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hcrof

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  1. Would it be worth having a list of equipment as a section of its own with estimated penetration/protection values for tanks, guns and ATGM's? That way all the grogs who loved the CMx1 system can estimate their chances of hitting and killing enemy vehicles etc.

    The information is out there, Damian90 has got a western tanks thread and there is another good thread (which I can't find) dealing with which tanks go where and their strengths/weaknesses. If the respective authers would help put something together we could have a very groggy appendix for equipment!

  2. The ATGM

    The ATGM is one of the most important weapons in modern warfare. They are portable and easy to hide yet they are long ranged and pack a massive punch against armour.

    Modern tankers fear the hidden ATGM as much as the WW2 tankers feared the Anti tank gun – it is said that the only true protection against the missiles is to operate in an area without ATGM's.

    Using ATGM's

    Most ATGM's have to be deployed before use which can take a couple of minutes – ideally you would not have to move an ATGM during a battle – this is not always the case however! Remember, facing is important so make sure the missile is pointing towards the enemy. It takes a long time to traverse the missile so you may miss an opportunity if they are pointing in the wrong direction. Javelins do not have to be set up however.

    Once the missile is ready just wait for a tank to come into your sites and open up at maximum range. Target arcs are not a good idea if you think enemy infantry will walk into one because the team will then waste a missile on the ground pounders.

    Accuracy and Guidance

    All ATGM's are by definition guided but not all guidance systems work 100% of the time. Range is not a factor in accuracy, crew experience, wind and suppression have far more of an effect. Guidance systems can be one of three types:

    1st generation: MCLOS (Manual Command, Line Of Sight) – Once launched, the operator flies the missile with a joystick towards a target. This is a bit like flying a rocket powered remote controlled plane and is extremely difficult - especially if the target is moving as the operator has to track both the target and the missile. A good operator would count himself lucky with a 30% hit rate under battlefield conditions.

    Example – AT-3B Sagger

    2nd generation: SACLOS (Semi Automatic Command, Line Of Sight) – Once launched, all the operator has to do is keep his sights on the target. The control box will then automatically correct the missiles course. This is far more accurate but not perfect - older weapons might malfunction or the target might move into cover. Generally a 50-80% hit rate.

    Example – AT-3C Sagger, TOW-2

    3rd generation: 'Fire and Forget' – Once the target has been 'locked on', the missile remembers what it is and will guide itself to the target without any operator help. They will also frequently follow a top attack path, plunging down onto the weaker top armour of a tank. Apart from an increase in accuracy (around 90%), the operator can also leave the firing position after launch which will protect him from return fire.

    Example - Javelin

    Staying Alive

    When the fired, the missile will take a few seconds to reach its target. During this time, it is quite possible your team will be spotted if they are placed in anything but heavy concealment.

    If the enemy spots your ATGM team, they will throw everything they have at it to try and take it out. Don't give them an opportunity to do this by staying hidden. Remember though that if there is one bush on an empty map, a human opponent might just fire at it anyway 'just in case'. Try to avoid obvious positions!

    Fire from as long range as possible – the ATGM does not lose accuracy or hitting power at long ranges so try to keep them away from enemy forces. This will make them harder to spot and harder for a human opponent to guess where it is. Remember – long range for an ATGM is more than 2km so don't be shy about putting them as far back as possible.

    Don't forget to move – Human opponents get very good at guessing where fire came from and will quickly start putting high explosives around your team, especially if the map is small. It is very rare that you have no choice but to fire as many missiles as quickly as possible so consider using one ATGM to cover the other while it moves after a shot.

    The Javelin

    The javelin is used by US forces and is so special it is worth mentioning separately. A javelin does not need to be set up like other ATGM's, is incredibly accurate and will destroy almost anything in one shot, after launch the operator can then escape immediately because of the fire and forget nature of the rocket. As well as that, its sighting system is one of the best in the world and is often used for surveillance even if no missile launch is planned. It's only weaknesses are its price (very high) and its relatively short range of 2500m, however, neither of these are relevant in the CMSF context so the weapon is something like a magic bullet. A gamey player will use them on everything – they are very good at killing infantry in houses in one shot as well as any armoured vehicles. Because the US army squads are equipped with so many of them it is possible to win a game by just using loads of the missiles.

    In real life however, cost is more of an issue. The missile launch has to be approved by higher command and so it will not be used on trivial targets. In addition – in any fast moving campaign it would be very difficult to supply more of them to the front so any invasion force into Syria would likely be desperately short of Javelins.

    Countering ATGM's

    Being on the receiving end of ATGM's is not fun but it is possible to exploit their weaknesses in order to succeed. First of all, you might want to lead the attack with infantry, use them to explore all the places where an ATGM could be located. If your infantry spot an ATGM, immediately call down mortar fire on the location – it will destroy the position effectively but will not expose you to any danger. If a suspected position is too far away to search with infantry, put some machine gun fire down on it to suppress the team if it is there. Keeping tanks hull down is important as it will help them take any hits.

    If you are playing against a human, countering ATGM's becomes even more difficult. A human will often wait until you are most vulnerable before opening fire (like after you have left hull down). They will also attempt to move ATGM's into advantageous positions so it is risky to keep your tanks in one location for too long.

  3. I have been working on a framework for a community strategy guide and would like to find out if anyone would be prepared to help. If nothing else, I could publish what I have done and people could add some tips of their own so eventually I could compile the guide as a .pdf for everyone to use.

    The best way I think would be to publish a short section here and get peoples comments and additions before moving on to the next section. See below for the first section!

  4. *SPOILERS ETC*

    Dietrich - you are right, in the snipers scene the 2 snipers were about 400m from each other, further than most movies but still pretty close. My complaint is that the EOD team grab the sniper rifle and engage the insurgents while the SF team sit around drinking orange juice after their leader is killed. (unspecified SF or PMC, they are wearing civilian clothes and some pretty good kit including a .50cal Rifle and have just kidnapped several important insurgents)

    At least the kingdom didn't take itself that seriously!

    As for British agents killing bomb makers, James Bond springs to mind :)

  5. It certainly stretched my imagination a lot. Just about everything he does in the whole film would get him court marsialed IMO.

    *SPOILERS*

    Using smoke to prevent your squadmates covering you? Refusing to use the robot? That is stupid to the extreme and even if he has a deathwish I am amazed the higher ups didnt send him home so he doesnt get everyone else killed.

    When they go into the desert (pointless interlude?) and save the british special forces team I finally snapped and decided the film was terrible. Aparently an EOD team are better snipers than the SF and save the day while the team just wanders around doing nothing.

    If they wanted to imply that the stress was getting to them and that was causing bad decisions they could have taken out many of the action scenes and replaced them with talking scenes. The SF bit would be the first to go IMO and you could get a sense of what was going on in their heads. You would then have an interesting film rather than a series of vaguely related set pieces.

    \rant over

    I preferred the Kingdom ;)

  6. trees.jpg

    Artillery falling on my position

    I was hoping those walls would give my tank some stand off protection - I should have just used a kevlar bush! (If anyone gets that game reference they have both good taste and a very old videogame collection! :P)

    I couldn't find the original armoured trees thread but this picture proves a point I think!

  7. I for one would like all of the units you have mentioned, plus some sort of ZU-23-2 or ZSU-23-4 would be nice.

    Trucks IMO are the most important as nothing could replace them. AT guns would be next for the same reason. (How about trucks pulling AT guns? :))

    I'm sure there are all sorts of odd Syrian units you could get for the NATO module.

    On the other hand, Syria can't make huge amounts of military hardware, which it has no money to pay for, arrive overnight via FedEx :) There's no backstory that can credibly change that.

    Where did the Syrians get the budget for all those T-90's? ;)

  8. When you have downloaded a scenario, unzip the folder and put the file into C:\Program Files\Battlefront\Combat Mission Shock Force\Game Files\Scenarios. Start it like a normal battle.

    The A.I is Artificial Intelligence. It makes the computer move its soldiers around like a player would

    If you are still using v1.0 you need to upgrade to version 1.2 as soon as possible :)

    I hope that answers your questions

  9. Repost from another thread. This is what I do with scimitars:

    Recon

    - Scimitars have a small turret with a lot of sensors high up on them so try going hull down at long range from the enemy.

    -Their low height means they can use a lot more folds in the ground than MBT's, use tiny elevation changes to shield you as you scoot around to somewhere unexpected.

    - If all else fails, bail the crew out of one scimitar and use them to peek over a ridge. Keep another Scimitar around for security and you are working within British Army doctrine AFAIK.

    Combat

    - Stay hull down and you can spot BMP's before they spot you. Knock them out with 1-2 hits of 30mm at any range.

    - Use smoke/terrain and speed to scoot around the flanks. Even if you don't manage to do any damage, it will force your opponent to devide his attention. They are more expendable than a Challenger so you can take more risks.

    - Use them to pin down or mop up infantry to free up heavier assets elsewhere. As long as they are out of RPG range (300-400m) they will be fine.

    Essentially they are small, fast and well armed. They can't take an ATGM hit but only MBT's really can. If they get engaged by RPG's or MG fire you have done something very wrong. (i.e got too close to the enemy). True recon would be very boring in this game. Would you want to sit in an OP for 4 hours without seeing anything more than a question mark?

  10. I still vote for 80's cold war gone hot!

    As my little british pixeltrupen advance through the nuclear battlefields with there S6 resperators and SLR's while cheiftens clash with T72's.............

    I don't see why BFC won't consider this. World in Conflict was a successful game based on that premise so I think there is a lot of interest.

    As well as that, based on average age, most wargamers will remember at least the end of the cold war so they have some connection to the events in the game.

    They can definately count on me to buy a couple of copies at any rate!

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