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JM Stuff

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  1. Upvote
    JM Stuff reacted to John Kettler in The 'Never Say You've Seen It All' Thread   
    Not news, but would sure make it if observed! Should we request this capability from BFC. After all, things are pretty bleak on the horse and motorcycle fronts.

    Regards,
    John Kettler
  2. Upvote
    JM Stuff reacted to Bulletpoint in This guy is worth a watch   
    But the results of the decisions of one powerful man still depend on everyone else.
    It's like rock-paper-scissors. What's the difference between a winning move and a bad move? It's what the other guys does.
    Then when we write history, we think the outcome was inevitable, but that's not apparent when we are in the midst of it.
     
     
  3. Upvote
    JM Stuff reacted to John Kettler in Soviet Tank Tactics 1945   
    Found this on Tank Archives while trying to chase down something else. This is chiefly about MOUT and is essential reading if you would understand how the Soviets dismantled German defenses via CA tactics and organization. They were meticulous.
    http://tankarchives.blogspot.com/2014/05/soviet-tank-tactics-1945.html
    Regards,
    John Kettler
  4. Upvote
    JM Stuff reacted to A Canadian Cat in 2 Years, 1 month, and 10 days, since Rome module   
    Why? Because it's my birthday? That must be it right
  5. Upvote
    JM Stuff reacted to sburke in Next Korean war is coming close...   
    My post was a joke... sort of.  Actually it is reality, but it seems reality is a joke....
  6. Upvote
    JM Stuff reacted to Sgt.Squarehead in M-26 Pershing..Super Pershing ??   
    When sandbags or concrete aren't enough on their own:

  7. Upvote
    JM Stuff reacted to Oleksandr in Oleksandr's Modding Space   
    CMBS: Hybrid Forces Mod BTR-80-1V152

    This is an important addition to my Hybrid Forces mod – Command-Observation vehicle what will take a leading role in Hybrid Forces BTG commanding.

    It being usually used for arty strikes correction, cooperation with units on the ground, frontline observation etc.

    Those things are important instruments when it comes to commanding and providing information for hybrid forces battalion tactical groups.
    Link to Download: http://cmmodsiii.greenasjade.net/?p=5922
     
  8. Like
    JM Stuff got a reaction from Mord in 2 Years, 1 month, and 10 days, since Rome module   
    We need only some screnshots nothing more...for the time😉
  9. Upvote
    JM Stuff reacted to Aragorn2002 in 2 Years, 1 month, and 10 days, since Rome module   
    Personally I think this has gone beyond 'funny'. Are we entitled to more information? Probably not. Would it show some courtesy to the customers to give more information? Definitely. We aren't a bunch of impatient school boys, we are people who have a passion for these games and would like to be kept informed about it's progress. Personally I  think that's not too much to ask.
  10. Upvote
    JM Stuff reacted to Oleksandr in Tactical Lifehack   
    Going on a break from posting (got a lot of stuff to share but not so much of a free time). In a meanwhile I would like to wish to all of you to be more friendly to one another, the spirit of sharing is better than spirit of fighting. Enjoy your battles, share your experiences, and work together! Love you all (Even those who hates me lol)! 
     
  11. Upvote
    JM Stuff reacted to Oleksandr in Tactical Lifehack   
    Not a hack and not even a new thing but still oftenly ignored - this simple rule - > while one element is moving another element is providing cover. 
    It is especially important while operating with high value units such as: sappers, RPOs, etc. 
    So for example if you moving with your sappers towards certain place in a wall what you will take down - make sure that there are units watching in that direction (breach direction). Usually I would say - put a vehicle to watch that future hole to appear but sometimes it is impossible to do, sometimes its only infantry there so at least put few fighters to look in that direction. 
    I know its simple, I know most of you probably know that, I know that its obvius, but - I thought it would be nice to mention it once again. 

  12. Upvote
    JM Stuff reacted to sburke in Happy New Year's Day! 2018 look ahead   
    After all these years and people are still struggling with "Steve" time.   
  13. Upvote
    JM Stuff reacted to mjkerner in New features curiosity   
    Sounds like 3j2m7 is looking at the enemy and seeing only some of, say, a squad. Which reflects what your men can see, and a bit of the fog of war, of course. Can't imagine what else he's seeing.
  14. Upvote
    JM Stuff reacted to Mord in Best CM Game?   
    That's impossible to answer for me. Each one is my favorite depending on my mood. I can say the one I am looking forward to the most, at this point, is CMSF2. I can't wait to experience it in its 4.0 glory.
     
    Mord.
     
     
  15. Upvote
    JM Stuff reacted to Michael Emrys in New features curiosity   
    The thing is, the icons already change their size depending on the unit's distance from the camera. If your suggestion were implemented, it could get confusing.
    Michael
  16. Upvote
    JM Stuff reacted to Freyberg in New features curiosity   
    Most of the things I would like probably wouldn't require a new game engine.
    Firstly, I would like to see some changes to the scenario editor and the AI. In particular, a way to program the AI more easily, as I find this a little hard to understand and even harder to predict how an AI plan will unfold.
    These could be simple, general AI commands - like 'advance and manoeuver against armour', 'advance, pausing at cover if under fire', or 'defend [x] location and fall back under fire'. Obviously these are not so simple from a programming standpoint, but they would make devising playable scenarios much easier.
    The other thing would be some features to make house-to-house combat less fiddly - like a 'transparent buildings' toggle; and maybe tweak some of the troop behaviours against buildings, like an 'attack carefully' mode, where they don't halt on contact, as with hunt, but the also don'r run in and get slaughtered, like throwing grenades and so on - although maybe this is already modeled and I'm just using the commands wrongly.
  17. Upvote
    JM Stuff reacted to Erwin in New features curiosity   
    +1  (Would help if formations were "in formation" for set-up phase.)
  18. Like
    JM Stuff reacted to Mord in Well, well, well...SURPRISE! Portraits RELEASED!   
    HA! Well, actually the Rome mod already exists, all the portraits are in the Gustav mod. They just need to be renamed. DC was very thorough in his research and notes so we already covered what's coming many years ago. I think we even have the Brazilians in there!
     
    As far as CMSF2, I have had an order for those portraits since December, from someone who shall remain unnamed. He wears a stinky hat, though.
     
    Mord.
  19. Like
    JM Stuff reacted to Oleksandr in Tactical Lifehack   
    Part 25. locking your enemy before moving further. Dealing with counter attack/enemy regroup. 
    Note: This mission got perfect conditions for a reason of showing some core principals. In real battle you should expect involvement of heavy armor (will talk about it later), aviation (will talk about it later), intell will not always be there from the very start (will talk about it later), and so on. The reason for this series is to introduce players who werent using massive amounts of units with some basics related to managment of huge force at once. Again - in real battle you will not have these conditions but by viewing this topic you might pick up something what you can further adopt to your own battles. Last but not least - fair and unfair scenarios will be shown here within time. This topic is not for days its for years to come so be patient - feel free to share your tactical lifehacks and feel free to ask questions. Critics are welcome as well - but a constructive one (imagine we are all sitting in HQ and thinking how to do things better together). 
    While controling factory, while using some time to set up new fire missions, relocate your reserves, and prepare path for the 3rd company keep in mind that enemy can try to relocate or regroup. In this particular series Im talking about a battalion what will attack a company so its 450 + men against 166. Reason for this is because it would be comfortable to show macro/micro and there was and will be a lot of small elements what I was and keep on bringing up such as how to eneter urban area, how to move away from an arty strike and so on. Basic stuff. So lets look on what is happening with our company n2 after it took control over factory (in the same time the 1st platoon of the 1st company is hunting through left lank treeline). 
    This is how 2nd company looks like after taking over that factory. 

    With right flank being covered by 1st company and the rear being covered with third it is a good time to start checking areas on the left from that factory so that 3rd company advance will not be interrupted by any mines. 

    While all this was happening - enemy in the forest supressed by constant mortar fire had to move out. It was completely cutted out from the left so the only place it could go was straight on a factory. 

    2nd company became a sheild of a center zone. 


    even infantry units were engaging some desparate enemy infantry. 

    In the same time one of those last enemy vehicles was trying to move on the left. 

     


    Basically its a good thing. If you want to modulate a real world situation when a battalion attacks a company it will all progress kind of I've shown in these posts. Massive power  will be taking advantage over smaller in numbers enemy - and there will be no chance for survival. The only reasons to play a game like this are these: 1 - you want to try commanding large number force for the first time. 2 - you want to checkout how would military math (platoon against squad, company against platoon, battalion over 1 or 2c ompanies) would feel like in the game.  3 - to practice certain elements in comfort. 4 - just for your own interest an pleasure. For example my favorite is Meeting egagement of a battalion on battalion. In this case we are looking on perfect condidtions assault. And actually in real life they would be perfect - battalion would usually start an attack on a smaller force as an element of a regiment, it would attack only on those discovered positions and nobody would risk such a big force without proper intel and arty support. Obviusly in a multiplayer game you will never be so free in your actions so take this particular series only as a showcase. 
     

    Note: Usually AI moves its units at several places at the same time. So for example if it would make a move at one place you should look around because there will be something happening in another. 
    So after you done with that desperate move from your enemy it is time to get your 3rd company in the game. 


    Bringing your final element into the game while doing a battalion level battle will be an important moment. Now its all about hunting survirvals, cleaning up treelines, and again adjusting your frontlines. 
    Conclusion: on the battalion level assault of a company: pick a right place to advance so that your order will not be messed up. Use 2 companies in front and keep your 3rd in the back. After each turn look on what changed, adjust your pathways so that they will not intercross one another. Place your infantry in the right spot at the right distance. Be sure that you can relocate fast. Do not spread your units too much. Keep your enemy under constant fire. Pick your arty targets wise. Know when and how to use an arty strike. If you are going to get into some urban area - provide cover for your advansing units. Pick buildings you going to use and what to destroy. Dont use massive infantry forces while making first enter. Support your infantry with heavy infantry wepons systems (like AGS). Try to choose positions for your vehicles and heavy weapons in a way in which they will be able to work on different targets at the same time. Keep the order of your flanks. Use sappers a lot. Relocate your reserves when possible for better accesss to them. Use certain elements as a shield while other elements as a spear. Keep in mind your general plan. Move through treelines carefully. It is better to attack an enemy what has been under fire. Use your special forces wisely. Do not rush. Do things step by step. Keep your nerves under control. Do not leave your vehicles without your infantry cover and try not to operate with your infantry without vehicles covering it. Look out for enemy arty strikes -  It is important to locate first few shells and take action before arty will get concentrated. On the open areas move in large numbers, try to use terrain to your advantage. Always check your flanks. Give different units different task - do not over use same exact unit. Keep your forces and your mind flexible. Playing easy missions like this will help you to find out more about forces under your command. Later when you will get into harsher conditions you will be familiar with your units capabilities. Do not apply same approach to each battle - there are no universal solutions. Start from easy things and then move towards harder things. Dont forget to enjoy your game. P.S. Not everything you do should be fitting multiplayer games - you bought this game for your own pleasure dont let people to change that. Feel free to share your tactics, screenshots, and ideas here. Here you will alway be welcome. Good luck in your battles and I hope that some of you have enjoyed this series consists of 25 different parts. 
    There will be a lot more battles, tircks and approaches shown and posted here and dont forget to checkout those earlier pages where other players shared their tactics.  Good luck! 
  20. Like
    JM Stuff reacted to Oleksandr in Tactical Lifehack   
    Thank you sir. 
  21. Upvote
    JM Stuff reacted to Bozowans in CMFB (Unofficial) Screenshot Thread   
    The great human wave attack on Hofen! From the scenario "Day of Attrition". This is supposed to be one of the opening German attacks on the first day of the Bulge.


     
    In this scenario, the Germans get two battalions of Volksgrenadiers and not much else. I think they have around 700 men in total. They must cross huge areas of open ground and capture two cities with little artillery support and no tank support, and no vehicles except a few trucks. They have some HMG platoons and some mortars, but their greatest asset is their enormous numbers of MP44s. Some squads are outfitted almost entirely with MP44s. So I figured my greatest chance was to attack en masse -- a giant human wave to cross the fields and get within rifle range as quickly as possible, so I can use the superior firepower of the MP44s.


     
    To my surprise, the advance goes much more smoothly than expected. Many of the American units are overrun and annihilated, and I take many prisoners.



     
    German troops overrun and destroy a battery of AT guns, gunning down the crews with their MP44s:

     
    German troops fire at retreating US infantry:

     
    About halfway there, some of the Germans halt while they wait for a smoke barrage to come in and cover the final assault on the town. They come under US artillery fire, but for the most part, the Germans are advancing too quickly for the shells to zero in on them.


     
    I managed to storm the town and drive the Americans out with ease, but before I could reorganize and move on to the next objective, the game seemed to bug out and it seems I'm unable to finish the scenario. All the movement orders for my whole force stopped working all of a sudden and nobody will move or even fire at the enemy. It's like my army is a bunch of robots and someone hit the killswitch on them, and the whole force shut down all at once. Very strange thing.
  22. Upvote
    JM Stuff reacted to Aragorn2002 in Happy New Year's Day! 2018 look ahead   
    So how's the bugging going, Steve?
  23. Upvote
    JM Stuff reacted to Oleksandr in Tactical Lifehack   
    Part 24. Keeping enemy closed, adjusting front line plans, cheking out those trees etc. 
    Note: This mission got perfect conditions for a reason of showing some core principals. In real battle you should expect involvement of heavy armor (will talk about it later), aviation (will talk about it later), intell will not always be there from the very start (will talk about it later), and so on. The reason for this series is to introduce players who werent using massive amounts of units with some basics related to managment of huge force at once. Again - in real battle you will not have these conditions but by viewing this topic you might pick up something what you can further adopt to your own battles. Last but not least - fair and unfair scenarios will be shown here within time. This topic is not for days its for years to come so be patient - feel free to share your tactical lifehacks and feel free to ask questions. Critics are welcome as well - but a constructive one (imagine we are all sitting in HQ and thinking how to do things better together). 
     So from the previous posts about battalion level attack on a company you could see the general plan for adjusting and forming 2nd phase frontline. 
    But before you do so you should take care of time consuming stuff like - calling for an arty support and for checking out those tree lines on the right and on the left.

    In general you should always be careful while moving through forests and treelines. The reason for that is simple - your enemy can be waiting for you there and if his infantry is already in position it will see your infantry and will open fire first. Who opens fire first usually wins. But when you are in command of a larger forces you can let yourself do things what you would not be able to do while commanding smaller forces. 
    So while planing all that movment you should also take care of further arty support. It will take time while commanding Ukrainian side so do it in advance. 
    '
    While that is going on start forming a group what will push through those woods. 

    It would be great if you push those positions what you've managed to already put under fire few times. So for example - there were 3 vehicles standing in those woods - forces around them were in good moral and good standing. Now when as you can see smoke is going up - those units are not as tough as they were before. Pushing them with an entire platoon step by step from one side and flanking them with spec ops at certain moment will minimize your risks. 

    It will take time but it is a good thing - sometimes under electronic warfare conditions your arty stike can be a long wait (up to 28 minutes actually). 
    so use that time. 

    End of Part 24. 
  24. Upvote
    JM Stuff reacted to ncc1701e in New features curiosity   
    Ability to split a squad inside a vehicle or something like that. If I have a squad inside a Bradley, I would like to be able to disembark a scout team of two men without
    exposing the entire squad to small arms firing.
     
  25. Upvote
    JM Stuff got a reaction from Rokossovski in Naughty or nice... here's some bones!   
    Yes is true but we have to think when he answer to questions that he cannot working on the development of the game on the same time.
    Yes i would like also have some pics and...will have probably also some questions...I am also very impatient of the new titles.
    ...don't takes my last remark in account...
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