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agusto

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  1. Like
    agusto got a reaction from chuckdyke in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  2. Like
    agusto got a reaction from badipaddress in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  3. Like
    agusto got a reaction from Sandokan in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  4. Upvote
    agusto got a reaction from Holien in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  5. Like
    agusto got a reaction from JSj in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  6. Upvote
    agusto got a reaction from zmoney in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  7. Like
    agusto got a reaction from SimpleSimon in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  8. Like
    agusto got a reaction from Jesser in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  9. Upvote
    agusto reacted to Rokossovski in Turkish Leopard 2A4 mod preview   
    It would be really nice to have this mod right about now . . .
  10. Upvote
    agusto reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    Here it is folks.. the time has arrived for the CMSF2 BETA AAR.  I will be adding to this thread later today,, but wanted to get the thread started. 
    My opponent?  My nemesis from the CMFB  BETA AAR, Baneman ,agreed to a rematch.  I really do owe him a more thoughtful game than I gave him the last time.  For those of you who are unfamiliar with that game, Baneman beat me rather soundly.  Hope that doesn't happen again!   
    This game is well under way, we have completed 16 minutes of action, so there are a lot of turns to come in relatively quick succession and the Blood Board™ is filling rather alarmingly.  
    For those of you who were following my "Lesson in Defense" AAR in the CMBN forum.. sorry about not updating that thread for a while, but I can really only do one of these at a time, and this one takes priority.,  Once I started this game it took up my full attention.
    More anon.  Bil
     
    LINKED CONTENT MENU:
    OVERVIEW & SCENARIO PARAMETERS MAP ORIENTATION SCENARIO BRIEFING METT-T - MISSION METT-T - ENEMY METT-T - TERRAIN METT-T TROOPS METT-T TIME INITIAL SETUP, ORDERS, & INTENT MINUTE 1 MINUTE 2 MINUTE 3 MINUTE 4 MINUTE 5 MINUTE 6 MINUTE 7 MINUTE 8 and 9 MINUTE 10 MINUTE 11 MINUTE 12 MINUTE 13 MINUTE 14 MINUTE 15 MINUTE 16 TACTICS & BATTLE PLAN DISCUSSION MINUTE 17 MINUTE 18  
  11. Like
    agusto got a reaction from Rokossovski in Turkish Leopard 2A4 mod preview   
    How are things going?
    Dont wanna stress you, but i am so amazed by this mod 😅.
  12. Upvote
    agusto reacted to Rokossovski in Turkish Leopard 2A4 mod preview   
    I keep checking every day to see if this one has been released . . .
  13. Upvote
    agusto reacted to Bootie in Turkish Leopard 2A4 mod preview   
    Im still around to assist if i can... or you can get directly in touch with GreenAsJade to assist.
  14. Like
    agusto got a reaction from Rokossovski in Turkish Leopard 2A4 mod preview   
    push
    You made our mouths watering with your mod MikeyD, we wont just forget about it 😉
  15. Upvote
    agusto reacted to IICptMillerII in Sahrani Liberation Army (SLA)   
    Sahrani Liberation Army
    by IICptMillerII

    The Sahrani Liberation Army (SLA) is the army of the fictional country of the Democratic Republic of Sahrani from the videogame Arma: Armed Assault made by Bohemia Interactive.
    I decided to make this reskin because I've always liked the "generic OpFor" look of the SLA. The "lore friendly" loadout of the SLA is mechanized infantry in BMP-2s (Syrian 
    Republican Guard formation) along with T-72M1s. However, all T-72 variants and the BMP-1 have been retextured as well to allow for flexibility when using the SLA.
    This modpack will replace the following stock Syrian assets:
    Regular and Reserve infantry
    BMP-1
    BMP-2
    BRDM
    T-72 (all variants)
    Shilka
    Special Forces (NOT Syrian airborne)
    Voices:
    In Arma, the SLA have hispanic heritage, thus speak Spanish. However, I have given them Russian voices and names as these assets are readily available from Combat Mission Red
    Thunder and Combat Mission Black Sea. Going through the process of creating a whole new set of voices in Spanish would have taken me too long and been far too labor intensive.
    Infantry:
    Both Regular and Reserve Syrian infantry have been retextured to look like SLA soldiers. Regular infantry have their rifles model swapped to use the AK-74. This is purely a
    cosmetic change, as the game still simulates them firing the 7.62mm round of the AKM. Additionally, the stock helmet texture has been remade by SaintFuller to model the Soviet
    SSh-68 helmet. The textures for the helmet were made by SaintFuller and tweaked by myself. All other infantry textures were made by myself.
    Vehicles:
    Included are reskinned BMP-1s, BMP-2s, T-72s, BRDMs, and the Shilka. All textured by myself.  

    Especas:
    These are the Special Forces of the SLA. They are equipped primarily with AKS-74Us and wear green berets into combat instead of a combat helmet. The stock Syrian Special Forces
    are used to represent the Especas. The AK-74Ms and helmets have been model swapped for the AKS-74Us and berets. The beret is from Combat Mission Battle for Normandy with the
    retexturing done by myself. The AKS-74U model is from Shock Force 2. All other Special Forces textures were made by myself.

    Known Bugs:
    Sometimes, swapped model textures will "flicker" when viewed from a distance or from up close. To my knowledge there is no way to fix this. However, it is mostly unnoticable.
    Credits:
    Battlefront.com for making Combat Mission and most of the base textures and models
    Bohemia Interactive for making Arma: Armed Assault and the SLA
    IICptMillerII for making most of the textures and model swaps
    SaintFuller for making the SSh-68 helmet model and base textures
    Usage:
    You are free to use this mod how you like. If you use any assets from this to make your own mod, just be sure to give credit where it is due.





    Download Link:
    http://cmmodsiii.greenasjade.net/?p=8070
     
  16. Upvote
    agusto reacted to Zveroboy1 in Turkish Leopard 2A4 mod preview   
    Why not put it on dropbox in the meantime?
  17. Upvote
    agusto reacted to Rokossovski in Turkish Leopard 2A4 mod preview   
    Still hoping . . .
  18. Upvote
    agusto reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    Game mechanics of a Separatist’s Base Camp: All active base camps have a stationary security element.  An active camp has at least one maneuver unit assigned.  The unit leaves camp, conducts operations and then returns. On the next scheduled reinforcement turn, the unit receives reinforcements, in the base camp, that are assigned to the same AI group. The unit then conducts additional operations. A Separatist (red) exit zone is in the camp but is blocked by a combination of no-go terrain and barbwire. The Separatist maneuver unit’s movement paths cross the exit zone.  While the exit zone is blocked the Separatists path finding AI goes around the exit zone. 


    US/Ukrainian forces can eliminate the camp by destroying whatever forces are present and then destroying the barbwire. 


    The barbwire is the key.  Because after the barbwire is destroyed all future Separatist maneuver units & reinforcements will enter the exit zone (never reaching Order #4) eliminating the camp as a source of Separatist units.  The only reliable way US/Ukrainian forces can remove the barbwire is with demo charges. This compels the player to enter and clear the camp instead of calling in arty from a distance.


    There are also inactive base camps.  The inactive base camps are present since the player may, in addition to the three types of intelligence provided, use a 4th source of intelligence. The fourth source would be IMINT (Imagery Intelligence) used by flying the camera low over suspected base camp locations. So to confirm an active vs inactive base camp will require boots on the ground.  Another more realistic and cool way to attempt to make the ID would be through the use of the one provided drone.  Then send in a QRF!  
    @IICptMillerII @Bil Hardenberger @Gumshoe @SLIM @Combatintman @Oleksandr Just FYI. 
    Bil I tagged you because IIRC you were SIGINT back in the day?  Or had some connection to Intel anyways. 
     
     
     
  19. Upvote
    agusto reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    Much of the infrastructure in the scenario are red touch objectives.  The Separatist gain victory Points (VPs) for briefly occupying certain (unknown to the player) facilities.  Even if they are later driven out of a facility the Separatists still earned VPs.  Some of the facilities are the Power Plant, Detention Facility, Radio Station, Train Station, Cell Tower and Government Complex. Below are screenshots of the Power Plant which is located along the river north of the Town of Belz.  The facility is operational  and generates smoke from the smoke stacks for approximately the first 30 minutes of the scenario until it runs out of coal .




     
  20. Upvote
    agusto reacted to MOS:96B2P in New Scenario: Tactical Operations Center   
    The Area of Operations is approximately 7.5 square kilometers. To make it easier to find locations a pattern of grid lines was placed on the map using a blue occupy objective. The grid numbers are displayed (land marked) on the edges of the map.  A basic understanding of how the grid system works is necessary to understand the intelligence reports you will receive during the mission. Below is a brief explanation of this modified military grid system. During the setup phase or in the first few turns you can locate your mortar pit at the FOB and then use the below directions to determine the grid coordinates of the pit.  After you understand how the coordinates of the mortar pit were found you will be able to find any grid location on the map. The action spots are easier to see and count if you hold an infantry movement cursor above the map which will highlight the action spot it is above.
    The mortar pit, located in Forward Operating Base Apache, is in grid square 4431. The center action square of the mortar pit is grid coordinate 44133108. 
    1. To find the grid square of the mortar pit start from the left and read right along the south map edge until you come to 44, the first half of the coordinate. Then read up to 31, the other half. The mortar pit is in grid square 4431.
    2. 4431 gives the grid square, but there are a lot of action spots inside a grid square. To make the grid more accurate, add numbers to the first half and numbers to the second half so your grid has eight numbers instead of four.  (Place a zero in front of any single digits. This is the modified part)
    To get eight numbers, count the action spots inside grid square 4431 running east from vertical grid line 44 until you reach the center of the mortar pit. This number is 13.  So, the first half of the grid is now 4413.  Next count the number of action spots running north from horizontal grid line 31 until you reach the center of the mortar pit. This number is 8 but we will record it as 08.  So, the second half of the grid is 3108. Put the grid together and you have 44133108 which is the center action spot of the mortar pit. If the center of the mortar pit was exactly on line 31, the second part of the grid coordinate would be 3100. Reminder: The action spots are easier to see and count if you hold an infantry movement cursor above the map which will highlight the action spot it is above.


  21. Upvote
    agusto reacted to MOS:96B2P in New Scenario: Coup D'etat   
    A new fictional scenario for CMSF2: “Coup d’etat” is in Beta testing now and is intended as player vs AI.  The player will lead rebel (Syrian) units in an early morning (0400hrs) coup attempt to overthrow the governing regime (also Syrian).  It is set in the fictional third world country of Abbudin and takes place in the heavy urban terrain of the city of Al Mout.  The city of Al Mout is a heavily modified portion of the Ramadi-Government-Center map created by @LongLeftFlank.  Approximately 1072 meters by 592 meters. 
    The scenario has a variable end time.  The optimal scenario length is two hours and 15 minutes however it can be played to four hours.  If the scenario is played longer than two hours and 15 minutes the regime AI is awarded an extra 200 Victory Points.  It requires all the CMSF2 modules to play since it features US Marines (guarding a US Consulate & later an amphibious force), a British SF unit (hunting for WMDs) and Canadian advisors (assisting the local city police).
    The scenario was created with the idea of taking a small, under equipped, rebel force and using in-game intelligence and insurgent tactics to expand the combat power of the rebel force until the rebels controlled the city.   Below are some daylight screenshots of the urban part of the map.

    View of the 4th December Bridge.

    Slums in the south west area of the city.

    Looking east on Al Jazeera Boulevard from the area of Asfarr Taksi Company.

    An Agricultural Specialist, looks east out a window from Hotel Mout.  In the distance is the Mayoral Residence along the bank of the River of Martyrs. 

     
  22. Like
    agusto reacted to George MC in Daraya Tank Raid SF2   
    About The Scenario
    This is one for the modern ‘Tread heads’ amongst you! 
    This is a revised version updating the orginal to CMSF2, so you will need the base game CMSF2 to play this. Revised AI Plan using triggers; tweaked map using new CMSF terrain features and updated OOB for both Syrian Army and Rebels. This is SF2 version 2 which has a slightly reduced mission time based on player feedback.
    The actual scenario is very loosely based on events in Daraya, a suburb of Damascus where rebels from the Free Syrian Army (FSA) have attempted to create a stronghold near Damascus centre. In August 2012, the Syrian Army defeated the rebel forces and took control of the town. After the failed rebel offensive in late July 2012 ,the Syrian army started a campaign against rebels in the Damascus suburb. 
    This, the 2nd Battle of Darayya, is the ongoing battle between the Syrian Army and the rebels in the Damascus suburbs of Darayya. In mid-December when the Army intensified their attacks with heavy shelling and Tanks raids into the city.
    This scenario depicts an armoured raid, typical of the tactics used by the Syrian Army to seize control of Daraya. You can view the video which shows these raids using footage (often filmed whilst under fire) shot by the rebels Syria - Men versus Tanks in Daraya - The Powerful T-72 Raids
    So your scenario looks like the scenes in the above film I’d suggest modding your game using the following excellent mods links are to CMODS: 
    Longleft Flank’s Shot up Building;  Pete Wenman’s ‘Squalor’ mod;  Pete Wenman’s BlackSea favour objects for CMSF2 Map and Scenario Size
    This is a fairly small map although it’s very built up.
    Map Size: 720m x 512m
    Forces: Syrian Republican Guard armour Vs Syrian rebels (combatants and fighters)
    Best Played As
    Can be played RT or WEGO. This is best played Blue Vs Red AI or H2H only. 
    There are two RED AI Plans.
    If playing H2H it is recommended the more experienced player takes the RED side.
    The scenario is NOT playable as Red VS Blue AI. 
    You can grab it from TSDIII at the following link:
    http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf-2-daraya-tank-raid/ 
    Acknowledgments
    Many thanks to Buzz, Erwin and Snake Eye at the BFC forum who played through the early Blue Vs Red versions and provided a lot of feedback. Thanks to Lethaface and Sublime who played this H2H and provided excellent feedback in this regard. Thanks also to Slysniper who took the SF2 version for a spin and provided some useful feedback. Cheers Guys! 
    Any comments etc you can email me at georgemc@blowtorchscenarios.com



  23. Like
    agusto got a reaction from Rokossovski in Turkish Leopard 2A4 mod preview   
    Push.
     
    Let us know if you need any help getting this mod finished.
  24. Upvote
    agusto reacted to Rokossovski in Turkish Leopard 2A4 mod preview   
    Still checking every day . . .
  25. Upvote
    agusto reacted to Sublime in CMRT Module 1 Bones   
    Wait what about 
    Volkssturm and
    partisans?
    Especially Volkssturm you cannot do a proper end of war germany with out them??
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