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hcrof

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Posts posted by hcrof

  1. Thanks guys - You have given me a bit of reassurance that I was doing the right thing - from what you said my big problem was that my second rocket barrage missed. (And I was careless at one point with a BMP)

    I am now well into the third mission and having some great tank battles - a hull down enemy tank just took 6 hits before brewing up and one of my tanks limped away barely functioning. Thanks PT!

  2. Unfortunately there is not a lot of room for maneuver, I have clear a road in order to facilitate the advance of the main force. The town is on the road.

    Because of this you get sucked into the town which is defended piecemeal by a lot of low quality reservists.

    I elected to approach the front because of the fact that I had tanks on a hill to the front and I was told that the enemy had AT assets (ATGM's and recoilless rifles) which could only be in the open on the flank.

    Because there was no 'integrated' defence I could not come up with a unified strategy, I just was given a load of houses, of which some had enemy in them and only 45 minutes to clear them all.

    The majority of my casualties came from a freindly fire incedent (my own ATGM nosedived into a full BMP :eek:) but I have no ammo for the rest of the campaign and a few moral issues about levelling the place as the population density was high.

    @BlackMoria - Reverting to savegames is cheating! :P

  3. I don't play a lot of single player CMSF but I thought I would give Paper Tigers 'The road to Dinas' a go.

    First of all I am very impressed - I love the concept, and so far, the maps have been excellent!

    More importantly, I started in Petani and had to take the town in 45 minutes with a company of mechanised infantry and rocket arty + tank support.

    After getting a little bit held up after establishing a foothold, I pushed ahead with a quick tempo and took the town without huge casualties. However, there was not much left of the town, or my ammo supplies at the end of the mission.

    I had hit across a formula where a reinforced platoon would fire at every building in a compound before one squad assaults every building in turn to clear it. Any targets of opportunity would be engaged with tanks placed 500m outside the town and every tall building would be leveled in case they contained something that could engage my tanks.

    This meant that after 45 minutes, I had used almost all of my 5.45, 7.62, RPG and HE ammunition, even after resupply!

    Is there any way I could do this mission again without using so much ammo and yet not lose people as they walk into an ambush? Also, this is not a very subtle way of taking a town, and if I was playing PBEM I would have revealed every position I had to the enemy.

    Surely, western forces don't:

    a) fill every house in a densly populated town with bullets and HE

    B) Level the town with an (attempted) rolling barrage by rocket artillery before going in - I know the georgians were accused of this but they are not 'western'

    Maybe I am doing the right thing, but I would have not liked to face a counter attack after taking that town - I was spent!

    Any advice would be very welcome!

  4. IIRC, In 'Allahs fist' a dismounted tank crew was essential. A T-62 is never going to take out a M1A1 from the front so it was great to wait until the enemy turned their flank (observed by a dismounted crew). I then went over a ridge and nailed the US tank platoon whilst they whern't ready for it!

    Of course, when the crew is dismounted, they don't have a radio so there is no chance of sharing information with the rest of the platoon. :mad:

  5. Nice to see you like the game - I have to say I agree with you although I am am a bit of a fanboi :D

    To call in a smoke screen, you request a fire mission like normal with your artilery and select the area/ linear pattern. After this you get to choose if you want heavy, medium, light or smoke. Enough said!

    A smoke screen can be very useful - use it well!

  6. Well I almost always play WeGo PBEM so I find it easier! I tend to lose patience when playing a battle all in one go so my micromanagement starts to suffer ;)

    Of course there are many times a well place ATGM doesn't have to be move but really good positions are rare. Against a human player who will replay the last turn a couple of times and spot the smoke cloud it is often better to be safe than sorry. He will often have something in overwatch that I havn't seen yet!

    I use my ATGM's as my primary tank killers and I never have enough so I am very cautious with them

  7. Pandur

    I am sure you are right about the missile hitting the berm. But even if it hit the tank (M1A1) it has a very low chance of killing it.

    If you don't want the tank there, then you don't have many choices, maybe you could use artillery (Preplanned) to persuade it to move on.

    I never use target arcs with ATGM's. I use a spotter to watch the target and then only unhide the ATGM at the last moment. This is easier of course in WeGo as you can micromanage! After the ATGM has taken its shot you have about 45-60s to move it before your opponant will fire HE back at it so you need to move straight away.

    A typical turn would look like this: (Not for an AT-3, they shoot too slowly)

    TURN STARTS

    0s Unhide + Fire command/Target arc

    20-30s Fast Move away from area

    40-50s Team starts to move

    TURN ENDS

    The HE rounds will come in the first 10s of the next turn and will continue for the next 1-2 mins

    This works most of the time and means your opponant will quickly lose vehicles for the loss of no ATGM teams

    Make sur your ATGM's are given a 'face' command the turn before otherwise they won't get their shot off in time!

    I would be interested in hearing what other people have to say about this but it seems to work for me :D

  8. I feel your pain!

    A platoon of my fully loaded AAV's appeared 200m away from 3 T-72s

    4 survivors, game over :eek:

    Maybe scenario designers could add 100m to the back of the map which has no LOS to the battlefield where reinforcements could appear. Then you could choose to bring them on/unload them or not!

  9. hm, i found ATGM´s in the game are no "big" threat.

    Just one question, do you usually play single player?

    When playing as the Syrians I usually decide that I will never penetrate the front turret anyway and hold fire.

    Everyone moves the tank eventually and then you can give it a nasty surprise!

    Apart from anything else ATGM's (In my experience) are useful just because their presence severely restricts what your opponant can do and gives you room for maneuver.

    An AT-14 in a concealed, elevated position with a route of egress is a devistating weapon if used carefully

  10. Wow, interesting stuff. However, it seems to me that all russia/china/india need to do is create an effective jamming system and the robots will become useless.

    They will be great for low intensity conflicts but not total war against a modern army.

    I personally think that automation can only go so far and the Iraq war will show the limits of robotics. At the end of the day you always need "Boots on the Ground".

  11. I doubt there are many scenarios that are still designed for v1.0 of the game. If you are running the game without a patch STOP NOW.

    Honestly, download all the latest patches because it is such a different game with all the updated, the first release was very rough but the game has shaped up nicely since!

    You can tell the version of the game at the bottom of the menu screen

  12. Take out a syrian HQ and the whole platoon will become pretty much combat ineffective. Poor quality troops may even rout then and there.

    I have played a game where 2 tank rounds took out an entire company this way!

    Im pretty sure that killing HQ's has little effect on US forces and the NCO's will just pull the platoon together and push on regardless.

    I would love some confirmation on that though as I have a US HQ team in my sights right now and I want to know if it is worth opening fire!

  13. That would be cool but as much as I would like it sometimes, the feeling of realism would (In my opinion) be severely hit. It's gamey enough to watch 3 to 4 replays of an incoming RPG to guess where it came from but vectors would make it very easy to find those hidden AT units

    Now, a replay function to watch the battle afterwards with hit vectors would be awsome!

  14. Right, on closer look it only happens on certain mods. For example, I can add battlefronts alternative terrain mod to the manage mods box but not Mords Allahs army sound mod.

    Likewise, I can activate Scipios flame mods but I can't activate the Syrian spy pack.

    If I try either of these actions I get the following message:

    "Execution of this application has stopped due to a run-time error

    The application can't continue and will be shut down"

  15. Maybe I can help you get it to work. What is the issue?

    Thanks for your help!

    I had just finished box 2 by populating the mods list and tried to add them to the mod manager when the application shut down with a runtime error.

    I am using vista and z-bee v 1.1

    I reinstalled and tried again after you offered to help but with the same result.

    A pity because it really does look like an awsome app

  16. The mods will apply to all of your scenarios. The scenarios you download have to go in the scenario folder (C:\Program Files\Battlefront\Combat Mission Shock Force\Game Files\Scenarios)

    They will then show up in the battles screen.

    It is possible to get different mods to work with different scenarios with z-bees mod manager but I never got it to work so I am not an expert!

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