 is modeled, but I'm not really sure how it is modeled. Does it affect their target acquisition abilities? Other platoon elements can't communicate with the vehicle and they must acquire targets on their own?

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