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MOS:96B2P

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Posts posted by MOS:96B2P

  1. 5 hours ago, Simcoe said:

    Let’s say it’s ww2 and I have an infantry company from an infantry division fighting with a tank platoon from a tank division. 
     

    Can these two units still communicate? If so, how is this done?

    is it through radio? Vocal communication? Can a squad talk with a single tank? Can I sit my company commander next to the tank platoon commander and let info filter down?

    I appreciate how helpful everyone has been here.  

    Below is a link to a topic about C2.  The discussion goes on for several pages with input and experience from many players. 

     

     

  2. On 9/30/2021 at 12:12 PM, Pelican Pal said:

    Thanks Ian, the Black Sea manual says precious little about APS so i've been running tests to figure out exactly how they operated.


    So far I've identified that:

    Trophy
    - Maximum 4 intercepts (360 degrees)
    - Intercepts Javelin
    - Intercepts TOW-2

    Zaslon
    - Maximum 4 intercepts (270 degrees from front)
    - Maximum 2 intercepts(90 degrees from rear)
    - Intercepts Javelin
    - Intercepts TOW-2

    Zaslon's intercept is unique in that it does have segments
    Untitled.png


    Arena
    -
    Maximum 4 intercepts (360 degree)
    - Will not intercept Javelins
    - Also seems poor at engaging TOW-2



    I doubt we're going to see any patches for Black Sea again, but if we do, it would be nice to increase the Arena cartridge count from 4 to at least 6. Since that would better represent its strengths (more intercepts) compared to Zaslon/Trophy while still maintaining its weakness to Javelins. As an aside I suspect Zaslon/Trophy should not be intercepting Javelins as readily as they do but there isn't a ton of info on it.


     

    So the vehicle will correctly intercept projectiles in a 360 degree circle. It just operates closer to Zaslon/Trophy than Arena. Actually its fairly close to the new Arena-M which has 8 charges (4 per side) rather than the old Arena.

    +1  Interesting stuff.  I hope you post more of your findings. 

  3. 5 hours ago, Bufo said:

    If we have these big obstacle belts, then we can also have proper mine clearing vehicles as well, like the Soviet UR-77 Meteorit.

    fullsize.jpg

    Now those are cool.  I would be happy with both sides just having mine plows/rollers.  But if Battlefront wanted to provide more engineer equipment that would be fun too.     

  4. nJx4w6Uh.jpg

     

    Krasnovia (NTC), armor providing overwatch while engineers conduct a breach operation on an OPFOR obstacle belt. 

    pSiDfTB.jpg

    rsURwUK.jpg

    MIUZGiy.jpg

    lY94TCT.jpg

    Used @Vein modified by @Mord forensic hit decals during the AAR following the breach operation. 

    The four hit decals are color coded: Dark Blue = Penetration (high cal ammo up to tank shells), Dark Red = Heat Penetrations, Light Blue = Ricochet (high cal ammo up to tank shells), Light Red= Heat Ricochet etc.)

    UnJvl85.jpg

    AtI5XZm.jpg

    LFCxyn7.jpg

  5. On 10/5/2021 at 10:09 PM, Sequoia said:

    Another item. This is a US M728 combat engineer vehicle from the period. I assume it was somewhere in the division Engineer battalion. The main armament is  a 165mm M135 short-barreled demolition gun with 30 rounds of HEP (high explosive, plastic) ammunition. I know Batttlefront isn't keen on specialist engineer vehicles. Also I think if they added it, people would expect the dozer blades to work which would require extensive new coding.

    M728_Combat_Engineer_Vehicle_(CEV).jpg

    IMO this vehicle or some other US vehicle with a working dozer blade would be very useful in the game.  Some Combat Mission titles have the flail tank which clears a path through mines.  Possibly a dozer blade could be made (coded) to work in a similar fashion?? 

    Breaching obstacle belts was often practiced at the NTC and was expected to be used in a real war.  Many accounts of NTC rotations from the 80s and 90s involve obstacle belts and how units breached or failed to breach them during a mission.  Some interesting AARs.   For now, in CMCW, scenario designers can leave a path through the minefield part of an obstacle belt.  The player can use engineers to blast through the barbwire part of an obstacle belt (track vehicles can also crush wire with some damage to the tracks).  Next the engineers attempt to locate the path(s) through the minefield that the scenario designer left for them to find.  Then if successful the player can pass the mech and armor platoons through and continue to the objective.  In this manner CMCW  can kind of simulate breaching an obstacle belt.  

    All that to say a mine plow vehicle in CMCW would be very useful (or whatever mine removal system would be the easiest to implement).   I'm guessing a plow similar to the flail tank might fit the bill.  

    Obstacle belts that change location, depending on which AI plan loads, can be located by scouts, breached by engineers and exploited by armor & Mech are cool...... :)

     rsURwUKh.jpg

  6. 9 hours ago, sburke said:

    Rapidly the M8 closed to 25 yards, and quickly pumped in three rounds; the lumbering Tiger stopped and shuddered; there was a muffled explosion, followed by flames which billowed out of the turret and engine ports, after which the armored cat returned to its position.

    ballsy :D 

    +1.  Great war story. 

  7. 6 hours ago, Hapless said:

    Broad concept here, with mutliple friendly units that are immobilised when not under control and wrecks to show destroyed enemy units

    +1.  If I understand, objectives that were secured by friendly forces are marked with an immobilized friendly vehicle and a burning OpFor vehicle.  Cool idea. 

    I wonder if setup zone colors might be used in the same way.  When you open the operational map the Forward Edge of Battle Area (FEBA) is marked with a 3 or 4 action spot wide line of a blue setup zone color.  Then a red colored setup zone line for the OpFor front line, which in most cases will run adjacent to the blue line.  Guess there might be a no-man's land in-between.  Painting just lines instead of the entire areas, under control of the two sides, would allow a player to see the map better.  Of course when you hit the red button the setup zones will vanish but the immobilized and burning vehicles will be present.  Interesting stuff. 

    PS - Hapless makes some great Combat Mission U-Tube videos.  Highly recommended.  I attempted to post a link below.  

    https://www.youtube.com/channel/UC9egpHJiRis89uHkeyJiEug/featured

  8. 3 hours ago, benpark said:

    If I get any free time to cipher it out, I'll attach a script example for the branching for the first round using this map, and maybe others may wish to test the idea out on their own ideas. I have a few of my own, but they need a fair amount of time to percolate.

    +1.  Interesting stuff.  :)

    I used a very simple "one" branch txt file for the mini-campaign Alarmeinheiten.  With your HQ team enter the west building for common equipment or enter the east building for more unique, rare, uncommon equipment. This was easy enough to figure out on the txt document. 

      q7XkvhCh.jpg

     

    The multiple branching scripting is a little confusing.  The confusion probably comes from how multiple branches are entered on the txt document.  Do you follow branch "A" to the very end and then after that follow branch "B" to the very end?  One branch under another in the txt document?  Does the order that the branch is listed in on the txt document matter?  So branch "A" might end on map #8, branch "B" end on map #5, branch "C" ends on map #10.  I'm unsure how all of the branching (after the first branch) is entered on the txt document.  I suspect the above (one branch) is easy by comparison.            

  9. On 9/12/2021 at 8:04 PM, JorgenCAB said:

    I just started playing with this rules and must say I really like them... have not played Combat Mission for quite some time...

    Regarding the fire arcs discussion this was one thing that came up in a recent scenario I was playing (single player) and my house rule was to give a cutoff squad or fire-team a choice between trying to fulfill the original order (if able) or go into self preservation mode. I would "role-play" that on a case by case scenario... to be honest that seem to be a very difficult way to write down in hard fast rules when a unit happens to violate an order.

    Once a unit or team start panicking or become pinned and/or receiving heavy casualties AND become separated from it's platoon I would likely force them into a self preservation mode and only allow them to fire on anything unless fired upon until they regain C2 with its platoon leader or another HQ unit. This will make me even more forced in C2 as a unit that is pinned and seriously shaken would suddenly forgive orders and just hide unless the enemy get really close to their position. If they have not already bolted they would fire, of course they may fire if fired upon in every case.

    But unless the unit was separated from it's platoon under chaotic circumstances there should be very few cases they would change their standing order. 

    There also are those situation when a platoon is defending a stretched out area and being out of C2 is a product of design. In those circumstances the squad or team in question are likely to stubbornly follow the last order until the HQ reestablishes contact. The same could happen on a battle drill on the attack. A team might get an order that will take them outside of C2 for an extended period. The team or squad then have to perform that "order" the best of their ability. In my opinion this is also try about recon... they will get an order of what to do and come back or hold position. When **** hit the fan then they will fall into self preservation mode and a different ruleset should apply.

    There also is the option of detaching a scout team from an isolated section to run back and find their HQ and report any development and request any new orders. Even a panicked squad might do this after they run off and hide in a forest nearby. Or a platoon leader who lost their radio need to communicate with their company HQ but can't really leave it's post, sending one or two runners probably is the second best option available.

    In single player I always give mental orders to squads, platoons and companies and then have the leaders trying to perform them to the best of their abilities until they can make contact and get new orders. There also is a limited amount of orders a company or battalion commander can give and receive in any given 60 second turn. But making hard rules for that is kind of difficult.

    At least It makes for more fun games for me and the game become more challenging overall, especially some of the single player campaigns becomes quite difficult to play. 

    +1.  These rules can add a lot of fun and realism to the game. 

  10. Speaking of cliffs....... is there a way to make Heavy Rocks impassible to infantry besides making it a very steep cliff?  I was wondering if the deep marsh tile (or something else) could be made to look like Heavy Rocks but maintain the ability to be no-go terrain for both vehicles and infantry

    At the NTC in real life troops are not allowed access to some high ridge tops / mountains for safety reasons.  An attempt to keep overzealous, sleep deprived 18 year old's from rolling vehicles etc.  In game its not practical on a huge map to have cliffs all around the high ground.  But for game design reasons I would like to make some high ground off limits in a NTC like setting. 

    I thought this might be useful and re-named the terrain files but could not make it work.        

  11. On 9/24/2021 at 7:52 AM, GhostRider3/3 said:

    Thats a negative GeorgeMC.  I was just trying to upload it on the Scenario Depot III site.  But for whatever reason it did not like my zipped file from Winzip.  I will send you a PM GeorgeMC.  Thanks for the assist. 

    I had the same problem yesterday when uploading the mini-campaign Alarmeinheiten to the Scenario Depot III.  I think I originally had the file zipped with Bandizip and I got the same message you did.  I then switched to another zip program (I think WinZip?) and it worked.  My Bandizip was not the newest version so maybe had a potential security issue.  I would first check that you had the newest version of a zip program. 

    Also, the Scenario Depot is run by @Bootie.  He would be able to help out.  I'm guessing it's just the version of the Zip program.    

  12. Some screenshots from the newly released mini-campaign Alarmeinheiten.   German infantry fighting to hold a vorposten until the Alarmeinheiten arrive. 

    hfalZmdh.jpg

    EeW6iwPh.jpg

    dEG6VJch.jpg

    Soviet troops start to break into the vorposten.

    jUdpN2th.jpg

    Using the optional Hardcat rules the Alarmeinheiten wait to be informed of the situation at the vorposten via C2 tentative contacts. 

    h7srUaYh.jpg

    After notification the Alarm unit moves out to counter attack. 

    yzF7JREh.jpg

  13. The mini-campaign Alarmeinheiten has been posted at the FGM Scenario Depot III.  Link below.

     https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-campaigns/cmrt-mini-campaign-alarmeinheiten/

    From the Scenario Depot description:

    It is late World War Two on the Eastern front.  You command a German alarm unit (alarmeinheiten) and are tasked to counter and destroy multiple Soviet breakthroughs in order to hold the front line.  Your alarm unit will maneuver in multiple battles on a 13.5 square kilometer map while protecting rear area logistics from partisans.  Decide if you want to command units of mostly common German vehicles or a more exotic mix of German vehicles to include some limited, rare and unique vehicles.  Make decisions on how you will employ your limited resources to hold the line.  Will you call up a weakened reserve unit or maybe an SS unit specializing in anti-partisan operations?   Should you rely on vehicles from the battalion repair shop?  The battalion aid station contains weakened, unfit, low morale troops.  Maybe these troops could form a blocking force while the alarm unit struck the flank of the latest breakthrough?  There are a handful of Luftwaffe security troops at the airfield that you might use somewhere.   These are all your decisions to make Commander.    As you look up from the map board and radios in your command track the sound of combat comes from the east. Which of the four avenues of approach is it this time………? Good luck!

  14. 1 hour ago, Sgt.Squarehead said:

    The suggested changes have been made to the Tactical Map, providing a broader summary of VPs and a schedule for reinforcements:

    D86qsUQ.jpg

    With that done I'm letting it into the wild, make of it what you will:

    dtnrbXN.jpg

    You can find it here:  https://www.dropbox.com/s/h065sun2ev3qg73/Winter Of Discontent.btt?dl=0

    @Bootie  How should I go about getting this onto TSD please?  I had a designer's account on one of the older iterations of your site under this username IIRC.

    +1.  Good job!!

  15. Reverse Wall Drill when trying to sneak into a building or if OpFor might be across the street:

    1. Give team a circular Target Arc about the size of the building.

    2. Slow team into the building & then to the desired floor.

    3. Give desired floor waypoint a Target Arc out the reverse wall.1

    4. 2nd turn give the team a permanent Pause3 order.

    5. Give team a 32m, or smaller, 360oTarget Arc2 and consider Hide.

    6. If/when ready to engage cancel Target Arc Pause & Hide.

    Notes: 1)The team will have LOS out the forward wall of the building from the reverse wall.  This will also keep team from entering a balcony on forward wall.  2)A 360oTarget Arc is used to prevent the OpFor from approaching outside a wedge arc. 3)Pause keeps team from moving to forward wall & entering balconies.

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