Jump to content

AlexUK

Members
  • Posts

    667
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Upvote
    AlexUK reacted to Peter Panzer in New "02" patches for Game Engine 4 are now available   
    Thanks to everyone for resurrecting this topic, as well as to @Elvis for being present and hopefully bumping it closer to the top of the internal Please Fix or Do Sumfink List.  I know the R2V module took on a developmental life of it's own over the last months!
    CMBN is my favorite title and I too have held off starting any new games due to the counter logical infantry/bocage behavior.
  2. Upvote
    AlexUK reacted to A Canadian Cat in Here is What I Dont Understand about BF?   
    Oh yes, please. I would love to see that. There are many people who play in tournaments and campaigns at TFGM site that this would benefit - because those organizing them could do even more cool stuff.
  3. Upvote
    AlexUK reacted to Zveroboy1 in A bunch of maps of Ukraine I have made over the years   
    So I have been toying with the map editor in Combat Mission ever since I got Black Sea a couple of years ago and I have half a dozen maps that I am fairly happy with, pretty much all of them 90% complete. Most of them are maps of the Donbas region where fighting actually took place but there are also a couple that I simply picked because the topography looked interesting. I have downloaded tons of stuff over the years from other people, scenarios, campaigns, maps and loads of mods so I thought I'd post what I have here. Is not purely unselfish because I also hope it might encourage other people like me to share their work with the community.
    All these maps are based on real terrain and topography, using google earth, tons of photos and a bit of creative license from time to time. But I tried to stick as much as possible to the real terrain. I am going to provide a couple of satellite pictures for each one because some people might find it interesting to know where they are located. But obviously you're free to use them for whatever purpose you like and pretend it is a place in Greenland or Kentucky if you feel like it.
    I decided to post them all in a single thread and plan on releasing them in the next weeks as I put the finishing touches to them. I got one of Nikishyno and Logvynovo in the Debaltseve area in particular that people might like.
    Again feel free to use these for whatever you want. All I ask is that you link to this thread if you end up using them to create a scenario with one of them for instance. Also if you are some sort of genius or mastermind who knows how to create an AI plan for quick battles and make one for one of these maps, please post it here.
     
     
  4. Upvote
    AlexUK reacted to domfluff in Here is What I Dont Understand about BF?   
    One element that has genuinely changed for the worse is the loss of ChrisND, and his twitch streams. Those were superb content, both in terms of engaging with the player base and highlighting upcoming releases. I can't make a claim that that kind of presentation is cost effective, but it's certainly missed.
  5. Upvote
    AlexUK reacted to herr_oberst in Interested to hear if you are trying a Combat Mission 2 engine game for the first time because of the new nations now available?   
    No.
    I purchase games/modules in order to support BFC and what they are doing.  Since the early Alpha AAR with 3 pixeltruppen marching abreast, and "Holy Crap, it's Squad Leader in 3D" (my initial reaction), through the current release, I've pre-ordered all the WWII games/modules. Don't have near the time I'd like to play, have 3 different battle maps in various states of completion (1 CMRT - Mius River bend, 2 CMFI - Kertsch peninsula) from 1:25000 copies of captured Truppenkarte maps gleaned from the Library of Congress vaults. 
    Even have CMBS, though I'm not a fan of modern stuff.
    I think of it as placing a wager against my future retirement -- when I finally do retire, I'll have all kinds of content to explore and play.
  6. Upvote
    AlexUK reacted to Rokossovski in Bravo!   
    Hats off to the BFC crew; another great new title.  My favorite added feature: a tie between the French and the Indian Army.  (And I love that both have different uniform options to toggle between).
    Thank you for bringing us such a content-rich multi-module Italian campaign!
  7. Upvote
    AlexUK reacted to Jumpete in Fire and Rubble   
    Steve spoke time ago about the development of this module for RT, if I remember well, he told that the work was advanced, even that it could be released at once to R2V. Well, now taht R2V is out, what BF can say about Fire and Rubble? (Some bones please).
  8. Upvote
    AlexUK reacted to mjkerner in Where are the Goumiers in djellaba?   
    Thanks Steve and MikeyD.  There was a picture of what appeared to be a homemade mod in one of the FI threads a few weeks back that I think is what Zulu1966 referenced.  I might have to resurrect and finish my attempt at modding them that I started 5 years ago!
  9. Upvote
    AlexUK reacted to c3k in Groundhog Day again   
    As a Beta-tester, knowing how much pent-up demand there is for Rome to Victory to be released, this only makes me redouble my efforts to find a bug, error, or flaw which will delay it yet again!
    As soon as my Thanksgiving repast allows, I shall dig back in and analyze the spent brass as it flies out of the open chambers of my REDACTED BY ADMIN

    Ken
  10. Like
    AlexUK got a reaction from Swant in Updated Troina campaign?   
    The second mission in the original was an absolute beast😧
  11. Upvote
    AlexUK reacted to Commanderski in Here is What I Dont Understand about BF?   
    I think that you are referring to when many years ago "back in the day" when they used to give away the new modules. That was when it was just Combat Mission before CMBB.  They don't charge for patches, just for the new modules. They can't really afford to give away new modules anymore as they do take time to program and with all the games out there now some players naturally gravitate to different games and some like me come back after being gone for a while.  The amount of posts is not an indication of sales or how popular the game is. It's usually means that there are no problems with the game and no one is complaining. Only a small percentage of people generally post, in some sites you would think the game is dead but there are actually quite a few people playing.  As far as deadlines go it's better to have some people complaining about how late it is than to have everybody complaining on a poor product that came out on time.  
  12. Like
    AlexUK got a reaction from Freyberg in Rome to Victory Release Date   
    Agree. Let's have some (more) previews to get us back on track. 
  13. Upvote
    AlexUK reacted to Anonymous_Jonze in Rome to Victory Release Date   
    Why don't you all be quiet so this thread doesn't get locked. I think most would like to see previews of content not get into a debate.
  14. Upvote
    AlexUK reacted to Seedorf81 in Rome to Victory Release Date   
    Aragorn2002,
    I need to apologize. Reacted before I  saw who wrote the comment (your comment) about Goumier and rape.
    Thought it was an ignorant rightwing "the Germans in ww2 hardly did anthing wrong, look how bad the Allies were" view.
    I should have looked before I reacted, because I know that you are a well informed and decent chap.
     
  15. Upvote
    AlexUK reacted to rocketman in Rome to Victory Release Date   
    While on the topic of voices/language in the game. I have always found the Italian voices to sound like they are recorded in a tin can. Any chance some bloke at BFC or in the forum can do some equalizer magic on them?
  16. Upvote
    AlexUK reacted to Mord in What I'd like to see in CM3...   
    Scalable LODs so faster computer owners don't have to look at a blobbity mess every time they zoom out or peer across a map.
     
    Mord.
  17. Upvote
    AlexUK reacted to Bulletpoint in What I'd like to see in CM3...   
    Revamp the way direct fire mortars work. Currently, they either fire very fast for a full minute, wasting many shells. Or they fire very slowly (target light), which takes forever to knock out the target.
    Instead, they could work like in real life: The mortar is given a target order; it then then fires a couple of rounds to get the range; then it rapidly fires three shells on target. The officer evaluates the effect and can then order another salvo. This time without the spotting rounds, as the mortar already has the range.
    Alternatively, it could work like this: Giving a Target Brief order, the timer would only start to count down once the mortar was done aiming and finding range, and had begun the fire for effect phase.
  18. Upvote
    AlexUK reacted to Mord in Online magazine posted BF's game screenshot   
    There was a lot more going on with SF's release than "unachievable expectations". Lets be honest. SF was easily 8 months early. Paradox walked away without a scratch though, didn't they? BF learned a painful lesson and worked their asses off to rectify it and have more than made up for it in the 12 years since. They may suck sometimes with communicating and stuff can be beyond long in coming at points but I've never doubted them once after watching them brunt the storm and wrestle SF into shape.
    I can get irritated with the silence sometimes but I think Elvis has been doing a good job keeping people up to speed these past few months. People are forgetting that. Communications have actually gotten better.
    Mord.
  19. Upvote
    AlexUK reacted to IICptMillerII in Combat Mission AAR: Consulate Crisis   
    Combat Mission/Command: Modern Air Naval Operations AAR
    Consulate Crisis
    By IICptMillerII

     
    INTRODUCTION
    This is a hybrid after action report (AAR) using two simulators, Combat Mission Shock Force 2 (CMSF2) to depict the tactical ground combat, and Command: Modern Air Naval Operations (CMANO) to depict the naval and aerial combat. This scenario features a conflict at a US and Canadian consulate in the fictional Middle Eastern/North African city and country of Al Mout, Abbudin.  
    The CMSF2 map was built by LongLeftFlank and then modified by MOS:96B2P for his scenario “The Coup” and is being used with his permission. All credit goes to LongLeftFlank for designing this excellent map and to MOS:96B2P for designing the scenario. I have modified both BluFor and OpFor forces as well as their respective objectives, as well as add in some relevant battle damage, but otherwise the map remains in its original layout.
    Carrier Strike Group 12 is a historically accurate recreation of the USS Enterprise cruise to the Mediterranean and Persian Gulf from June to December of 2007. The USS Enterprise carrier air wing, and all supporting ships are accurate to the 2007 cruise.
    This scenario is not designed to be balanced. BluFor is significantly stronger and more capable than OpFor in nearly every way. This is more a showcase of a hybrid AAR between two sims carrying out an operation that fully incorporates both sims strongpoints (CMSF2 for ground warfare, CMANO for naval/air warfare) and weaving them together to tell a story. It is also a proof of concept to see how viable creating hybrid AARs like this is. My advice is to treat this like a superhero movie; there is no doubt about the ending, but you still enjoy the journey.
    This AAR features several mods. Chief among them are:
    Veins Smoke and Effects mod Drakenlords Fire mod Regime Forces by myself playing the OpFor DISCLAIMER:
    The story, all names, characters, and incidents portrayed in this AAR are fictitious. No identification with actual persons (living or deceased), places, buildings, and products is intended or should be inferred.
    CMANO DISCLAIMER:
    CMANO is designed to accurately portray military hardware from real world nations, from the years of 1980-2020+ and 1920-1979 (not used in this scenario). It simulates the planet Earth using open source terrain data. While fictional factions can be created and named so, the globe itself cannot be edited. The real-world location of this scenario is located in Libya, however the above disclaimer still applies. This scenario is not meant to portray Libya in any way. It is entirely fictional.
     
    SITUATION:
    Over the past few months the Abbudin Regime has been increasingly belligerent. On numerous occasions they have used their large air force to intercept commercial aircraft and shipping in international territory. In response to this, the UN passed a resolution enforcing economic sanctions against Abbudin. The Abbudin Regime responded by increasing their interceptions, in a few notable cases forcing commercial aircraft to land at Abbudin airports and be subject to “inspections.” The so-called inspections were largely just the Regime seizing commercial property for their own. In response to the Regimes increasingly belligerent actions, the United States deployed the USS Enterprise carrier strike group (CSG) and the 2nd Marine Expeditionary Unit (2nd MEU) aboard the USS Wasp to the Mediterranean. Additional military assets in the Mediterranean have been put on high alert.
    Two days ago, large numbers of Regime military units were seen moving into the city of Al Mout, the location of the US and Canadian consulates. They began heavily patrolling the city in what appeared to be a martial law posture. Last night, the Canadian consulate was surrounded by the Regime’s military forces. The Regime has demanded an end to the economic sanctions and for the US to recall the USS Enterprise away from Abbudin waters. A tense standoff ensued, with the Regime changing their ultimatum deadline seemingly at random. Finally, at 0200 local this morning the Regime’s military forces stormed the Canadian consulate. There have been reports of gunshots being fired inside the consulate and the fate of the consulate personnel is unknown.
    Two hours later, US naval and Marine forces were given the green light to initiate combat operations in the city of Al Mout in order to evacuate the US consulate and rescue any surviving Canadian consulate personnel.
     
    MISSION:
    The primary objective is to evacuate US and Canadian consulate personnel from Al Mout, recover/destroy any sensitive material at both consulates, and withdraw from the city.
    Mission Specific Tasks:
    Carrier Strike Group 12 (USS Enterprise):
    Establish local air superiority over friendly naval assets, the city of Al Mout and surrounding area Strike strategic targets in and around Al Mout Strike Al Mout International Airport in order to prevent Abbudin Regime air force from being able to sortie Conduct Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) Provide close air support (CAS) to US forces in Al Mout Task Force Wasp:
    Transport and deploy 2nd Marine Expeditionary Unit (2nd MEU) amphibiously to the shore of Al Mout Provide naval and close air support to 2nd MEU Receive US and Canadian evacuees Provide emergency medical care to casualties 2nd Marine Expeditionary Unit:
    Conduct amphibious infiltration of Al Mout Secure both US and Canadian consulates Evacuate US and Canadian consulate personnel to USS Wasp Desired End State:
    All US/Canadian consulate personnel recovered All sensitive materials recovered/destroyed All US ground forces withdrawn from city  
    Area of Operations (AO) and Initial Deployment:

    Close-up of Al Mout and Surrounding Area:

     
    ENEMY:
    Regime Military Forces:
    The Abbudin military is typical of many Middle East/North African dictatorships. It has a large arsenal of older Soviet-era equipment, such as the T-72 and T-62 tanks, and BMPs for infantry fighting vehicles (IFV). The military is made up of roughly 6 divisions and a number of independent brigades, including special forces units that are primarily tasked with guarding key regime assets.
    Enemy Air Forces:
    The Regime has a large air force, mostly made up of old Soviet-era aircraft. These include the Mig-21, 23, and 25, along with a small fleet of Mi-25D gunship helicopters and Mi-8 helicopters for troop transport and logistics. Additionally, they have several SU-22M attack aircraft. These are capable of carrying the AS-9 anti-radiation missile with a range of 65nm, which can potentially threaten friendly ships. They have roughly a regiments worth of each fixed wing aircraft variant (20-25 aircraft per regiment) and about a squadron of each helicopter variant (10-18 helicopters per squadron) in range of the area of operations (AO). The Abbudin air force is not known to have any airborne AEW or EW aircraft, though they likely have some conventional reconnaissance aircraft equipped with cameras and ELINT equipment.
    Al Mout International Airport is just outside the city and has a significant number of air force assets, including at least one full squadron of Mi-25D gunship helicopters and another full squadron of Mi-8 helicopters. Both the Mig-21 and Mig-23 can be outfitted in ground attack roles. The SU-22M is a ground attack aircraft, though they are expected to be tasked in an anti-surface warfare (ASuW) role. The Mig-25 variant operated by the Abbudin air force is an interceptor only. 

    Enemy Naval Forces:
    The Abbudin navy is essentially non-existent. They do not operate any craft larger than small patrol boats armed with small arms which are not expected to be a factor.
    Enemy Air Defense Network (ADN):
    Abbudin’s air defense network is extensive, though dated. In the vicinity of Al Mout, there are at least two groups of SA-6 Gainful SAM (surface to air missile) sites (roughly 10-14 launchers per group) and at least one battalion of SA-2 Guideline SAM launchers (roughly 3-6 launchers per battalion). These SAM sites pose the most direct threat to our forces, as they actively cover both the city of Al Mout and Al Mout International Airport.
    Further, there are a number of SA-5 Gammon SAM groups. The SA-5 has a range of 150nm, meaning these sites will be a close second priority for SEAD/DEAD missions. There are multiple SA-5 sites that cover Al Mout airspace, one to the North of the city and another to the West.
    There are also several radar sites, including the P-14 Tall King, P-18 Spoon Rest, P-40 Long Track, and P-80 Back Net air search radars. All these radars have sensor ranges in excess of 100nm with overlapping coverage areas. Many of the radar sites are located near SAM sites and thus will have some form of protection against air strikes.  
    Enemy Ground Forces in Al Mout:
    Regular Regime military forces wear a uniform that is part olive drab, part knockoff DPM camouflage in an arid configuration. Their helmets are tan colored with red triangles on the front.
    The exact number and composition of enemy ground forces present in the city is not fully known at this time. From what intelligence there is, it is expected that the Regime has at least one company of mechanized infantry in the city, mounted in BMP-1’s. There have also been confirmed reports of both T-72M1 and T-62 tanks, though their exact number and location is not currently known.



    Additionally, the Regime is operating a large military police (MP) force in the city right now. These are essentially dismounted infantry operating on foot or out of light vehicles such as the Russian made UAZ car and URAL trucks.  MPs can be identified by their white helmets, red armbands and plain olive drab uniforms. There are likely two companies worth of MPs operating in the region of the city that the consulates are in, though an exact estimate is not possible at this time.


    It is expected that once hostilities commence and the Regime determines our objectives to be centered in Al Mout, they will attempt to reinforce the city from outside. There is at least a battalion’s worth of mechanized infantry that can be road marched to the city within a matter of hours. Other units are present but will take longer to reach the city.
    Irregular Forces:
    The Abbudin military is largely a conventional force. They are not expected to have paramilitary or irregular forces in any significant numbers.
     
     
    TERRAIN AND WEATHER:
    The city of Al Mout is located on the coast and is surrounded by desert. Temperatures during the day are expected to reach a high of 90° F. The weather is forecasted to be a mix of clear and partly cloudy over the course of the next three days and should not hinder aerial or amphibious operations.

     
    TROOPS:
    Carrier Strike Group 12 (CSG 12):
    USS Enterprise CVN VFA-211 12x F/A-18F VMFA-251 12x F/A-18C VFA-136 12x F/A-18C VFA-86 12x F/A-18C VAQ-137 4x EA-6B VAW-123 4x E-2C 2000 VS-32 8x S-3B HS-11 6x SH-60F 2x HH-60H USS Gettysburg CG USS Arleigh Burke DDG USS Forrest Sherman DDG USS James E Williams DDG USS Stout DDG USS Philadelphia SSN USNS Supply T-AOE CSG 12 is the main aerial and naval effort of this operation. The USS Enterprise is equipped with its entire carrier air wing. She has 36 F/A-18C Hornet multirole fighters, 12 of the new F/A-18F Super Hornet multirole fighters, and a full complement of support aircraft including the E-2C Hawkeye Airborne Early Warning (AEW) and EA-6 Prowler Electronic Warfare (EW) aircraft. A carrier air wing carries an immense amount of firepower for both enemy air and ground targets.
    Supporting the Enterprise is her primary air defender, the guided missile cruiser (CG) USS Gettysburg. The Gettysburg carries a suite of anti-air missiles that can shoot down both incoming aircraft and missiles at ranges out to 150nm. The extremely powerful AEGIS radar greatly enhances her ability by allowing her to simultaneously scan, track and engage multiple targets from multiple bearings, as well as hand off targeting info to coordinate air defense with other ships. Four guided missile destroyers (DDGs) provide additional air defense, as well as an overwhelming land strike capability. There are 224 Tomahawk missiles (112x RGM-109C, 112x RGM-109E) between these four destroyers.
    Also in support is the USS Philadelphia, a Los Angeles class nuclear attack submarine (SSN) which brings with her an additional 8 Tomahawk missiles (4x UGM-109C, 4x UGM-109E). She is primarily assigned to Signals Intelligence (SIGINT) and is not expected to play a major role in this operation.
    Task Force Wasp:
    USS Wasp 4x AH-1W 4x CH-53E 4x MV-22B 6x AV-8B 2x CH-46E 4x UH-1N 2x HH-60H 4x SH-60F USS Ticonderoga CG USS Bainbridge DDG USS Oak Hill LSD Task Force Wasp is an amphibious assault group that carries the 2nd MEU and all assets required to support the MEU during amphibious operations. She is equipped with her own suite of aircraft, though these are primarily to support the MEU while engaged or perform logistical functions. The four AH-1W Super Cobra’s and AV-8B Harriers can provide the Marines with on call CAS, while the CH-53s, MV-22s and CH-46s all provide a heavy lift capability.
    The Wasp is escorted by a CG and a DDG with the same roles as the CG and DDGs assigned to the Enterprise; defend the air space and strike land-based targets.
    2nd Marine Expeditionary Unit:
    A Marine Expeditionary Unit is a reinforced battalion capable of quickly responding to flashpoints around the world and conducting sustained amphibious operations. Due to the nature of this operation, no heavy lift amphibious craft are available, meaning the Marines will have to leave their tanks and Humvee’s behind. Two companies of Marines will secure the consulates and will be supported by the battalion headquarters, an engineer platoon, scout sniper platoon, reconnaissance platoon and the AAV platoon that will transport all personnel to and from the beach. This consolidated force is called the Marine Landing Party. C Company, the third rifle company of the MEU, will stay on USS Wasp as a Quick Reaction Force (QRF), responding if needed.
    Marine Landing Party:
    Battalion Headquarters Scout Sniper Platoon Engineer Platoon Reconnaissance Platoon AAV Platoon A Company B Company Quick Reaction Force:
    C Company Naval Support Activity (NSA) Souda Bay:
    1x U-2S 1x RQ-4B 1x EC-130H 3x KC-135R 2x E-3C A number of supporting assets are located at the NATO naval base at Souda Bay on the island of Crete. All of these are support assets. A U-2 spy plane and RQ-4 Global Hawk UAV will provide constant on-station reconnaissance of Al Mout and the surrounding area. The EC-130 Compass Call will provide offensive electronic warfare capabilities such as jamming specific enemy radar and SAM sites. KC-135s will provide aerial refueling capability allowing station aircraft to remain in the air longer, and E-3 Sentry Airborne Warning and Command System (AWACS) will provide additional AEW support if needed.
    Due to the rapid escalation in Al Mout, some assets at NSA Souda Bay are still being prepared and will not be ready for at least a few hours, namely the AWACS and refueling aircraft. The U-2 is already airborne and flying a racetrack pattern waiting for the enemy ADN to be reduced, and the Global Hawk is ready to be launched.
    TIME:
    The date is 5 May. The time is currently 0500 Zulu, 0600 Local. Amphibious operations are templated to begin by 1000 Zulu, though this is subject to the reduction of enemy air and air defense assets.
     
    CIVILIAN CONSIDERATIONS:
    Al Mout is a populated city full of civilians. Efforts to reduce civilian casualties are being taken primarily in the form of weapon use restrictions. Only precision guided munitions are authorized for use within city limits. These weapons include JDAMs and Tomahawks but exclude weapons such as unguided bombs (ex. Mk82 without JDAM conversion, CBU cluster bombs) or naval gunfire support from 127mm deck guns.
    Once troops are in direct contact, the use of unguided weapons for CAS is authorized (such as unguided rockets fired from Super Cobra gunships) but only against positively identified enemy targets. All other use of unguided munitions within city limits remains restricted.
    Personnel not in uniform registering weapons cannot be engaged unless they engage friendly units first. All uniformed enemy combatants are free to be engaged at will.
    INITIAL TASKINGS
    CSG 12:
    CSG 12 is initially the main effort. It is tasked with both establishing and maintaining air superiority, as well as carrying out strikes against enemy radar, air defense, and strategic targets.
    USS Enterprise CVN is the flagship and will support naval aviation as well as being the primary command and control center for this operation USS Gettysburg CG will provide comprehensive air defense to the carrier and ships of CSG 12 USS Arleigh Burke will strike targets designated in Strike Package North USS Forrest Sherman will strike targets designated in Strike Package West USS James E Williams will strike targets designated in Strike Package Airport USS Stout will strike targets designated in Strike Package Al Mout USS Philadelphia SSN will provide electronic intelligence (ELINT) and maritime surveillance, and pilot recovery USNS Supply T-AOE will provide on-station replenishment if necessary and aid in pilot recovery if needed Map of Strike Packages:

     
    Naval Aviation:
    The primary conventional striking power of the US Navy, the entire carrier air wing will be tasked with establishing air superiority and striking enemy military and strategic targets in order to allow the Marines to conduct their amphibious infiltration and evacuate the consulates.
    VFA-211 (F/A-18F) will establish and maintain a combat air patrol (CAP) over CSG 12 and Task Force Wasp in order to maintain air superiority over all friendly naval assets VMFA-251 (F/A-18C) will remain on standby, ready to perform CAS for the Marine landing party once it has been deployed VFA-136 (F/A-18C) will perform SEAD/DEAD strikes in cooperation with Tomahawk strikes from CSG 12 ships VFA-86 (F/A-18C) will conduct an alpha strike (entire squadron sorties) against Al Mout International Airport with the goal of destroying enemy aircraft on the ground and eliminating the ability of the airport to support flight operations VAQ-137 (EA-6B) will provide EW support in the form of ELINT and directed jamming VAW-123 (S-3B) will provide aerial support, such as aerial refueling, as well as maritime surveillance HS-11 (HH/SH-60) will provide anti-surface warfare (ASW), maritime surveillance and pilot recovery Task Force Wasp:
    Task Force Wasp will transport the 2nd MEU close enough to the shores of Al Mout to conduct the amphibious infiltration, will support the Marines during their infiltration, and then will receive and care for all consulate personnel and any casualties sustained during land operations.
    USS Wasp will support both aerial operations and Marine amphibious operations, and will receive all evacuated consulate personnel and casualties suffered during land operations 4x AH-1W will provide Marines with CAS while embarked on amphibious operations 4x CH-53E can provide heavy lift support of both land and naval operations 4x MV-22B can provide heavy lift support of both land and naval operations 6x AV-8B will provide Marines with CAS while embarked on amphibious operations 2x CH-46E can provide heavy lift support of both land and naval operations as well as pilot recovery and humanitarian assistance 4x UH-1N can provide logistical support to both naval and land operations as well as pilot recovery 2x HH-60H can provide logistical support to both naval and land operations as well as pilot recovery 4x SH-60F will provide ASW and maritime surveillance to Task Force Wasp USS Ticonderoga CG will provide comprehensive air defense to the carrier and ships of Task Force Wasp USS Bainbridge DDG will provide air defense and maritime surveillance, and is capable (though not initially tasked with) conducting land strikes with Tomahawks USS Oak Hill LSD will provide amphibious support to Marines and can receive Marines, consulate personnel and casualties as an alternative to USS Wasp 2nd MEU:
    Upon arriving on station off the coast of Al Mout, the 2nd MEU will conduct an amphibious infiltration of the city. Using amphibious vehicles and supported by CAS, they will make landfall and proceed into the city to the US and Canadian consulates. They will evacuate all personnel and human remains (if/where applicable) and remove or destroy any sensitive materials before withdrawing from the city and returning to Task Force Wasp. A detailed landing plan and tasking follows in the next section titled “Amphibious Plan.”
     
    Special Assets:
    Special assets are designated as units not operating directly from either CSG 12 or Task Force Wasp. They are primarily reconnaissance and support units, providing constant direct intelligence gathering capabilities and EW support as well as aerial refueling and AEW
     
    1x U-2S is tasked with providing direct imaging and intelligence gathering of Al Mout and the surrounding area to give commanders a better idea of the situation on the ground and to provide early warning and tracking to new threats, such as enemy reinforcements to the city 1x RQ-4B is tasked with providing direct imaging and intelligence gathering of Al Mout and the surrounding area to give commanders a better idea of the situation on the ground and to provide early warning and tracking to new threats, such as enemy reinforcements to the city 1x EC-130H is tasked with providing comprehensive EW support in the form of direct jamming of specific enemy radar and air defense assets as well as providing additional ELINT support 3x KC-135R is tasked with providing aerial refueling 2x E-3C is tasked with providing additional AEW Emissions Control (EMCON):
    EMCON BRAVO
    All ships will restrict radiation emissions (radars are off) but can still communicate and data transfer All aircraft are EMCON DELTA – unrestricted emissions
     
    AMPHIBIOUS PLAN
    Plan:

     
    The amphibious plan is as follows. The engineers will land first and perform a quick sweep of the beach for mines and obstacles. Imagery shows that the beach should be clear and free of mines and obstacles, so the sweep should be quick. A and B Companies along with the scout sniper and recon platoon and battalion headquarters element will land when cleared to by the engineers.
    The engineers will make breaches large enough for AAV’s to pass through at breach points Elmer and Fudd.
    A Company will proceed through breach point Elmer onto MSR Wiley to MSR Market. At the intersection of MSR Market and Wiley, blocking position Bugs will be established. Then the company will continue down MSR Liberty to the US consulate. Similarly, B Company will proceed through breach point Fudd onto MSR Coyote to MSR Market. At the intersection of MSR Market and Maple, blocking position Bunny will be established. Then the company will continue down MSR Maple to the Canadian consulate.
    Upon reaching the consulates, the Marines will secure the compounds and establish a security perimeter. Scout snipers will establish overwatch points on the roofs of the consulates. The Marines will first evacuate consulate personnel to the AAVs, then secure/destroy any sensitive materials on site.
    Once the consulates are secured and policed, each company will withdraw to their respective blocking positions, recover the Marines manning those positions, and then withdraw to the beach. From there everyone will amphibiously embark and return to the ships of Task Force Wasp.
    Taskings:
    A Company: Establish blocking position Elmer on MSR Market, move to and secure US consulate via MSR Liberty B Company: Establish blocking position Fudd on MSR Market, move to and secure Canadian consulate via MSR Maple Engineer Platoon: Provide initial beach screening and breach points at point Bugs (for A Co) and Bunny (for B Co) to allow immediate road access to MSR Scout Sniper Platoon: Will provide rooftop security at both consulates once they have been secured Recon Platoon: Reinforce blocking positions C Company: QRF Landing Plan:
    A MEU comes with 12 AAV-7s organic to the formation. Due to the size of the Marine Landing Party and the lack of use of other amphibious landing craft, there are not enough AAVs to land the entire landing party at the same time. The landing party will infil and exfil in waves, designated below:
    Infil:
    1.      Engineers, Scout Snipers, Recon platoon
    2.      A Company, Battalion Headquarters
    3.      B Company
    Exfil:
    1.      Engineers, Scout Snipers, Recon platoon, all consulate personnel and casualties not already evacuated
    2.      A Company
    3.      B Company, Battalion Headquarters
     
    Supporting Fires:
    Once ashore, and as long as the airspace remains clear, the Marines will have overwhelming air support. Both the USS Wasp and USS Enterprise will have on call CAS dedicated to supporting the Marines.
    Wasp:
    4x AH-1W Super Cobra’s 6x AV-8B Harrier’s Enterprise:
    12x F/A-18C Hornet’s VMFA-251 (Marine aviation) Due to the restrictions on unguided weapons use inside city limits, the Marines will not have access to mortars or naval gunfire support. However, the Cobra’s will still be allowed to engage positively identified enemy targets with unguided rockets.
  20. Upvote
    AlexUK reacted to Mord in Mord's Mods: Fortress Italy Edition   
    Long ass day of modding. Spent another four hours on the damn German Armored Infantry and still didn't get something I liked! This is what I did manage to produce after I gave up and moved on.
     

     
    I am pretty damn happy with them. Hope I still feel that way tomorrow.
     
    Mord.
  21. Upvote
    AlexUK reacted to sburke in New "02" patches for Game Engine 4 are now available   
    First off there is an assumption about known contacts.  For example in the Scottish corridor, your pixeltruppen have no idea they are facing an enemy attack.  They are simply set up in a position facing a certain way.  If a round of HE goes off through the hedgerow, is staying on the side they are on a good thing or not?  In the absence of other info the decision to go to the other side might make sense.  There is no perspective by the unit unless it itself has spotted the enemy that one side of the hedgerow is better than the other.  Not saying that is actually the case here, but it is part of the consideration for the TAC AI.
    For what is it worth the specific issue in the Scottish campaign is bugging (ha) me and I'll likely keep messing with it to see if I can't figure out what might possibly be the cause.  Not sure how likely it is I'll figure anything out, but I'm stubborn that way.
  22. Upvote
    AlexUK reacted to Bulletpoint in Rome to Victory Pre-orders are now open   
    Brummbär. Not Brummbar. If you can't find the ä on your American keyboard, you can copy the name from the Wikipedia article.
     
    This is a bar

     
    This is a Bär

     
  23. Upvote
    AlexUK reacted to Ultradave in New "02" patches for Game Engine 4 are now available   
    Interesting. I replayed your saved turns and see the fleeing toward the enemy behavior.
    I started my own Scottish Corridor campaign 5 times and did not get this behavior. So far the only German soldier I've found in that part of the map ran backwards from the hedgerow when fired at.  There were not the 4 or 5 guys that are in your save - no idea if there are different German setups for the scenario and we randomly got different ones. That's why I ran it 5 times and seemed to see the same setup each time. The campaigns weren't changed in the updates/patches.  I'll post this in the beta testing and see what happens with someone else.
    One other point. I'm on a Mac. I don't *think* that would make a difference but there are both Mac and PC testers.
    [edit] there WAS quite a bit of testing and there was a concentration on exactly this type of situation and it appeared to be fixed. I ran a dozen scenarios just in BN alone and did not see this, so I'm not sure what happened here.
    Dave
  24. Upvote
    AlexUK got a reaction from General Liederkranz in Improvement suggestions   
    There are a few problems with that in my experience.
    Grenades are not thrown rapidly, the throwing can be spread out. I would rather have several thrown at the same time.
    Also, smgs will also often fire, this using up the clip and reloading as they are charging in.
  25. Upvote
    AlexUK reacted to Kaunitz in Improvement suggestions   
    Sound improvements. This is pretty obvious as I think almost every CM player uses some kind of sound mod. Even if the devs don't want to invest in some proper sounds (hire that guy from Post Scriptum!  ), it would be nice to have at least two sounds per weapon. One to be played at short range to the listener/camera, with more "pop" and higher frequencies, one for long range with the higher fequencies died-out and more echo. Also, sounds should keep their maximum volume longer/in a larger area. This should help against unwanted sound-recon by the players (you can almost pin-point a firing unit just by tracking its sounds). Also, it gives weapons their proper volume - you should hear a rifle shot pretty loud over the whole map, not just within 30 meters (theoretically depending on terrain, of course). Right now, you amplify sounds a lot (--> noise) to make them loud enough.  This veteran (https://www.youtube.com/watch?v=PTE9BPmiZNo, ca. at 18:30, if I remember correctly) gives an account of his attempt to blow up a german pillbox. Reminded me that it would be nice to actually have those shutters for pilboxes (and fortifications in general). I don't know how common they were, but they certainly make sense? They could work like button up/open up for vehicles. [Also interesting, he mentions that he considered it to be a big disadvantage to have to fire into the dark of the pillbox's back door, while the germans in the pillbox would be able to see him in full light --> "flashlight" lol. Somewhere in the video, he mentions a whistle as a starting signal for an assault] I also wondered whether it would be good to add some additional psychological factors. For example: A morale "buff" for intact friendly tanks close by. A "debuff" for hearing enemy MGs (close by? / inflicting at least a bit of suppression?)
×
×
  • Create New...