Jump to content

hcrof

Members
  • Posts

    1,100
  • Joined

  • Last visited

Everything posted by hcrof

  1. I think he means without slat armour.
  2. Yep, thats the one! Its a weird setup though, with a turret in the middle of the work area and no extendable tent. Its also very low - I wouldn't want to have to work in one! Edit- Oh yeah, the reason why I didn't think it was command post in the first place. Where is the antenna farm?
  3. Any follow command should really come with AI to deal with a contact if it happens. If the lead vehicle goes up in flames I would be pretty annoyed to have all the other ones just sit there. Which brings us to... Contact drills! Realistic automatic responses to enemy fire based on a preset ROE Come on BFC, you know you want to tackle that monster of coding
  4. Well I think the battles for CMSF are a lot longer than in CMx1. A 2 hour AAR is a huge job! I might be wrong though, I didn't play a lot of scenarios in CMBB and QB's were allways around 30 mins IIRC
  5. What sort of BTR-80 is that? An artillery observation vehicle? It definately isn't the stock version.
  6. One thing I have noticed is that when playing as Blue, most players (including myself) assume that they have such force superiority that they arn't very imaginative. Unless the map is huge, there are only a few good overwatch points or hull down spots for tanks. Use mines or prepositioned barrages on a timer to nail them hard at the right point of the battle. I have caused a lot of casualties in the past by airburst mortar fire coming out of nowhere, sometimes more than from my troops! If the enemy don't show up under the barrage just cancel it at the last moment - I just think of this as ersatz target reference points, not gamey at all Also, I tend not to use a lot of target arcs as the Syrians. They open fire all at once when I tell them to.
  7. Just to echo what the above posters said, one of the big flaws found in the BMP-1 was that the commander can't see very much from his position behind the driver so he was moved to a bigger, two man turret on the BMP-2. This larger turret cuts down on passenger capacity though. Unlike in western doctrine, the vehicle is actually part of the squad so the squad leader commands both the vehicle and the dismounts. When he gets out to fight he has to use flags or tracer rounds to continue to direct the vehicle which should be nearby providing fire support. The squad is so wedded to the vehicle that they might not even be issued backpacks! (I don't know how the Syrian army operates specifically compared to the Soviet army but they are very similar)
  8. I have something in the works right now but it is only 9 pages long so far. It is broken into 4 sections ('The MBT', 'ATGMs', 'Morale etc' and 'Infantry') and provides a general view on how to use them. It could be expanded by adding new sections, expanding on existing ones or providing step by step examples. (e.g pin and flank, in pictures) Would anyone be interested in contributing their knowledge to a community guide?
  9. Just finished Cafe Bagdad - A bit tense by the end but very fun. I liked the mission concept and the pressure is increased on the player very well. What I liked most about it is that I have actually been to that cafe on my travels so it was nice to go back. I sent my LT to have a quick cup of tea with the owners before the excrement hit the rotor blades! 0 KIA/WIA, Red surrender *************SPOILERS*************** In a way I was dissapointed by the cavalry turning up at the end. It would have been a lot of fun to see the enemy tanks, conduct a tactical withdrawal under cover of the helicopter and smoke and get the tanks or a javelin even later to bail me out at the last minute. I suppose the missions arn't supposed to be that hard yet though!
  10. No, the CLU is really quite advanced stuff and even if the Syrians where prepared to pay for it, noone (even Russia) would give it to them. The Soviets/Russians could never keep up with the west in terms of optics etc anyway so I don't see an equivelent device coming out any time soon from the 'East'. Syrian night combat ability is poor and if they were able to I suspect they would try to avoid it all together. Unfortunately for them, they don't get to dictate the play in any NATO invasion!
  11. The BTR-60PB is armed with a14.5mm Machine gun which carries significantly more punch than a .50 cal (Twice the energy apparently). It is almost a cannon in fact and can destroy light vehicles from the period such as the FV432 or M113. Its role it more similar to a cheap BMP than a truck because they are designed to fight with the infantry rather than drop them off out of sight of enemy AT weapons. This means it is an IFV (Albeit a weak one) and not a truck. A BTR-152 or BTR-60 (Old, rare version) are more like armoured trucks because they hold more troops and are not really expected to fight but they are obsolete everywhere and only equip bottom of the barrel units. It would be nice to have BTR-152's but even then, I would still like a truck
  12. 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. I like Scimitars
  13. The UAZ doesn't carry ammo and you would need loads of them to have some sort of transport. Right now Syrian infantry just can't move around and they would benefit from transport. Also the ammo capacity would be greatly appreciated, especially for user made scenarios where their experience is bumped up a bit so they don't die so much. Finally, they would add a lot of atmosphere. Having trucks in destroyed convoys and military bases just makes sense. I can't think of any reasons why a fast moving campaign wouldn't come across Syrian trucks
  14. I think it is possible if you fire enough rounds but just like in real life, I wouldn't want to try it!
  15. I am pretty sure that the green dots turn red to depict how many rounds are in the air at that moment. When you fire slow only a few dots turn red. Use a MLRS and all the dots go red. The system definately needs improvement on the UI
  16. You may have to use a 3rd party program like Fraps to get screenshots. That is what I use
  17. British forces advance to secure Os Sayqal airfield, Syria
  18. This is the same mod as before but updated for v1.20. Previously, the new building textures clashed with the mod - this is the fix.
  19. Strange - I played a game with IED's a while ago and they worked as expected. I had one on either end of a killzone and one went off, the other didn't. That was in v1.08 though
  20. Welcome to the forums When a crew served weapon is deployed the deploy button will light up and the tripod will be shown if you zoom into the unit. Remember, it might take up to 5 minutes to deploy a weapon system so you might have to wait a bit.
  21. - The Syrian faces mod and the Syrian spy pack are awsome - its makes them look less like robots and more like real people. -The rag tagging mods look pretty good too but I don't use all of them because too much rag tagging makes the armies look pretty unprofessional. -the smoke effects mod is great, it looks much more realistic - I also use mords portraits and Scipios sillhouettes mods for a bit of flavour. sorry to all the other authers, I can't remember who did all the mods I use. Oh yeah, the African mods are good (I did one of them ) but unfortunately there arn't a lot of African battles out there. I tried to make one myself but it has stalled unfortunately - hopefully I can make another soon.
  22. An APFSDS round is just a big metal dart so if the armour is thin enough, the round will just pass right through the vehicle. There is always an explosion because of the energy delivered to the target but it would be smaller on lightly armoured targets because the round keeps moving. This is actually the reason why the British keep the HESH round - the APFSDS round might not be lethal enough if it just goes straight through so the HESH is used to more effectivly disable the vehicle. It should be more effective against buildings against HE too. Edit: Whoops - too late! Edit again: If you are using an Abrams the round will be depleted Uranium - I think that as the round hits the target the friction will cause the DU to burn and self sharpen, increasing the lethality. Could any expert confirm this?
  23. I personally regard the Taliban (or at least the footsoldiers) as a symptom of a deeper desease in the area. You can try to mask the symptom by killing the footsoldiers but its like scratching a rash, it keeps getting worse. What is needed is to build a state where the people respect the rule of law and the violence will disappear naturally. It should be simple but as we have found - it isn't . Scratching that itch was much more tempting than treating it and now its getting pretty painful!
  24. I like that idea - I would certainly enter one should it be announced!
  25. heh - occupational hazard! The Soviets considered 3% casualties during exercises acceptable. They mainly came from things like that! I don't know how that number compares with the west though
×
×
  • Create New...