Jump to content

hcrof

Members
  • Posts

    1,100
  • Joined

  • Last visited

Posts posted by hcrof

  1. Yeah, tanks and RPG's are all you have really as the Syrians. I remember getting thrashed playing as uncons because small arms from badly trained insurgents seem to to be ineffective against western troops and I didn't have HE.

    Pandur - 50m is what I thought at first, how could a point blank ambush go wrong? Well it seems like my uncons can't hit anything at that range anyway but the US Marines certainly can! The same thing has just happened to me in reverse today which is why I posted. 2 US Army guys (crack) run into a house and take fire from across the street. As they return fire they wipe out most of a Syrian squad and an uncon team before they are eventually gunned down by a well placed RPG!

  2. I have noticed in a couple of games that experienced (i.e crack/elite) US troops seem to be absolute killing machines at ranges below 100m in urban areas. Invariably a US fireteam gets ambushed at point blank range by green REDFOR, takes no casualties and after about 1 second or less starts putting in increadibly accurate fire back, wiping out the REDFOR before the turn ends.

    First of all, for anyone who has been shot at, does this happen in real life?

    Secondly and more importantly, what are peoples opinions on the ideal range for an infantry ambush? I am beginning to think that 100-150m is about right, the US squad will be pinned (hopefully), take a few casualties and you can dissappear before serious return fire comes your way.

  3. You could put in a destroy unit objective covering the entire opposing force. That means you get a proportion of total points depending on the casualties he took. I think that Tanks>APCs>Infantry too so you get an approximation of a CMx1 QB point scores.

    Basically if you set the destroy unit objective at 1000 points and you destroy 30% of his force you will get ~300 points depending on what exactly you destroyed. Is that what you wanted?

  4. There are still a lot of new units you *could* add. In fact there is so much new equipment you could put in it would be as much new stuff as a normal module. I just did a quick look at what the Soviets had in Afghanistan and you could probably double the number of red units if you wanted.

    Not that it would happen of course :) I think realistically we might be looking at some TO&E changes but not heaps of new equipment. I would love to be proven wrong though!

    Edit: Sivodsi you are right about soviet units being better. The Soviets added applique armour onto their tanks in Afghanistan as well as the improved base armour, ammunition etc

  5. Being worked on by 2 different companies and then sold commercially? I think to compete with the BFC modules they would have to add content unless they were going to sell it at a very low price.

    I get the impression that making some new models and a new TO&E would add to the development time but it would be worth it to be able to sell at $25 rather than $10.

    I really don't think I should be speculating so much... :D

  6. At the risk of wild speculation surely there will have to be some new equipment on the table? If nothing else new artillery (cluster bombs?), trucks, ZSU-23-4s, BTR-152s (for the DRA) and soviet air units (again, cluster/incendary bombs?). New commands too such as tank riding!

    I could go on for ages about new soviet equipment and field modifications in Afghanistan but at the very least I hope to see a new TO&E

    I'm very excited! :P

    Edit: Can a russian speaker say what is the 70% at the bottom of the page about and when is the release date? mikkey?

  7. They will also use it when using a normal fire order IIRC but it is often a little overkill. Also I think the loader fires the MG in T-55/62s so obviously it doesnt work with the very old tanks. I'm not sure about US tanks as i never usually open them up

  8. Open up allows the commander to see all around the vehicle without having to rely on vision blocks which can be very restrictive. When playing with modern western tanks the systems they use for situational awareness are very good and while tanks have worse spotting than an infantry squad at short/medium range it really isn't bad. Where the tank gets better is at long range due to stabilised, highly magnified IR vision systems. What this boils down to is that it is rarely worth unbuttoning a US tank bacause they already see pretty well.

    When playing with older Syrian equipment opening up the tank can give you a crucial advantage in tank duels. The commander with his binoculars is in a higher position and has a wider field of view than when in the turret and can contribute greatly to spotting when unbuttoned. Usually that means that in a 1 on 1 tank duel with older Soviet tanks the unbuttoned one will usually spot the other first. It has to be said that although the hatch gives the commander some protection it is probably not worth going close (4/500m?) to enemy machene guns while unbuttoned and that artillery is almost certain death.

    Another advantage with opening up a tank it that you can use the pintle mounted machene gun. Although they are designed for anti helicopter work a 12.7mm or .50cal packs a heavy punch and are great for making holes in buildings when you dont want to use the limited number of HE shells or want to preserve the structure for later use. A couple of minutes of that and most squads will decide descretion is the best part of valour and run out the back.

    To answer your question, yes opening up your tank will give you an advantage in an ambush situation and I use it all the time as Red but almost never as Blue

  9. Well I played as red in that mission against a human opponent and found it very hard going. The marines outnumber the insurgents and all seem to be elite so every time you open fire they will instantly shoot back and just not miss, even if you are in cover. The ridiculous amount of firepower on the LAV's/AAV's was also a problem as they just hung out of RPG range and reduced my options badly.

    The only thing I had success with was snipers but there is only so much damage they can do. If you are editing the mission, I would say you are right in getting rid of the AAV's, the LAVs are enough. I would also increase the experience of the insurgents to regular rather than green/conscript. Finally I would make the Marines slightly less experienced. Right now the scenario is realistic and probably fun for blue but is not good for H2H.

  10. I have tried my hand at another Red v Red H2H scenario and have made "Advance Guard", a short but hopefully realistic scenario depicting first contact between 2 forces. I don't want to say too much because it is supposed to be played in the absence of information for both sides (It being first contact and all :P).

    The map used it a very slightly modified "Latakia Airport (Large)" by SD Smack which gives plenty of maneuvre room.

    The battle is 40 mins long and is designed with real time play in mind for those on you who like that kind of thing. I have tested it hotseat against myself and it was a fairly close battle. Anyone want to get an opponant and test it out?

  11. Actually RadioactiveMan that is exactly what happens in real life as far as I know although MG's can perform grazing fire at ground/basement level while protected from artillery. Sniper and FO elements get higher to see further and HQ elements stay 1 floor down from the top in order to see better and get better radio signal. AT units also usually stay high in order to try and get top hits.

    None of this is set in stone however and local conditions obviously have an effect.

  12. Same here as Berto - I played TBL as red (and Blue actually) and although I lost, it was a very close run thing. Use mines on possible firing positions, spread out and keep moving. You have a lot of AT assets so use these to protect the tanks as they blast out the US infantry with HE. Keep moving them around and use them one by one to avoid losing too many to the air.

    Hopefully, your opponant will blast a lot of dummy or recently vacated positions with his arty. Another tactic is to 'hug' the enemy and not let him call down danger close fire missions, fire discipline must be tight to let the Marines get to where you want them. It is all about the setup - I spent 3 hours setting up my forces and fire sacks!

  13. A published limitation? Well that changes things. I was under the impression that by giving us the ability to make 4x4km maps that they would work like you would expect it to. I thought the crash to desktop was a problem that could be fixed which is why I have made so much noise about it.

    If there is no way to make the game work without extra RAM then I will have to just wait until I can get some! Ah well - I'll just have to go for the long haul :(

  14. Actually if you try to expand the map in the other direction as well you can push it to 4x4km which is a pretty respectable size. The only problem is that unless the map is a pool table you hit the very big map bug. Hopefully it will be fixed in the next patch because I do like making big maps! (No guesses why none of them have been published yet :P)

×
×
  • Create New...