Jump to content

DougPhresh

Members
  • Posts

    769
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by DougPhresh

  1. MiG-25 was also not junk, it was an extremely good interceptor, just not a fighter. The New Model Recce Battalions have NVG in game.
  2. 4 Years with 105mm C3 (Korean Vintage M1 with a barrel 33 calibers long and muzzle brake) in the Reserves, 4 years with the M777 155mm in the Regular Force. We used a lot of WW2 era fire control techniques, and could plot most of the missions represented in the game, and many more that aren't! Fire plans would be a nice addition. I know Monty liked elaborate barrage plans. I also had the chance to work around some WW2 kit. The 6, 17, and 25-Pounders were all being restored in the Regiment's workshop.
  3. Is this a scenario where historically US forces would organize a cease-fire or retreat? I would say yes. Bill's ability to hurt the Germans was diminished, and although Baneman could not reach his objectives in the allotted time, the overall outcome was not really in doubt.
  4. As a gunner myself, I was pretty pleased to see this thread. One thing that I think may account for the difficulties some players have with field fortifications is how their trenches and foxholes are sited. I understand there are some issues on how trenches are foxholes interact with line of sight, and how they offer sub-par protection, but a key factor is translating the historical principles of field fortification into gameplay. This is an issue I've been dealing with myself, as frankly placing foxholes, trenches and wire is a bit of a pain at the moment. One important factor is managing frontage. The width of a sector for the Germans was typically as follows: Squad: 30-50m Platoon: 200-450m Company: 400-1000m Battalion: 800-2000m By spreading out and positioning entrenchments in depth, vulnerability to fire can be reduced. Osprey has Fortification titles that cover German, Russian, and US field fortifications as well as German Defences in Italy specifically. Would it be OK to post some scans to give an overview of what a position would look like? I would love to know how many "units" of Trench, Wire, and Foxhole to buy to represent accurate defenses for a platoon, company and battalion.
  5. The AEK-971 and AN-94 are still undergoing evaluation and army trials. In light of some of the "near-future" weapons US troops are equipped with, would it be sensible to see some units (New model Recce Battalion?) equipped with these rifles?
  6. $30, hands-down. CMSF with all of the modules is fantastic.
  7. The quality of ballistic goggles went up over the past few years, they were nicer to wear in cold weather than B-Dubs.
  8. Are there any sources for CMSF getting an engine update? I haven't heard anything.
  9. Found a great write up on the BMP-3. It covers the vehicle in great detail. Of relevance to this discussion - various protection schemes, types of ammunition and fuses for 30mm and 100mm as well as the ATGMs in use. The current ones are tandem and have some kind of beam focusing charge as well. http://thesovietarmourblog.blogspot.my/2014/10/bmp-3-underappreciated-prodigy.html
  10. The radar does work. There was a really good post about this a while ago. You might be able to find it if you search?
  11. The BMP 100mm rounds in actuality can toggle to impact fuses. http://www.kbptula.ru/en/productions/armament-for-light-and-hard-armour/3uof19
  12. I'd really like being able to select the weapon and settings. I just played a UKR vs RUS quick battle, and my BMP-3s used autocannon against the BULATs rather than ATGM. Likewise, being able to use contact fuses for the 100mm gun would be a fantastic tool.
  13. On this topic, would it be possible in the future to toggle if the BMP-3 fires 100mm ABHE in the contact fuse mode?
  14. Would it be possible to have purchased fortifications placed neatly during the deployment phases rather than scattered all across the map? Even better would be having purchased foxholes placed under teams as in CM1 titles but I understand if that's not desirable or possible.
  15. Good news everyone!! "Our current plan for filling out Fortress Italy is the following. NOTE THAT THIS IS SUBJECT TO CHANGE. Nothing here is laid in stone yet. Gothic Line Module (that won't be the actual name for it) that pushes the timeline to the end of the war. Details on it are already present in the first post. Basically this module pushes the timeline to the end, and rounds out missing Commonwealth and German forces.An Italian Forces Pack that adds a ton of Post-Armistice Italian forces to the Allies and Axis sides. Italian partisans, captured Italian equipment in use by Germans, actual Italian military forces operating under Allied and Axis sides, the works. This would be a pretty big Pack that will completely revolve around the Italians. I'm personally super excited for this pack, it will be a lot of fun to make and play.An Elite Forces Pack that includes such things as Commandos and 1st Special Service Force. This would be a pretty small Pack, and may just get rolled into something else. Details are murky at this point."
  16. I agree that I've had a much better experience of Bagration in RT than in BB and a much better appreciation for Sicily/Anzio in FI than in AK. I think I might have used the 'JUN 44" settings a handful of times in each of the big games, and the difference is huge.
  17. I know there are 251 skins for BN, MG, and RT. Are there German halftracks for FI?
  18. That's more or less what I was thinking! 2000 was a simpler time!
  19. Would it be possible for there to be a CM game with the scope of the CM1 games? CMBB had hundreds of units from 41-45 and CMAK had all that plus more nationalities and theatres. Is it just not possible to make that much content in any appreciable amount of time?
  20. And that the upcoming Battle Back will have scenarios making use of them, if I recall.
  21. Well, even outside of the engine, when you're talking Brigade-Level forces, there are a lot of formations and systems that aren't modeled. A Russian brigade has, to wit: Signal Battalion - HQ - 2 x Signal Companies Rocket Launcher battalion - HQ - 3 x MLRS Batteries: 6 x BM21 Air defence missile battalion - HQ - 3 x Heavy AD Batteries: 4 x SA-8 or 4 x SA-15 or 2 SA-11 Air defence missile - artillery battalion - HQ - 1 x SP AD Gun Battery: 6 x ZSU-23-4 or 2S6 - 1 x AD Battery: 6 x SA-13 - 1 x AD Battery: 27 x SA-14 NBC Defence Company Engineer Battalion - HQ - Engineer sapper company - Engineer construction company - Engineer technical company - Pontoon bridge company Maintenance battalion - HQ - Tracked Vehicle Maintenance Company - Tracked Vehicle Maintenance Company - Ordnance/Weapons Maintenance Company - Electronic Maintenance company - Combat Recovery Company Supply battalion - HQ - 3 x Transport Companies - Support Company Medical company They just aren't factored in. Look at engineers for example. They are in the game but they don't do more than blast and clear mines. Their brigade-level functions aren't modeled.
  22. A German Panzer Battalion is in the 22-35k range. A Black Sea Ukrainian/Russian Tank Battalion is in the 11-20 range. Would it be possible to have those numbers bumped up just a little?
  23. I have some questions about QB points! In BS Huge points can buy 2 Battalion Tactical Groups plus artillery and air (20k points? Specifics are eluding me) In FI it can buy infantry battalions but not a full German tank battalion In RT it seems to be only 8000 points which is a Soviet mech tank battalion or 1 German tank companies I'm wondering why there is a disparity. Two questions: 1) Can this be standardized across all titles so a huge battle is X where X is say, a Tank Battalion, Plus Inf Company, Plus Support or whatever is considered appropriate? and 2) Can there at least be enough points in Huge to buy any formation? If there is a large enough map, why not field a German tank battalion?
×
×
  • Create New...