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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Wha wha what!?!? Okay ................ this is starting to sound all Greek to me. And I think one of you accused me of having "contingently". And, while I did for a short while, back in the day the army doctor gave me a shot for it and it cleared up. Now if you want my continued participation in this conversation please use normal Midwestern English............
  2. Oh, I did. I took that BTR 4-wheeling (or 8-wheeling as it were) straight into the mud tiles, no road at all. Bogged about 24 meters in. Un-bogged itself, with no intervention from me, and made it out to grass terrain.
  3. No need to put it on video my friend. I believe you. I just can't explain it. I had another idea so I opened Bridgehead at Kharalyk in the scenario editor. The weather is clear and the ground conditions are very dry. So my other idea was no help................ I wonder if the terrain under the road has an effect. A dirt road on top of mud tiles. As long as you stick to the road are you okay or maybe there is a higher chance to bog? I just did a quick experiment with a dirt road on top of mud tiles. I drove a BTR-82 (which has an off road rating of 3 yellow bars) up and down the road about 10 times. No problem. I know @Vanir Ausf B would probably say I need to drive it about 100 more times but I got bored after 10.
  4. Interesting article. Thanks for sharing this. CM Afghanistan is the one CM title I don't own. But after reading the article I'm struggling to keep myself from just buying it...........................
  5. I have not had a problem with bogging on dry terrain with the exception of driving through large craters. Did your tracks / wheels have damage? There is a cumulative damage effect on tracks & wheels from driving through low walls etc. IMO the speed of the vehicle has no effect on bogging/immobilization. My default vehicle speed is Fast. The vehicle AI will adjust speed on it's own when the vehicle enters certain terrain such as light woods or crosses (crushes) a low wall. After clearing the terrain/obstacle the vehicle resumes Fast. I did some experiments in August 2016 on my CMFB test map. I created 200 meter strips of various terrain (plowed field, mud, shallow ford, dirt etc.) and drove different tracked and wheeled vehicles (US and German) through the strips. I also used all 9 ground conditions from very dry to deep snow. I was trying to better understand the off road vehicle ratings as they are shown in the UI. While doing so I did not notice a correlation between speed and bogging. So I just floor it!
  6. Un-bogged yes. Immobilized no. Once bogged they will un-bogg themselves or go to immobilized. Once immobilized they remain so for the remainder of the mission.
  7. +1 This. And the observer can adjust this original fire mission onto new targets as needed. If it is a low rate of fire, low tube, maximum time mission the observer can adjust onto new targets with short delays for some time. My sustained fire rate for a US 105mm Battery is 34 minutes. @MikeyD That is firing on light not harass. However my SOP is to use harass with certain mortars and they drop more than one round a turn. If they didn't I would increase the rate of fire to light for them also. IIRC I have only seen the spotting rounds of some assets come in at one round a turn.
  8. Kampfgruppe Muhlenkampf ...........................hmmm .................. I gave @IanL excellent scenario / campaign list a quick look. I couldn't find this one. Could it be possible George MC is working on yet another scenario ?!?!?!
  9. Spot on. Combined arms is the way to go. Not sure how much of the above is frustration or serious. In CMRT aircraft are roving so I also don't rely on them. I'm afraid they may hit friendly troops. Only HQ teams, Forward Observers and some XO teams have the ability to call for artillery. All other teams are denied. I only mention this because in CMBS, on the US side, almost every fire team can call for artillery. Maybe you were expecting the same behavior in CMRT? (Not being snarky, trying to be helpful) I will also add that the ranking officer in the HQ, XO, and FO teams must not be KIA. If they are KIA the team will lose the ability to call for artillery. It does not matter if these teams have a radio or not. On map mortars must be in C2. Off map mortars & arty are always considered in C2. Target Reference Points (TRPs) are very useful. In the attack I place them to support my scheme of maneuver. On the defense I place them on likely OpFor avenues of approach. No line of site needed, no spotting rounds to warn the OpFor and the fire for effect is quicker. I also use a low rate, low tube, maximum time, fire missions and adjust as necessary. The above works for me and about the only time I see "denied" is if the team officer is KIA. Hope that gave you some ideas.
  10. In CMFB v1.02 any US unit that can call in artillery can also call in airstrikes. In CMBN and CMFI a Forward Observer is needed to call in airstrikes. In CMFB the mortar platoon HQ and XO teams can even call for airstrikes. I don't think this was intended (especially considering what BFC did with airstrikes in CMRT & attempted to do in CMBN) so a bug report was submitted.
  11. This is interesting AI behavior which I have never tested for but it is referred to in the CM tutorials. . I have not tested this but according to the tutorials (the newest CMFB game manual tutorial page 18): Area firing units will spread their shots around to cover the nearby terrain and will automatically switch to target enemy units if they appear in the nearby area. I will add the disclaimer that I have not tested this and some things in the engine manual and individual game manuals are not entirely accurate. But at least in theory what @M.J.H. said should (according to the game manual) work.
  12. Yes @SLIM has some very good instructive videos. He has several and I don't know all the links for them. I tagged @SLIM in this post twice so he will be along and provide the necessary links. He also has his own U-Tube channel with all kinds of cool stuff. @Wodin just posted some videos from @IanL. The link for those are below. http://www.awargamersneedfulthings.co.uk/search/label/aar
  13. The following are screenshots of an experiment I did on my CMBN test map in July 2015. Troops, in foxholes, are placed on Hide with a Target Arc. When OpFor entered the Target Arc the troops un-Hid on their own and opened fire. After the OpFor entered the Target Arc and became a verified contact (Troops won't un-Hide for tentative contacts) the troops un-Hid and opened fire. Hide + Target Arc = Ambush. Beware of LOS restrictions in the Target Arc.
  14. Troops in and out of foxholes raise their head some, bring up a pair of binoculars and generally fidget around (BFC ought to add a butt scratching animation). But they will not come out of prone and kneel or some other suicidal position. Even if this fidgeting around, on Hide, did occasionally caused a casualty I think it is still better than kneeling etc. I imagine this looking around behavior (as long as a solid object like a wall does not block their LOS) allows them to spot OpFor contacts in their Target Arc un-Hide and begin the fireworks.
  15. Probably a year or so back in time I have a vague recollection of a thread where urban combat was discussed. I think it involved how to improve the game for an eventual "proper" Stalingrad type battle. Sewers were mentioned in the discussion. So I think there is some wish for them. I think they would be cool. However I can't remember BFC saying that it is in the pipeline.
  16. While some of the chatter can be interesting this is very true. Not sure if it hurts anything ........... but a true statement. Or a modern and a WWII forum. I am hoping most of the posters are just out enjoying the summer weather. Since winter is coming to the northern hemisphere (where I assume most of the customer base is) maybe they will return to indoor activities like CM and this forum.
  17. LMAO! You are as funny as you are "detailed oriented". Which makes for a deadly combination. Note to self: Don't get in an argument with @Bulletpoint.
  18. When troops are on Hide they are in the prone position and stay that way. Even when the status block, on the lower left of the screen, rotates between spotting and hiding none of the troops come out of the prone position. If the troops are taking fire in a foxhole but not on Hide they will alternate between kneeling, the fetal position and other positions. I just did a quick test with two US rifle squads in both open terrain and in foxholes to make sure my memory was right. I will add the disclaimer that I did the test on my CMFB test map before I realized this thread is on the CMBN forum. However I would expect that Hide works the same in all the CM titles. Maybe I will also do a quick test on my CMBN test map. I also think spotting on Hide can be fairly good. The ambush drill depends on the ability to spot while on Hide. Hide plus Target Arc = Ambush. I have found (the hard way of course) an exception to this. If the troops using the ambush drill are positioned behind a low wall they will allow OpFor to walk right up to the other side of the wall. Troops on Hide must spot a verified contact to Un-Hide and shoot. (They will not Un-Hide for tentative contacts) So with a few exceptions, the most obvious I can think of is the low wall example or an observer calling in arty, troops on Hide spot fairly well in my experience.
  19. I suspect the fetal position has the same protection value as Hide. The difference is that the members of the fire team generally take turns in the fetal position and sitting up and looking around. When they are on Hide the entire team stays down the entire time.
  20. I have found this useful for forward observers or a fire team that I don't want shooting but just observing and reporting. The FO can still see out the front of the building (provided there are windows of course) and can still call in artillery.
  21. What @Michael Emrys said. I will add, keep the Commanding Officer safe. He is the one making the call for arty/mortars possible. Rank determines ability to access artillery (that doesn't require FO). If a unit has an individual with sufficient rank, the unit can call artillery. If that individual gets KIA, the unit will lose the ability.
  22. The Scenario 'Consulate Evacuation' was in part inspired by the Benghazi incident. If you want to go into a city in chaos, rescue civilians and escort them out of the city to a helicopter extraction point this might interest you. (There are actual unarmed civilians in this one. Although they do have the ability to buddy aid a weapon and use it). I will have to take a look at the 'Zawiya Uprising'. I keep seeing comments about it every once in awhile.
  23. There are probably multiple things that have gone wrong. Infantry is a big help in spotting and they need to be deployed / utilized so they can spot and report. In CMRT a team with binoculars can ride on the top of an unbuttoned tank and horizontally share information with the TC. If the teams are getting shot off the top by small arms fire they are probably to close to the OpFor. There are many threads about the use of Target Arcs with different opinions as to there use. @womble once made the following statement which I have found useful. I am paraphrasing: A Target Arc is primarily a restriction on where targets are valid, rather than a "focus" to identify and prioritize seeking targets in that arc. They are useful for when a tank pops out from an alley and fires down a side street and you need the turret facing 90o from the hull for a rapid shoot and scoot. Target arcs are also useful for some other things but not so much the situation you described. It sounds like you did locate the AT guns but your tanks refused to area fire? If the game allowed you to place Area Target lines but then refused to follow through and actually area fire after you hit the red button I feel your pain. This has been discussed in other threads. I now closely inspect my red target line. If I see any breaks in the red line I assume that it will probably not fire and I try something different. If you area target an Action Spot or two in front of the actual target some bullets / shells will travel further and land in the actual target. This may be enough to suppress / KIA / drive off troops working an AT gun.
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