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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Oh ...................... what have I done..............
  2. Military Occupational Specialty: 96B2P. Which in English means I was a Military Intelligence Analyst Airborne. I was in the 313th Military Intelligence Battalion, 82nd Airborne Division in the 1980s. My avatar is the crest of the 313th. They have since revised the enlisted MOS nomenclature to be in line with the officers I have been told. So the 96B is something else now.
  3. @Combatintman. There. Now he heard you. He may not be able to respond for awhile, but he heard you.
  4. Speaking of that where is @Heinrich505? He did post some screenshots with flamethrowers, back in the day, and seems to be fond of them. And one more just so ya know I'm joking around.
  5. This is odd. I would expect the UAV to crash or the observe mission to be cancelled. From Engine manual v3.01 page 76: If the controller for a micro UAV (Raven or ZALA) is killed or incapacitated while the UAV is in the air, the UAV will crash and be destroyed. Larger UAVs will automatically cancel the Observe mission. Maybe a patch corrected this after the scenario was released but the behavior is baked into the scenario? And yes this is just a wild guess.
  6. Ouch! Were all your tanks on the right flank distracted by the infantry? How many tanks did he have against your three?
  7. I wonder what it would have been like if the fighting had continued inside the city, with infantry teams fighting it out house to house. Nice DAR. I look forward to the next one.
  8. IMO it would be nice to have WP and Smoke have distinctly different uses in the game. But as far as I can tell they both work pretty much like Smoke.
  9. I was just thinking about this since it is referred to in the book I am reading "Team Yankee". I even highlighted the passage because I don't remember reading anything like this before and most of my reading is history/military. In the book the team members claim that with mortars there is no whine before impact. So the implication would be you can hear incoming artillery but not incoming mortars?
  10. No sarcasm at all my friend. I was serious but I should have gone into more detail. I don't think there is a mortar team that contains only WP. You just select a mortar team that has any amount of WP. As an example select a US 81mm mortar team off map (you could also use on map). The off map team has 2 mortars with 110 rounds HE and 8 rounds WP. In the Fire Support Mission Request Parameters: Third parameter is Mission. Select Smoke at the bottom of the list. Now the 81mm mortar team will fire the 8 WP rounds and only the WP rounds. You can now test the effects of the WP isolated from any HE. For what it's worth I did some testing with Smoke about a year ago and my notes read: Smoke rounds may cause suppression and casualties but at a much lesser degree than HE. I just ran a quick experiment with Rounds labeled WP and rounds labeled Smoke. The WP did pin the infantry squad for most of the turn and produced a lot of smoke. The pin went away as soon as the 8 WP rounds were expended (Same turn). The smoke rounds just caused some suppression and of course smoke. So IMO WP is most useful in game if thought of and employed as smoke. I apologize for my earlier short response.
  11. Euri, I just did a quick count. You had eight. Some you had in such good keyhole positions they are hard to find. Also not all have a pillar of smoke marking their location.
  12. In game they function as smoke rounds. When the mortar is off map the WP will fire along with the HE rounds and be gone at the end of a mission. However if the mortar is on map the WP will only fire if you request smoke. I don't know why the difference.
  13. This works for me also. There were some long discussions about waypoints / pathing and bridges here on the forum. I think most of these discussions were just after MG came out. From those discussions the consensus was to place one waypoint just before the start of the bridge and the next waypoint just after the end of the bridge. This works for me most of the time. A problem may yet arise if the vehicle takes incoming fire while crossing and the AI takes over. Then the crossing might turn into a Benny Hill show.
  14. Direct fire mortars have the ability to shoot approximately 49 meters over a hill / ridge crest. See page 68 of the Engine Manual v3.01. Below are the results of an experiment I did some time ago.: I had a fire team, a mortar team and a spotter all in the same action spot facing a ridge. The fire team could target about up to the crest at 112 meters. The spotter, spotting for the mortar team, could target 135 meters (approximately 23 meters past the crest of the ridge). The mortar, using direct fire, could target 161 meters (approximately 49 meters past the crest of the ridge).
  15. I play in WEGO so I can replay and watch the action multiple times. It helps in trying to figure out what worked, what did not and why. I think the TACSOP would work in real time as long as you cancelled the engineers "charge into the breach" after the Blast. Wouldn't even matter the experience / timing of the engineer's so in some ways it might be easier. I just need the replay that WEGO provides. This also proved effective for me. Engineers are to valuable to go charging into the breach and infantry A-teams are better equipped for this type of activity.
  16. The reason for Slow is if there are additional OpFor along the backside of the building (typically driven from the building by suppressive fire). On Slow they will stop and fight if necessary. During the next orders (command) phase If there is nothing around to shoot at and they are still moving at Slow it can be cancelled. And of course in RL you would not fire into a breach a friendly team had just entered. So yes, I would agree. * For game use only. Not necessarily applicable to real life.
  17. @Combatintman can't log on right now but advised the correct answer is, Op LOAM has not been released yet.
  18. Thanks for this very interesting post. This last part especially. Probably not how the game works but still very clever.
  19. Wow! If this is still being used, as the photo implies, just ... wow. if it could only tell all the stories of all the fights it has been in ................ Now an NCO needs to come along and make that troop get off the barrel and do some preventive maintenance work.
  20. I would wait for @Combatintman to answer this but he is doing a real world mission and may be off grid (By the way, Happy Veterans Day). I think this was released under the title Op MINIMISE.
  21. Splitting squads (including engineer squads ) into teams is a good idea and I do so in every mission. For engineers I use the standard split squad so the demo charges are more or less equally divided. For infantry squads I split using the assault command so I have an assault team with most of the grenades (A-Team) and a base of fire team (B-Team). Also for a Quick Battle PBEM game I take regular engineers since regulars will Blast at 15 seconds which can be used with the Pause command (See below). Of course this was a scenario so it was not your choice what experience level the engineers were and I don't remember now. I agree that after a Blast the OpFor inside a building are normally suppressed. I'm not sure what happened but it would probably be worth while to figure out so in future missions you can get better odds of a more favorable outcome. Below is my TACSOP for blasting into an occupied building. 1. Identify a wall, especially a blank wall, that is advantageously located. 2. Split Team to divide Eng. squad into 2 teams. 3. Suppress OpFor in building with Target area fire. 4. After OpFor are suppressed Quick demo team to 2 Action Spots (A/S) from wall. 5. Give regular demo team 45 second Pause. 6. Place Blast waypoint next to wall. 7. Highlight Blast command waypoint and give Face command into wall. 8. The Blast will occur just before “Done” appears on the screen. 9. Next turn Slow entry team into building while other teams Target light. 10. Set the final waypoint, inside the building, of the entry team to 360o. Notes: Elevation mismatches cause engineers to go around instead of through a breach so check this first. Blast is a movement command that causes troops to move at Fast after Blasting however troops do not stop to shoot while moving at Fast. (Another reason to use an assault team to make the actual entry.) IMO this is one of the most interesting parts of the game. Trying to figure out what worked and what did not work and why. Then updating my TACSOPs and going back out on another mission. Thanks for sharing your mission.
  22. This is an interesting topic. I have been breaking off a scout team from the squad. However @antaress73 posted some interesting information on the subject. I am paraphrasing but he basically said: With squad leader led 3 man team inside (Split team in two equal parts) it is faster at sequentially engaging and destroying two targets than with the 2 man scout team inside. So it's best to use the squad leader led team even if you lose one dismount in the process compared with only splitting a scout team. Your BMPS will be more deadly and better at engaging multiple targets which is more desirable than an additional dismount. From the same thread as I took the above from it was also reported that this tactic (the squad leader split and mount back into the vehicle) is good for all BMPs and all BTRs. In the QB purchase screen a veteran sniper team or RPO team are cheaper than a veteran scout team 29 vs 49. Also the sniper or RPO team will only take up two seats where the scout team will take up three. If I was going to add a team I would consider sniper or RPO. I would also make sure they were part of the platoon for chain of command purposes and vertical information sharing.
  23. LOL that was a good one. My screenshots don't look as good as the ones you posted. Yours almost look like a real photo taken in RL. The town is not turning into open terrain fast enough. You might recognize it if it wasn't for all the smoke. It is Zhorstokyy. @Euri and I have a mirrored PBEM in progress.
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