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Bulletpoint

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Everything posted by Bulletpoint

  1. Yes, I think my solution is more or less a combination of A+C. Could be interesting for a tiny CM scenario.
  2. Interesting stuff. Since I have no military background, I approach this from the perspective of a civilian CM player. And if there's one thing CM told me, it's not to assault over open ground when the flank isn't secured. And that it's never secured unless it's actively proven safe. In this scenario, we assume 2nd fire team is somewhere on the hill, but we don't actually know. Could be they ran into an observation post. My plan would be to take the MG team and 3rd team from the left flank, then peel back behind 1st team, check out if it's actually 2nd team on that hill, and then continue through masked terrain (stream/trees) to get a visual on the big empty (?) hill on the right part of the map. It probably has infantry on it too, and in a CM mission, the hill north of it would be the optimal place where an unspotted enemy HMG would be ready to put enfilade fire on any assault team moving across open ground. Would not attempt to assault, but would gather intel and call for backup.
  3. They seem to be a bit buggy currently, restricted to firing at Target Light slow speed. Also they can't be given a fire order in combination with a move order. I reported both issues before.
  4. I think you misunderstand a bit how the game works. You go through adjusting the experience level of the various leaders, but in fact this has no impact on the subordinate units. Also, I think the "typical" dropdown setting on the left is only for unit equipment quality? Not for the experience level.
  5. I don't know. And I don't know if we should trust this site at all. Who's behind it? Where does the info come from? Who verifies it? I can't find anything about these things... Ok, found something, which actually doesn't say that much: https://liveuamap.com/about "Liveuamap was founded in 2014 by a team of devoted software developers and journalists who wished to inform the world about the Ukrainian conflict." [...] "Liveuamap operates from its EU-based technical infrastructure and is governed by Liveuamap LLC under the jurisdiction of the State of Virginia, USA." Hmmm...
  6. Rework of flamethrower mechanics to make it useful. For example by giving it more generous targeting rules. Just to mention one case, a big building might actually comprise three separate "houses" joined by doors. It would be nice to be able to fire the flamethrower directly from house 1 to house 3. Currently, you can only target house 2. This extra targeting ability would reflect the flamethrower's historical function as a tool to flush out stubborn defenders from places that are difficult to reach.
  7. When you select a team, the icon blinks just like when the team takes a casualty. It would be nice to have some other way of showing which team is selected.
  8. If a tank commander opens the hatch, it would be nice to see him using his binoculars.
  9. "Joint Forces Operation Press Center: yesterday Russian forces opened fire 26 times. 1 soldier was wounded" hmmmm
  10. Try setting up a quick battle with mixed forces and automatic force selection and see if you can start the battle...
  11. It's not only him; I get it too. Thought it was just a basic part of how the game is programmed actually. Are you sure you don't see it?
  12. No need to make a support ticket; it's a well known bug:
  13. In real life, probably yes. In the game, not so much. At least that's what I think. Do some testing and prove me wrong
  14. I somewhat agree with you here, but at the same time, it's all about figuring out when to use what kind of approach. If the enemy is well prepared with interlocking fields of fire etc, you won't break the line of resistance using fire and movement. It's more something that comes into play when the line is fragmented and opportunities start to present themselves. Even so, it's kind of a last resort, as it's always preferable to just bring in a tank or artillery to blast that HMG position.
  15. Even if they could, it wouldn't help, because suppression in this game takes a while to build and start to cause troops to cower. Also, even cowering troops will often fire at short ranges.
  16. It sounds like you know more than I do. I'd like to know more if you have the time to explain why not?
  17. That's what we are all hoping for. But looking at your forum, it seems you're in scope creep right now, with more and more features you want to put into the game: Have you considered just making a more simple first version that just lets us push some counters around on a map, and importing/exporting lists of units to and from CM when two units end up in the same hex? That's basically what the community is doing manually right now, and just getting a version that could help automate that process would be a BIG thing.
  18. Create screenshot, click on screenshot file icon, drag to reply window here. Not exactly difficult. I wish. How many kB is is that we have for uploads here?
  19. I'm impressed with the amount of research and work you put into this project.
  20. Assuming the other teams do not run into the exact same ambush challenges in the adjacent buildings. The amount of men one needs rises exponentially. This is why MOUT is so challenging. It's always challenging to attack urban areas, and defenders behind a house can be a pain. But I meant that if you probe on a wide front, with a lot of small scout teams, you can criss-cross the terrain with potential sight lines. I doubt the defender will have a team in ambush behind every single building. Since guys outside a house have very little concealment, those ambush teams are quite easily spotted. Then you mortar them or bring up assault guns. Even if you can't directly target the ambushers, you can often fire at a house or wall behind them and flush them out that way. Alternatively, you can fire smoke and them move into the house with an assault squad and area target the location of the defenders. I think this is only possible if you plot the move and attack order before the smoke builds.
  21. Wide infiltration with small scout teams. The house ambushers are very vulnerable to flanking, as they are not in cover. Unless you run into the exact house they are sitting behind, they are easily dealt with, and if you do run into that house, you only lose 2 guys. Then your support weapons take care of the rest.
  22. I think you're mixing it up with lines showing who is firing at whom. I'm talking about lines showing where the player has manually ordered a unit to fire.
  23. Yes. Talking about the bullets inside the magasine inside the gun. Would upload some screenshots it it weren't such a hassle...
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