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MOS:96B2P

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MOS:96B2P last won the day on December 10 2021

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About MOS:96B2P

  • Birthday July 10

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  1. I tried to send you a pm but it said you are unable to receive. Of course maybe I did something wrong. I'll get the requested mod to you somehow. We will get it figured out. I'll stay OT by saying the very first Chiraq scenario is set on this Fallujah map.
  2. I've seen videos from inside un-occupied Ukraine where war damage etc. is being shown and discussed. In the background of some of the videos are what I thought were military aged males (18-20 something) in civilian clothing looking on or seemingly going about their day. On a few occasions it struck me as so odd I commented to the wife that they must be on leave from the front or have some type of medical condition that keeps them from fighting for their country. A well trained, discipled, equipped and motivated 18-26 year old is very effective. With proper leadership they are extremely effective. I question the wisdom of with holding this resource from Ukrainian combat units. I suspect many in the West are not aware of this situation. I wonder if this is the official reason given inside of Ukraine when Ukrainians discuss the war. So Jodi gets to stay at home and breed while Joe is in a trench dodging drones and glide bombs ......... We had marching / running cadence about similar situations.
  3. Over the years I've used the 2IC (XO team) most of the ways benpark described above and sometimes still do. After reading AARs on how units fight at the US NTC I have attempted to modify my use of the XO team somewhat. I set up a Tactical Operations Center (TOC) staffed by the battalion XO. Other XOs, especially from different battalions, and liaisons from attached units that are not in the vertical chain of command are also placed in this TOC. In game mechanics this facilitates the horizontal sharing of information between units. Also, If I have multiple FOs, I may place one at the TOC to handle fires on TRPs (artillery liaison). The CO is generally with the Forward Command Post attempting to influence the battle at a decisive point and keeping subordinate units in C2. Various house rules can also be used to make game play more realistic. So having a company and/or a battalion commander in voice C2 of a platoon fighting a decisive/critical action has a positive effect. This also motivates the player to bring the Bn. CO forward, as in most real life circumstances, and not hide him in the setup zone. Of course this also risks the company and/or a battalion commander getting KIA which will negatively effect the actual game mechanics in addition to the house rules. Lots of interesting tactical situations can be experimented with using the C2 system, scenario editor and house rules.
  4. +1. Nice looking map so far. I vote for the 82nd Airborne. However, I have a biased opinion since I was in the 82nd back in the day. I'm sure it will be an interesting campaign, on this map, no matter which BluFor force you use. It might even be possible to have the opening scenario be a "choice" scenario where the player chooses if he wants to use Canadian forces or the US 82ND Airborne. I did something similiar with the CMRT mini-campaign Alarmeinheiten. The AI plans are the same (which is most of the work) only the forces the player decides to bring to the fight are different. Below is a link. The first "choice" scenario is pretty straight forward and simple. The ability to compare and contrast the challenges of the mission with different TOE is interesting IMO. Just a thought if you can't decide. https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-campaigns/cmrt-mini-campaign-alarmeinheiten/
  5. This is an interesting idea that I have been playing around with in CMCW for an NTC rotation (campaign). This is to add an S4 logistics element that can be evaluated and has real implications in a campaign. The mechanics of the idea is that there are two supply trucks that are part of the core force. The supply trucks only show up in scenarios where the scenario designer wants the player to have a possibility of refit, repair and resupply (or at least one of these three things). In the chosen scenario(s) the two trucks are on the scenario map (either from the start or as reinforcements). The player must keep these trucks safe and move them to an exit on the OpFor side of the map. The exit is to prevent the player from simply hiding the trucks in the player's setup zone. No other unit needs to exit for the supply system to work. The player has the challenge of preserving his supply trucks while having them follow the combat units across the map. The next mission is a supply scenario (referred to as a "mini mission" above). If the supply trucks safely made the exit in the previous "battle" scenario they will appear on the supply scenario map. A short distance in front of the supply trucks is an occupy objective worth X amount of VPs. If at least one of the two trucks are present it drives forward to occupy the objective wining the scenario and earning whatever % of whatever Refit and/or Repair and/or Resupply the scenario designer decided was appropriate. If the player has no supply trucks on the map he gets zero or some very low number of the three Rs as determined by the scenario designer. The player then hits cease fire and starts the next battle scenario with the three R's he earned (or didn't). This rewards the player for thinking about and taking care of his S4 logistics. I conceptually decided on two supply trucks just in case a player had bad luck and one truck was immobilized from bogging while moving across the battle scenario map. Of course the number of supply trucks can be lowered or raised depending on what a scenario designer thought was best for the campaign. So many ideas, so little time ....... ......
  6. I think the actual leader of Hungary is Viktor Mihály Orbán who is Prime Minister.
  7. The version with the airport is yet another modification of the Coup D'etat map which was modified from the original Ramadi map. It also has a sports stadium . I can get a copy to you. I'll send you a pm.
  8. The original map was made by @LongLeftFlank of the Ramadi-Government-Center. I heavily modified it by adding a coastline etc. I used it in the scenario Coup D'etat. https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/coup-detat/ Later I even added part of an airfield for one of several WIP scenarios.
  9. I think you said in the opening post that the master map was 1376m wide and 1440m deep. It is pretty incredible (and time consuming) to make a detailed urban map of that size. I hope you consider releasing the master map at some point.
  10. +1 This is looking like a very cool urban map. Reminds me of the map @LongLeftFlank made of the Ramadi-Government-Center. Besides just the historical battle that took place many other types of scenarios can also be created on a detailed map like this. Very nice addition for CMSF2.
  11. +1 In CMCW a simple mine plow for both sides would be a great addition IMO. During the Cold War many of the rotations at the NTC involved obstacle breaching. Obstacles and breaching was a significant element of how units trained and thought they would fight.
  12. Maybe having the tanks and guns show up as reinforcements? There could also be a variable in the time they show up (between 10 and 15 minutes). This time variable would add to the replay potential and probably the stress level of the US player.
  13. Bridges are in the scenario editor in the left hand column. Just like roads etc. They may be on page two of the map features.
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