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TheDudeAbides421

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  1. Like
    TheDudeAbides421 got a reaction from purpheart23 in How do I access this mode   
  2. Thanks
    TheDudeAbides421 got a reaction from purpheart23 in How do I access this mode   
    I bought the original Shock Force many years ago and was looking through the manual and saw there was a coop mode that was to be included. When playing CMSF2 with my buddy we are able to play H2H but cannot find the coop option. Any help would be appreciated. 

  3. Like
    TheDudeAbides421 reacted to Sgt Joch in A Word on Follow-on Modules   
    I was a very militant communist during the late 70s-early 80s when I was young and thought I could change the world, but that is another story.
    Most young "communists" back then were actually Marxists who thought of the Soviet Union as being only slightly better than the USA. Most Marxists believed the type of state controlled economy in the USSR set up under Lenin and Stalin had little to do with Marx's original concept and was just a different style of imperialism and capitalism with a governing class made up of top Party bureaucrats. The left-wing political filmmaker Costa Gravas released "The Confession" in the early 70s which was a powerful indictment against the Stalinist show trials in Czechoslovakia in the early 50s which had a big impact on many of us back then.
    The point is that it is extremely doubtful any of the Euro communists who were actually more social-democrats than real hardline communists would have seen a Soviet invasion as a "liberation". They would actually be more likely to want to defend western democracy which despite all its flaws is still better than Soviet style "People's Democracy".
  4. Like
    TheDudeAbides421 reacted to Malaspina in Engine 5 Wishlist   
    Back to the topic:
    - ability to swap crews between vehicles, tanks especially
    - ability to acquire ammo from another (disabled) tank
    - ability to (re)man guns after they've been abandoned by the same or another crew
     
  5. Like
    TheDudeAbides421 reacted to purpheart23 in Engine 5 Wishlist   
    Exactly, we keep getting reskinned and reorganized content but can't get features that have been wanted for what, closing in on 15 years?
    Edit: Before everybody goes crazy, I know new units have been added. I know the dev team is small. I also know that if this game wasn't so niche it would've died a long time ago. 
  6. Like
    TheDudeAbides421 reacted to Erwin in Engine 5 Wishlist   
    A "Wait in Ambush, Shoot, then Displace to Another Location" order would be very helpful for snipers, and any unit waiting to ambush something.
    A complete revamp of the "Acquire" process so that any unit could exchange weapons and ammo with any adjacent unit - up to a reasonable amount of course and with a time delay - like when one sets up a crew weapon.  (ie: Do away with the clickfest "Split into Teams, Mount Vehicle, Acquire, Dismount and Rejoin Original Squad" process.)
    A "Scout Order" - one can simply click on a target location and the scout team uses an AI routine to carefully scout towards it while maintaining self-preservation.  (Currently, scouting is a virtual suicide mission - at least in WEGO.)
     
  7. Like
    TheDudeAbides421 reacted to purpheart23 in Engine 5 Wishlist   
    Strategic Layer(dynamic campaigns), Co play, fire, repeat commands for IDF shortening response times, aircraft modeled when appropriate, improved pathfinding, command delays for the initial waypoint of a move with added waypoints just adding to the initial delay, fix the spotting issues specifically instances where you can see just under half of the face of a building but can't area target it due to it's action spot being unseen. That's it for now.
  8. Like
    TheDudeAbides421 reacted to IICptMillerII in Promo Video   
    This is something I threw together in my own time. Please remember that this is from a beta build of the game and is subject to change. 
  9. Like
    TheDudeAbides421 reacted to IICptMillerII in A Word on Follow-on Modules   
    The sandbox element just means that the game itself is not bound to a specific narrative. The campaigns share a common back story, but a lot of the scenarios have their own background. 
     
    In reality, a Cold War gone hot war would have only lasted on the order of months, not years. Instead of limiting the scope of the game to, say, March-July 1979, it instead covers 79-82. But it does not assume a war would last that long. It allows the player to choose what year they want to set up a scenario in and go for it. Plus, it allows the player to compare how the same scenario changes when newer (or older) equipment is used instead. 
  10. Like
    TheDudeAbides421 reacted to Schrullenhaft in A Word on Follow-on Modules   
    Modules I'd like to see (staying with the European theater), that I assume could stand a chance of being realistically expected:
    1. West Germany / East Germany
    2. Britain (BAOR) / Poland / Czechoslovakia 
    3. Canada / Netherlands / Belgium / Denmark (Centurions !) / Austria (?)
    4. A module that brings in the timeline between '83 to '91. This would update all of the equipment and organizations for the previous modules/base-game. However this would be quite hard to execute with the current licensing scheme (with the desire to limit each module to not requiring other modules beyond the base-game). Winter textures would probably be appreciated too (covering modules and base-game content). Perhaps this module could be done first so that all follow-on modules would have all the equipment/organization of '79 - '91.
     
    Modules that would probably be unlikely to be made, but would be cool if they did show up:
    5. France
    6. Italy / Yugoslavia / Romania / Hungary
    7. Norway / Finland / USMC / Sweden (?)
     
    I would assume that any content that goes beyond the European theater may warrant enough work to be considered its own base-game. However I could be wrong on that account. This entire game family would remain with the current engine (CM 2, Engine 4 and probably an Engine 5 Upgrade).
  11. Like
    TheDudeAbides421 reacted to Glubokii Boy in A Word on Follow-on Modules   
    I know this has been asked before and the answer has been NO at those times...but as this game is stated to be a...
    'sandbox' 🙃
    Something that other basegames never has been...have you guys considdered to realese simple TOE packs...and maybe terrain/flavour packs...as well as full modules ?
    The vast scope of this basegame ought to make this a possibility 😜...
    Releasing full modules will still be a Major undertaking i'm guessing but simple packs like these might...help to spred the conflict somewhat faster 😁...
     
     
     
     
     
  12. Like
    TheDudeAbides421 reacted to Dr.Fusselpulli in A Word on Follow-on Modules   
    For me, firstly a Germany Module for a War in Germany is important. So East Germany NVA troops against West German Bundeswehr.
    I am not familiar enough with the NVA troops to know about details of their equipment, but for the Bundeswehr, I not only expect familiar vehilces like The Leopard 1 or 2 and the Marder, but also vehicles like the Luchs, the super quiet armored reconaissence vehicle.
    The Wiesel was not available yet, but the American M48 was also used in the Bundeswehr as well as the M113 is a lot of variants.
    Important is also the "StuG" of the bundeswehr, the KanonenJagdPanzer, also in its ATGM form as Jaguar.
    As Trucks, there should be Unimogs, U404S and its sucessor U1300L, these are the working horses of the Bundeswehr.
    Cars should be VW Typ 181 (Kurierwagen) and its sucessor the Iltis, which was still quite new at that time.
    For air defense you need Gepard and from 1980 on also Roland. I think the Flakpanzer M42 is not so important.
    For offmap artillery you need to have M109 and LARS2.

    But other nations are important as well, British Forces, Netherlands, maybe France. On the Eastern side I would expect Poland and the Czechslovakia.
  13. Upvote
    TheDudeAbides421 reacted to Sgt.Squarehead in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    You know things have changed in CM when 'Sagger' becomes a fearsome weapon! 
  14. Like
    TheDudeAbides421 reacted to Ryujin in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    yes nothing inspires confidence like an armored tent.
  15. Like
    TheDudeAbides421 reacted to MikeyD in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    In case anyone's wondering (which nobody probably is), the odd stowage racks on the M150 hull top are a stowed Kevlar tent that was designed to partially shield the TOW crew from artillery splinters. When erected it looks like the worst idea in the world so we kept i folded.
     
     


  16. Like
    TheDudeAbides421 reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    Fourth Minute - First Contact!
    Forgive me for a second AAR post today, but I will be traveling tomorrow and wanted to get this one published tonight.
     
    “One should not be diverted by geographical objectives, but should concentrate on the destruction of the enemy’s military forces.”
    Classic Russian Military Principles
     
    A little excitement during this turn, and first shot fired (all times are in Game Time, counting down from 40:00).  Yellow text for contacts equals a tentative contact, red text is for solid identified contacts. 
    @36:47:  Early in this minute M150 (1/5) got a firm spot on an enemy BMP moving to the edge of the woods, then immediately lost the contact as it continued forward slightly.  Positive ID: BMP-1P.  Note:  this is a resolution of the tentative spot from the third minute.
    @36:35:  M150 (1/4) noticed some movement near NAI3.  Appears to be a light armored vehicle, suspected to be a BMP.
    @36:21:  The 36:35 spot becomes a positively identified BMP-1P as it nosed slightly out of the treeline.   This BMP is oriented directly toward M-150(1/4) but does not have a spot, it could be overwatching the ridge the Tank Hunter is sitting on.

    Note the type of ATGM (AT-4 I believe) and the mast antenna.  The ATGM makes it a BMP-1P, the mast antenna makes this a BMP-1PK, a Company Commander's personal ride.  One Company HQ identified... make a note.
    As the BMP halted at the edge of the treeline it gave M-150 (1/4) enough time to aim and loose a TOW, which alas, fell well short of the mark probably due to my smoke screen.  The contact was then immediately lost, probably due to the smoke, missile destruction debris etc.

    With any luck, the enemy commander will have missed the missile launch and will think the missile’s impact with the ground is a spotting round.

    @36:04:  M150 (1/4) noticed some movement within NAI2.  Appears to be a light armored vehicle, suspected to be a third BMP.  One full Company or parts of two?  Time will tell.  
    Only one adjustment was made to my positions this turn.  After a quick check, M-150 (1/4) is only Partially Hull Down to the BMP it fired at this turn so will be reversing into a full Hull Down position to this enemy vehicle, and will also be narrowing its cover arc to focus on the location of this enemy BMP.
    A note about Hull Down… just because you are Hull Down to one piece of ground, does not mean you are Hull Down to another.  You should check and recheck this as a scenario unfolds, especially when you have firm contact sightings.

    Bil
    COMING UP NEXT:  The Return of the Famous Blood Board!!
  17. Like
    TheDudeAbides421 reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    First Three Minutes!
     “Perception is strong and sight weak. In strategy it is important to see distant things as if they were close and to take a distanced view of close things.”
    A Book of Five Rings, Miyamoto Musashi
     
    The initial phase of this action will be me positioning my units to get eyes on the most likely enemy avenues of approach, especially EAA1 (NAI 1). 
    After two minutes of action:
    M113A2s and Scouts: Reached their drop off points and the two Scout teams have dismounted and are continuing on foot in order to get into positions where they can look into EAA1.  The Platoon Leader will stay mounted in his M113 for now.

    M-60A1 (Rise+) Section 1:  Arrived in hull down positions with views of NAI 2 and 3. M-60A1 (Rise+) Section 2:  Arrived in hull down positions with views of NAI 2 and 3. Tank Section 1 moves into position:


    M150 TOW Tank Hunters:  Both now in hull down positions overlooking NAIs 2 and 3.
    Artillery Smoke Screen:  After two minutes I have cancelled the fire from both batteries.  Mainly because I want them available once my Scouts start to see into NAI 1.  The screen should build for a few more turns as laid then should last for several more.  It’ll be interesting to see how effective it is at messing with the Soviet spotting-targeting cycle.
    FIRST ENEMY INDICATOR:  In the third minute M150 1/5 (1st Platoon, 5th Vehicle)) noticed some movement in the woods between NAIs 1 and 2.  Nothing is known about this contact other than that it is a light armored vehicle, suspected BMP from the Recon Company.

    Now to place this image in context... in case you ever wondered what a Hull Down M-150 Tank Hunter looks like from the Soviet perspective:

    Bil
  18. Like
    TheDudeAbides421 reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    Tentative Plan
    Battle Planning:  My philosophy is to never develop a final plan until I have an estimate of the enemy situation. 
     
    “The time to take counsel of your fears is before you make an important battle decision. That's the time to listen to every fear you can imagine!  When you have collected all the facts and fears and made your decision, turn off all your fears and go ahead!”
    George S. Patton
     
    In the above quote, Patton is describing the OODA Loop, though of course John Boyd’s description and breakdown of his now famous loop was still decades away.
    OODA Loop (Observe-Orient, Decide-Act) - In the OODA loop the Observe-Orient components never stop, from the battle kickoff to the end. They are always running, and all enemy interactions and sightings feed Observe-Orient which add to the picture a commander has of his battle space making their decisions easier, faster, and more intuitive. 
    If you can beat your opponent to “understanding the situation” then your OODA Loop will cycle at a much higher pace than theirs and your decisions will be more effective and they will be at least one step behind, which is a bad place to be in a fast paced combat zone.

    For this battle, I need to get eyes on NAI 1, 2, and 3 as quickly as possible so this initial formation (1st Platoon) will act as my reconnaissance force.  
    Once I have an idea as to how the enemy is deploying I can then Decide how to Act.  Once a decision has been made there must be no hesitation, act aggressively and with confidence in the decision.
      

     
    I can make some assumptions: 
    Assumption 1:  The enemy will attempt to seize the village.  This is a sure bet, as it is the main objective for this scenario, for both sides. Assumption 2:  The enemy will advance down EAA1 towards the village.  Another safe assumption due to the masked movement corridor this avenue presents. Assumption 3:  The enemy will build a SBF position close to either NAI2 or NAI3, or both.  Reasoning is that both of these positions can provide excellent flank support to the main effort, probably moving through EAA1.  

    Reconnaissance Plan:  In order to get eyes on the enemy I need to close the distance as soon as possible. 
    Scouts:  My main recon force will be the three M113s, Scout teams and the Platoon HQ team. Which will rush toward Dolbach, dismount prior to entering, and creep forward as far as possible.  These are not expendable units, I want them alive and capable to help in a later phase.  CMCW Feature:  New to Cold War, US Scout teams all have the ability to call for fire.
     

    Overwatch: The two M-150 TOW vehicles will provide long range overwatch from the ridge.  Their visibility from up there is suspect and I am pessimistic as to the level of fire they will be able to place on the enemy.  

    Overwatch/Support by Fire: Split into two, two-tank teams the M-60A1(Rise+) tanks will be on the extreme right flank providing Support by Fire and Overwatch for the M113s.  Their goal will be to shadow the M113s and to interdict any enemy vehicles they can.  

    Obscuration:  My two Howitzer batteries will be laying down a quick smoke screen in front of the enemy in order to, hopefully, decrease his ability to engage any of my moving units.  Also this is meant to increase the difficulty of the enemy spotting and any shots the Soviets may attempt.  
    Intent:  The intent and goal for this initial phase is to answer as many of the PIRs as possible prior to the initial reinforcement wave (5 minutes).  They are not to get decisively engaged or do anything stupid that will force them to suffer casualties.  Force preservation is key, especially for the tanks and the M-150s.
    Bil
  19. Like
    TheDudeAbides421 reacted to Bil Hardenberger in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    METT-T Analysis
    TERRAIN
    “Key Terrain:  Any locality, or area, the seizure or retention of which affords a marked advantage to either combatant. See also vital ground.”
    Dictionary of Military and Associated Terms
     
    Terrain:  This is very complicated ground… the heights, along which my forces are situated provides very scanty and elusive visibility over the Soviet approaches in the north.  This is forcing me to close the range fast to get eyes on my areas of interest.  The forest, through which the enemy must advance, could slow them down if they exit at NAI 2 and/or 3… but if they rush out through the NAI 1 approach then they have a secure straight road into the heart of the village.  That is my biggest fear.
    Map size:  East to West @ 2 km, North to South @ 2.5 km
    Terrain Objective:  Control the Village (Dolbach)
    If my opponent doesn’t do a thorough terrain analysis then he may weight his approach differently than I suspect as laid out below.

    Enemy Avenues of Approach (EAA):
    EAA 1: I suspect this will be the main enemy approach.  This is low ground and as such provides excellent masked movement up to and into Dolbach.  My goal is to get as many eyes, and guns on this area as quickly as possible. EAA 2: I suspect that this approach will contain at least a Support by Fire (SBF) position but could it be the main line of effort?  Doubtful.  Though this area is covered pretty well by my forces on the ridge, I suspect it will be a minor avenue if it’s used at all. EAA 3: I suspect that this approach will contain at least a Support by Fire position but it could be the main line of effort.  This approach is pretty secure from my ability to place fire here, so I suspect it will have a higher priority than EAA 2. Key Terrain:  EAA 1 is the Key Terrain feature within this area of operation.  Whoever can control it, controls the center and probably the village.  If I can cover it by fire, then the Soviet commander will have to use one of the other, more vulnerable approaches.  If he can maintain fluid movement down this route, then he can push a lot more combat power into Dolbach than I can. 

    Named Areas of Interest (NAI):
    NAI 1:  This area is blocked from view right now and is expected to be the main avenue of advance for any Soviet push towards the village. NAI 2 and NAI 3:  These exit points from the woods could provide nice over-watch positions and for support by fire positions.  These could also be assembly/assault positions for a flank attack into Dolbach.  The goal for all of these NAIs is to identify enemy activity within them before it becomes a problem.
    Bil
  20. Like
    TheDudeAbides421 reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    March to Glorious Victory Post #2 - When Bourgeoisies Smoke Gets in Your Eyes (1-4 mins)
    So we are off.  On map, I have a Recon Company of the finest young men that the Soviet Union has ever produced.  Given my relatively crappy position the good news is that there are a lot of trails and cutline so I have room to spread this Coy out and take a wide - EYES (wink, wink) stance.  This shot of initial setup turn one from Bil's (soon to be my) side:

    You will note that I am going to leave my tank platoon back, saving it for the big push.
    Then in the second minute I immediately see that decrepit old goats little ploy:
     
    Oh Bil, you dirty capitalist dotard!!  Yep, he knows that Soviet troops do not do so well in smoke, while a lot of his units have fancy sights etc.  Next turn the smoke continues to build:

    So this was turn three and by now, I am all along that tree line, playing the role of the Sneaky Pete, while Bill continues to pollute the planet.  S'ok, my tanks are still back and I have a screen of BMPs out there playing silly buggers.  Turn 4:

    First shot, you can see my recon squads, already dismounted and starting to push out across the open area.  They are dead men already but they play their part.  My FOs are already laying in this nice red lines in my brilliant plan, but it is going to take a looong time for that to drop (18mins for big guns...thank you EW).
    Second shot:

    And there on a hill, through the smoke is a suspected contact, probably a TOW, which means it can see through the smoke like the world sees through the corrupt Yankee economic system.  That's it Bil, up on your hill....feeling so safe and superior...I can hear him whispering "come to me...come to Dollbach"...oh we are coming alright....
     
     
  21. Like
    TheDudeAbides421 reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    March to Glorious Victory Post Number One.
      So Bil and I have a loose-agreement (I would say gentlemen's but that is probably a stretch) to not peek at each others threads.  The dirty truth here is that this isn't really an AAR per se, it is more of an IAR (In Action Report).  Full disclosure, we are only about 6 mins into the thing, so I can't really put a spin on my plan or anything because I have no idea how this will end.  So far so good  but we are in early days.  We should start posting turn summaries tomorrow but for now may I present an end-product of about roughly 32 years of military training in both line and staff positions...The_Capt's glorious Mission Analysis!  
    So here we are on this grubby little peice of West German real-estate (seriously, Pete Wenman is a freakin wizard with these maps btw) facing off against what I am sure are overfed, overpaid and over-entitled Yankee capitalists all huddled in their vehicles waiting for something to happen.  So like they taught me back in the day..let's start with terrain:

    So my guys are coming from the bottom, Bil and his jerks are up near the top.  I have a bunch of woods except for this defile behind a hwy bridge that I have to deploy my main force out of.  We have a big valley between us and the town of Dollbach in the center which is the golden goose we are both lining up to grab, whilst killing the other guy.  Not much to see on my map edge except a bunch of woods with some dirt roads cut through them.  
    Bil has the high ground ridge up there and there are three major wooded areas that him and his ilk are no doubt hiding out in.  It is more one on the left but pretty much that approach along with the Valley is dominated by Bil's thugs.  In short, this is not an optimal starting position.
    Bil's Plan.  So I have learned some time ago that you are not fighting vehicles and equipment, you are fighting a person (Capt's rule #1).  So spend time understanding and getting inside the head of that person.  With Bil it is easy because we have been sparring in CM for just about 2 decades now.  So here is what I am thinking, that Bil is thinking:

    So Bil is probably going to be cautious and build a nice path to victory here.  First he is going to put out Eyes in those woodlines, then he will reinforce with teeth because why stick his neck out if he does not have to?  Then once I have watered the West German countryside with my blood (and other fluids) he will make his reach for Dollbach (Hands...dirty, old, wrinkly hands with yellow fingernails).  I will be at a significant disadvantage at this point because I will be dead, and you do not fight so well when dead (Capt's rule #2).  So my role here is to play peeky snipey from a really crappy position with Soviet gear that does not see as well as his sexy US optics...hmm...Capt no-likey, no likey...one bit.  So now the Plan:

    My end goal is to make Bil more dead than me, not to get heavily invested in the West German real estate market.  So we are going to try something simple and blunt.  First, I will get Eyes on my woodline, gotta see what I can see (Capt's Rule #3).  Then I am going to put out hands...fingers really, to make it look like the land grab is my only game.  Then once my art start dropping (could be wait here cause he has EW turned on), I am going to bull rush that corridor and swing up into those hills to kill Bil (Teeth).  This is going to be tricky and I am going to take losses but I can afford them.  I get a MIC FSE in 5 and another Tank Coy-ish in 10, so I will have mass because I am betting the best he has is an Armd Cav platoon, maybe two.  So basically we will play Bil's snipey peeky game for a bit, push recon out into that town to make me look desperate and then freakin charge on the left.  Questions?
     
  22. Like
    TheDudeAbides421 reacted to The_Capt in CM Cold War - Beta AAR - Soviet Thread - Glorious Soviet Victory at Small German Town 1980   
    So welcome to our Beta AAR.  Introductions, I am The_Capt...hello.  Some old timers may remember me from back in the day but for the newbies (and hopefully there are a lot of you) I am the Simon to Bil's Garfunkel.  While Bil is detailed, deliberate and cool all resting on a foundation of real talent; I am erratic, insecure and hot-headed resting on very occasional unpredictable sparks.  Between the two of us we try to make wonderful music.
    So first the obvious, what is CM Cold War and where did it come from?  Well the game is our brainchild, not that it took a serious leap of imagination as people had been talking about a Cold War game for years.  Bil and I had been looking for a title to cut our designer-teeth on for years as well, and after a few false starts we approached BFC with the idea about 7-8 years ago, to which Steve sagely looked at two complete amateurs and said "uh, sure...why don't you guys go pull some stuff together and we will do lunch".  So we did up all the boring and work-like stuff most of you never see; project documents, historical research, backstories, TO&Es (pouring over things like Senate Arms Committee records and back issues of the US Army magazines), and campaign designs.  Once we did all this we came back to Steve like proud children that had just performed surgery on the family cat.  Steve's eyes went a little wider and very Bruce Willis-like said, "ok let's give these kids a shot".  I am pretty sure we were to remain a weird side project in the basement - that is where the older Beta Testers go in the end - but last year things accelerated and we found ourselves suddenly thrust into the rock and roll lifestyle of computer wargame designers...without the groupies, cocaine or leather pants.
    So with a very small team, a tight timeline and another look from Steve that was somewhere between "ya, there is no way these guys are going to make it" and "but if they do...?" (seriously, support from the BFC guys has been outstanding) we started the journey.  So when you play the game on release (it is no secret we are on track for Apr, after Easter) you know who to curse when something either does not look quite right or you are getting beat up on a campaign (the Soviet one is particularly brutal).  If you love the game, praise the entire team, if you are angry that the Soviet officer holster does not look right, feel free to vent at either Bil or I, mostly Bil.
    Onto the AAR.  Ok in the proudest tradition of this thing, Bil will wow you all with dazzling intelligence products that would make an ASIC weep.  I, on the other hand, prefer a  more tactile and coffee-stained approach...I also tend to lose these fights.  This map comes from the US campaign, a scenario called Dollbach Heights, but do not worry the scenario is completely different so no spoilers.  This whole thing is occurring in the backdrop of a Cold War-gone-hot strategic situation set in summer of 1982, which may seem quaint today but back in '83 we actually came pretty close.  The Soviets are basically making a break for the Rhine as fast as possible before reserves can be called up and fly-overs conducted.  The US forces are the tripwire forces of V Corp with units like the 11 ACR and 3rd Armd Div (for this AAR we do not assign particular units) as the game centers on the Fulda corridor (between the West German border and Frankfurt).  So the strategic game is simple, Soviets have to move fast as possible to get in close to the major urban areas, knock France out and put the UK into close range.  The bet back in Moscow is that at this point NATO will fracture as half of them sue for peace...we will see how that works out.
    A couple points on force balance and doctrine.  So this is 1980, the beginning of a vapid and synthesizer-infested decade (trust me I was there). The US forces are still recovering from the entire Vietnam experience.  Goldwater-Nicols has not happened so we are still talking about conventional service competition in the US military, which was unhealthy (still is) and a US Army that was slowly coming out of the old ROADs models and heading towards AirLand Battle.  The TO&Es are based on the '77 force structures (you will note US tank platoons have 5 tanks).  The "so what?" is that US forces are pretty much at their most vulnerable point in this era.  They lack mass and are moving to active defense and maneuver warfare but the equipment has not caught up.  It is going to feel weird to some but this is a modern (well semi-modern) title where US forces do not dominate the battlefield.  They have to be played carefully to achieve parity.  For example the T62 can kill an M60A3 in the front from about 1500m, so the US player must be elegant and clever...like the gentle fox.
    The Soviets on the other hand are the bear that eats said gentle fox and then poops him out, barely breaking stride.  The Soviets at this point are pretty much near the top of their game.  Their equipment is solid, if a little blind, and they have mountains of it. Soviet operational doctrine is actually very good, it uses mass much like it did in WW2, and frankly Genghis would be proud at how well the Soviet can throw MRRs at a problem and simply keep going.  The T64 is a beast, probably the best Soviet tank in the game (particularly the B versions), the T80 can throw a punch too.  The Soviet use of ATGM is frankly terrifying.  First, they literally put those things on just about everything, and the AT 5 feels like the modern day Javelin in that, if it can hit, it will kill.  In testing one scenario of the US Campaign, I played sloppy and watched an BMP MRB shred all the US armor in about 5 mins...so there is that.   
    At a tactical level the Soviet are all about lining up the punch.  They were not mindless hordes, they would prepare and shape with recon but when they decided to throw that punch...oh, my.  First they would drop the sky on top of you using massed artillery.  Then they would advance en masse  along multiple axis projecting dilemma everywhere for an opponent.  They would then trade shots until your armor is gone and finally they might dismount and clean up any poor infantry you have left.  I say 'might' because they would often simply bypass those huddle GIs and just keep going.
    So for this AAR, I will try to emulate the soviet approach as much as possible.  Stay tuned and see how it turns out.       
  23. Like
    TheDudeAbides421 reacted to General Jack Ripper in Shock Force 2 Unofficial Screenshot And Video Thread   
    A long time ago, I made a video series detailing the Task Force Thunder campaign.
    When Shock Force 2 was announced, I put the series on hold to wait for the new game to come out.
    That took quite a bit longer than everyone expected.
    But now, we can finally go back to the well, and start down the road to Hims once again.
    It almost feels like coming home...
     
     
  24. Upvote
    TheDudeAbides421 reacted to Vein in Unofficial Screenshots & Videos Thread   
    I use my modded Russians.
     
     

     

  25. Upvote
    TheDudeAbides421 reacted to Sgt Joch in Graphics suck?!!?!?!   
    I remember in 2005 when BFC announced they were revamping the engine and that (heresy) the first game would be modern. Dozens of threads popped up predicting the end of BFC, yet here we are 10 years later and 5 new games have come out, 2 just in the past 12 months.

    I think Steve and the gang know what they are doing.
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