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Posts posted by cns180784

  1. Ok update two have just paused the game and there is now 1 hour and 55 mins left. TV station has fallen, TV crews got out of there and are hiding in an adjacent building and will remain there till help arrives, however one was killed in the TV station before he could escape. The JTAC and FO Spetznaz teams in the Southern most Consular building have been killed, the sole surviving BTR hit by an RPG and the men it carried, the Platoon HQ have been killed and their 3rd Squad are down to three men but we still hold the Consular buildings. Have successfully repelled attacks on the Governors Palace and Government Buildings but i could not believe my eyes just now. More rebel reinforcements from the NE...with T-55 tanks?? i cant believe it. I guess they did maybe get their hands on tanks abandoned by the Soviets in battles IRL when it occurred but i'd imagine this would have been rare, and would the rebels have been able to properly service and operate them?

    Anyway so i have 2 squads of DRA infantry in the government buildings with RPG's, i'm hoping they can hit the T-55's when they inevitably appear. In the meantime we're anxiously waiting for the Relief Force to arrive from the South as well as a DRA company from the East. With the relief force will come two Platoons of T-62's so they can deal with their tanks if our RPG's dont. Cant wait for this heavy arty to arrive too but the problem is i need that asap to hit them whilst they're out in the open, soon they'll all be in buildings having said that we do have 130mm guns. Theres' the Hinds too...come on reinforcements! really enjoying this scenario...so much tension.

  2. 8 hours ago, Sgt.Squarehead said:

    There are no TRPs in the game, but in the setup turn, before you click go, you can plot pre-planned artillery barrages.  When you plot in this initial pre-battle phase, line of sight is not required.  You can choose settings for the number of tubes firing, the intensity and duration of the barrage, and you can also choose to delay the arrival of the barrage.

    Sadly there's nothing I can do about the unit icons at all.

    I've tested my battle real-time so it is doable, but it really can get pretty hectic at times.....Your policy of playing with many pauses is definitely the right one!  B) 

    I see what you mean now just tried it out in Combing The Green Zone, was able to plot fire missions anywhere on the map and without specifying a delay they arrive pretty much straight away. But anyway...an update on your scenario "Action and Reaction"

    Started on this last night i took a while just in the setup phase with repositioning some units and giving first orders. After starting i played until there was 2 hrs 14 mins left (then saved and exited the game) and so far my initial forces- those being the Tribal and Sarandoy militia, and the DRA Platoon in the BTR's as well as the Spetznaz in the Consular buildings are holding out ok, however the Sarandoy Platoon defending the TV station with the TV crew are looking like they could be overrun soon. Their Platoon HQ lost their leader and one Squad is down to two men who are both slightly wounded. The Su-17s became available and i decided to have them take out two enemy AT teams spotted on the Hills to the South East, along with other rebels arriving to attack the City from there. So far one of the Fitters has taken out a team with a Carl Gustav ATM and another is about to attack the other team with an SPG-9. I thought these should be priorities as they can threaten my Air Assault Company (Relief Force) arriving from the South in BMD's. We have yet to spot their mortar teams but they should be on one of those hills to the South. However theres' another smaller hill to the SE, with hills also in the E and NE so they could be anywhere, but in all honesty the barrage they fired with right at the start caused only 1 or 2 casualties mainly due to none of my men being exposed on rooftops or out on the streets.

    My only major concerns at the moment are the militia in danger of being overrun in the TV station (which would result in the TV crews being executed no doubt) and the Spetznaz teams being overrun in the Consular buildings from rebel reinforcements arriving from the South but then i received reinforcements from the North with a DRA Platoon so straight away i wanted them to head South towards them down the road at fast speed and they did until there was a huge blast which took out two of three BTR's. Obviously there was an IED or mine setup there by the rebels and i never expected it so thats a kick in the teeth and now of that DRA Platoon only the one BTR with the Platoon HQ and 3rd Squad survived, however 4 men of 1st Squad survived but they are all panicking and are all slightly wounded.

    Thats the current situation 16 mins into the scenario with 2hrs and 14 mins left, its gona be one long bloody and large battle (getting lag at times) its all about keeping them at bay from the Governors Palace, Government Buildings and Consular buildings. Might have to concede the TV station and lose the TV crew unless more reinforcements arrive from the North asap.

  3. I cant see any TRF's on the map how do you make them appear? i'm going to start on the scenario you sent me last night now. One thing that stands out right away is that the unit icons for the high value civilian assets are the same as those for the infantry squads which makes it difficult to be able to find them at a glance in amongst your combatants which can delay giving them orders when trying to find them and at a crucial time like when you need to get them out of a dangerous location quickly (i play in real time, though i do pause the game frequently).

    It would be helpful if those civilians could have different coloured icons, that would be massively helpful but can understand if its not possible due to the games limitations for scenario designing. I have yet to even attempt to create a scenario myself yet, mainly due to not being too fanatical about the game and i tend to have phases where i play CM a lot then go a month or longer without playing it at all.

  4. The main reason i took so many casualties was i had the infantry up front to check for enemy firing points and was worried about RPG's. This combined with a lack of suppressive fire to enable infantry to move and flank was what cost me but still didnt lose any BMP's or tanks. Bit rusty havent played for a while.

    How do you pre-plot fire missions? i thought you can only do this with target ref points which i dont have (and havent seen since CM1 i dont think)

  5. Didnt do well, took too many casualties but after a slow start managed to drive forward and clear the ground by reaching all the phase lines so got a draw. Plenty of arty to call on but no-one good enough really to call it in, best spotter to use is the Company HQ which has a light red cross for calling arty so not good and fire missions were taking 11 mins to start and so in the end finished with still plenty of arty to call on.

    How have you all done in this scenario? i'll most likely play through it again knowing some mistakes i made.

  6. On 12/5/2016 at 3:09 AM, Erwin said:

    CM2 is very complex and you have to give it all your mental focus as errors are severely punished, esp in CMSF where almost any friendly casualties are a disaster.  I play WEGO/ELITE and I regularly burn out quite quickly, and have to play something "easy" like Gary Grigsby's "War In The Pacific Admiral's Edition" for R&R.  ^_^

    The objectives you gained then lost but still got points for must have been "Touch" objectives as touching them is all you have to do.  If they had been "Occupy" the enemy would have gained the points if they were the last to occupy. 

    CM2 is much tougher re "ownership" of objectives than CM1.  In CM1 you owned the objective if you had a preponderance of units on and/or around it.  In CM2, one enemy soldier hiding there can be enuff to deprive you of the points.

    These are good scenarios for training.  But, hard as you can't afford losses.  When you feel up for it, I recommend larger scenarios like UK Mud Marines as you can afford more losses.

    I play real time in Elite, with many pauses. CM does most certainly demand that you think through properly what orders you give to your forces. I have been playing these Afghan based British missions that have been mostly made by Combatintman and they're very good scenarios. IIRC when playing other missions like against the Syrians in the included scenarios or campaigns that came with the game and the modules, you can take more losses as more losses would be expected fighting a force that has tanks, armoured vehicles and can call on more mortars and arty.

    Having said that, i have started on a small 4 mission campaign called Cobras Strike where you just command a single Platoon with two supporting MG teams and Javelin team. I got a victory (think tactical victory) in the first mission and only had 1 killed, 2 wounded but that was just against insurgents. For mission 2 my casualties havent been replaced and neither have my troops been resupplied...theres' just a Humvee with 500 rounds of 556 and 400 rounds of 762 for the MG's. No javelin missiles for the Jav team and they fired both missiles they had in the first mission. The Platoon was low on ammo after the first mission and not sure if what we have in the Humvee will be enough for mission 2 especially as theres more objectives and more enemy. Think its just insurgents again but we are expected to come up against elements of the Syrian 10th mech brigade at some point. Shall attempt mission 2 soon and see how that goes, gona need full 100% mental focus for that one considering the objectives, enemy and ammo constraints!

  7. I see but i did still get the points for the two objectives that we initially cleared which the enemy re- infiltrated. I'm guessing the friendly bonus must have been due to my casualties.

    Oh dear minor defeat when i played Green 9 and now tactical defeat...think i better sharpen up my tactics. One thing i've learned is to watch out for enemy spotting mortar/arty rounds and then move my troops accordingly. I take it a tactical defeat is worse than a minor defeat?

  8. Finished it and got a Tactical Defeat which i wasnt surprised by mainly due to my casualties, finished with 24 killed and 25 wounded. A lot less than theirs but its expected that they would suffer much more casualties. It wasnt actually due to my casualties why i got the defeat though, it was mainly due to their 50 points for "Friendly Bonus". What is that? is it points awarded due to not losing a certain amount of men? they did have 128 killed and 88 wounded so surprised by that.

    But what else surprised me was the first two objectives we secured at the start we cleared them totally of enemy but at the end when i reviewed the map there were fresh enemy troops both in those two objectives like they just seemed to appear when my troops pushed East towards the Sluice Gates. Were these their reinforcements?

  9. Well since that happened only had 2 more men wounded and have flushed out a good number of Taliban and are now preparing for an assault on Changal. Just under 2 hours left not sure if we can secure the Sluice Gates in time but i'll see, having fun with it, very good scenario and nice large map. I used loads of mortars/light guns and a few Apache strikes on a position where the Taliban were dug in along a tree line and next to them a row of buildings 2 of which got flattened by bombs dropped from F-15s. Thing is one insurgent survived inside one building that was blown to bits but got him in the end lol.

  10. Playing this scenario and have so far took quite a number of casualties with a good number killed and have only so far secured the first two initial Northern and Southern objectives (small compounds/villages). I've found the Taliban mortar fire to be deadly pin point accurate which wouldnt reflect real life, i've lost most of my men to these and just shockingly lost my whole 1 Troop HQ and 1 Troop 1 Section to a pin point mortar barrage. They had took no casualties up to this point then all of a sudden these came raining down and killed/wounded them all. Not exactly realistic the accuracy was unbelievable and they had cover from trees. So now the rest of 1 Troop (2 Sections) have no Troop HQ and are now cautious...not good.

  11. Just now, cns180784 said:

    Interesting and i can see how much work you put into the scenario. I agree with the time limits now i have to say, thanks for that.

    What i found odd was when the Taliban technicals arrived they didnt fire a single shot as my section from 4 Platoon and the RE hit them with small arms and rifle grenades, any ideas why they didnt fire? i was expecting to take casualties from that. Despite leaving the forces behind to defend the FOB according to the TASKORG i expected to take casualties due to the number of technicals and their weapons. Find it hard to believe none of them could see my men.

  12. I see what you're saying, as for the withdraw button i meant that you could click this when you want to end a scenario instead of having to stick to a time limit. But yea cease fire is pretty much the same so you could press that to end a scenario for whatever reason (i.e. low on ammo, or all ground objectives have been met and dont want to pursue the remaining enemy) without worrying about how much time is left- that is if the enemy hasnt surrendered which would end the scenario itself.

  13. I see what you're saying. That said i'm at a point now in this scenario where all movement orders for the AI seem to have been executed as i'm no longer spotting any enemy on the move but even then...as the enemy are on the defensive (defending the compounds) i wouldnt expect them to be moving, i would expect them to just be laying ambushes in defensive positions (lot of irrigation ditches in this scen and the compounds themselves for good defensive terrain, providing cover) so it would be ok for there to be no time limit in this scenario imo. There was a load of Taliban spotted to the south heading towards my FOB to attack it but were easily cut down in the open desert terrain. The way i see it the enemy dont need to react to my moves if they're defending something, they just need to be ready for my troops in good defensive positions. If you're talking about a meeting engagement battle then yes i'd agree for a time limit with those against the AI.

    That said i havent played with the scenario editor so i dont know the exact mechanics of how the AI works or for giving them movement plans, i've only just got back into playing CM as i've said.

  14. After so long i have got back into playing Combat Mission again and its a great sim of ground based warfare with fire support elements, all well modeled. At the moment i've been engrossed in the scenario "Into the Green" based on the recent real life conflict in Afghanistan carried out by ISAF against the Taliban to rid the country of these extremists and to install a democratic government. Its a great scenario, realistically made which depicts a typical operation carried out by British forces alongside ANA to clear compounds in Helmand province, shout out to Combatintman its been fun and had to stop and think a lot about what to do (playing in real time with a lot of pauses!).

    What bothers me though about Combat Mission as a whole and not just this scenario is time limits. In this scenario i have 30 mins left and progress has been slow to minimize casualties. I have another two compounds to clear after clearing the first and both assault and support groups are on there way to get into position to assault compound two. I will have enough time to clear compound two but not three. I find this unrealistic as in real life they're not gona just stop as they're out of time they'll carry on till the objectives have been met as long as casualties, fatigue or ammo/supplies isnt an issue and even then fatigue wouldnt be an issue as the troops could lie up in a compound for a while or overnight to rest if needed. Like you see in the documentary Ross Kemp Return to Afghanistan when 5 Scots go out on patrol to clear an area of Taliban and they stop overnight in a compound they cleared to then carry on the next day.

    I think CM should be changed in this respect- remove time limits and instead just allow the commander to decide if the mission is still achievable up to a point, for example if his forces are running out of ammo and theres' no more resupply available. Or if casualties are too high and any remaining objective(s) would be too much for a force that is now lacking firepower. If none of those such conditions are an issue for either side then ending a mission can just come down to the force morale for each side, when it drops to a certain level they automatically withdraw, or if surrounded they surrender. This would make missions more interesting as there could be the odd occasion where the objectives could be met such as all compounds cleared but the enemies' morale could still be decent enough to carry on, so you'd carry on trying to find them and make contact. Failing that or if you dont want to hunt down the remains of the enemy in the AO you can just press a button to withdraw, ending the mission and you'll have been successful still with securing the objectives providing casualties arent too high, ammo isnt too drained and your forces' condition is in decent enough shape.

    What does everyone think? and what are your thoughts on why time limits should carry on being used in missions? how can it be deemed to be realistic?

  15. One thing that bugs me about CMSF is not knowing the exact amount of ammo troops have. For example if you click on an infantry section there will be a graph representing how much ammo of each type the section has left (from left to right: small arms, MG, rifle grenades, hand grenades) it would be much better if it just displayed an exact figure for how much ammo they have left.

    Also what bugs me is the ammo icons for arty and air support. I've gathered from looking at my mortars and light guns that one ammo icon represents armour penetrating ammo used for destroying armour or buildings, and the other being for airburst anti-infantry. I've gathered which one is which by having only used airburst rounds from the mortars and seen its relevant graph now being very low, but it would be helpful if i knew exactly what each one is and better still knowing the exact amount of rounds each have left.

    What i actually find even more annoying though is for air support. The two Harriers i have, have two ammo columns (or graphs as i've been saying, though columns is probably a better description) and i have read in the manual that there are four types of munitions air assets can be loaded out with, but it doesnt state which type of munitions is in which column on the air asset support panel, same in the columns for arty. So for these Harriers, i have no idea what type of weapons they have. Its especially frustrating as i'm a player of Falcon BMS and CMANO with a keen interest in air warfare so i have good knowledge of A-G weapons so if i knew exactly what my air assets have, i would love the game even more. In this scenario dealing pretty much with just infantry it would be nice to know that the Harriers have something like CBU-52 or CBU-87 CEM or even better AGM-154A JSOW, though not sure if Harriers can be loaded with JSOW's but these would decimate the Taliban.

  16. Thanks it is a really good mission, i like how the forces are setup and the detailed briefing and maps. I'll carry on with this and see how i go. The support group's advance has been the slowest, mainly due to a load of Taliban seen flanking, coming from the North West. Theres' actually a group of Taliban numbering up to about 20-25 spotted moving towards FOB Alma. They briefly got fired on by PKM's at Jundi but they carried on through it. I considered moving my OMLT to ambush them, but my forces at the FOB will be able to cut them down when they're exposed on the open desert surrounding the FOB.

  17. I've had 10 now and i counted that i start with 250 men including those that stay at FOB Alma and CP Jundi. In the briefing it states to keep casualties at a minimum with (5%) so i'm guessing i have to keep casualties below that amount. 5% of 250 is 12.5, so i guess if i take another 2 casualties then its a failure- or i've failed at that objective at least. Its too hard i'm finding to keep casualties so low. The casualties have occurred when i thought an enemy fire point was sufficiently suppressed or neutralized then i move a section or squad (for ANA) and i get a guy whacked by an AK round. One particular occasion was i was moving my ANA Platoon through an irrigation ditch which was quite close to another ditch where Taliban firing points had been ID'd and i had mortars with linear fire airburst over them and thought that had to do it, and even though there was relative cover of the irrigation ditch, one Taliban that survived the mortar hammering opened up from his ditch and shot one soldier from one squad, and two from the other, killing one.

    Thought i'd point out too that only 1 of the 10 casualties have been from the assault group- the rest being the support group, mainly the ANA. If i was to replay this scenario i'd split the ATK section and have one detachment (one WMIK) with the support group to give them some proper fire support. They're a small group compared to the assault with a poorly trained ANA Platoon.

    Does it matter if only 1 of my 10 casualties have been actually killed? the other 9 were badly wounded but got buddy aid so were treated and (presumably, i guess abstractly) airlifted back to the hospital at Camp Bastion.

  18. Hi Combatintman, so far in the mission "Into the Green" i have taken 5 casualties, havent yet reached the first target compound and have 2:01:50 left. Clearing out irrigation ditches where there are two NAI's with a number or Taliban firing points. How does that sound so far? i'd say i'm moving at a slow pace to try and keep casualties to a minimum. Advancing slowly to contact then using suppresive fire and mortar/105 fire missions to clear firing points.

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