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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Nice video. Enjoyed watching it. And yes I also saw the ATGM fire at 59:19.
  2. This is an interesting topic. In the WWII titles I have a much better thought out system (which is still evolving) for requesting support than in the two modern titles. In the modern titles a fire team or vehicle can request artillery. (In CMSF a US fire team can also call for air support.) In CMBS so many units (US at least) can call for arty it does not take as much planning to get the desired support. So that is my excuse for not creating artillery and mortar cards for my favorite support assets in the modern titles yet. In both the WWII titles and modern titles I will generally set up a TOC with the highest ranking officer, maybe a FO and, when possible, the highest ranking officers of any attached units or their XOs. This is to facilitate C2/vertical & horizontal intelligence (info) sharing. In this group I will designate a Target Reference Point Coordination Officer (TRPCO). It will be the task of the TRPCO to call for fires on the various TRPs in accordance with the Oplan. (The Oplan is often based on recon push and the TRPs are placed on TAIs and Key Terrain along the designated route of advance and sometimes to facilitate the placement of smoke.) As a result there is no need (unless of course it all goes FUBAR) for the TRPCO to leave the TOC, risk being KIA and losing control of the artillery units he is working with. In the CMBS TOC, if I have a drone, I will designate a drone officer. (No acronym for this dude so far) His task is usually a little more flexible than the TRPCO as he will observe NAIs and hit high value targets in the drone observation area to include precision targeting. If I have air support it will also normally be handled by an officer in the TOC with Area Targeting (up to an approximately 1200 meter area if I recall) also using the TRPs. A veteran US TRPCO (from a HQ or XO unit) that is on foot in CMBS can generally bring 155mm on a TRP in two minutes. This is more than fast enough for my recon push. However in CMBS the fastest call times are made by Forward Observers in a dedicated FO vehicle. Then I try to have at least one asset per maneuver platoon (typically mortars) for the platoon’s use. The platoon will use the mortars to help with tactical problems they encounter. This is fairly easy, with the US in CMBS, since even a fire team can request support from the mortars. However since most US platoons have FOs the FOs are my first choice. In the WWII titles I have an XO or CO with the maneuver platoons to coordinate the mortars and allow the platoon HQs to provide C2 and keep moving just behind the lead fire teams. My artillery fire missions are a little more evolved in the WWII titles. For example a standard US 105mm Howitzer fire mission is up to a 100meter area, 2 tubes (out of 4), light, maximum, general. This gives the TRPCO 34 minutes of sustained fire to adjust to his TRPs from the TOC in accordance with the Oplan and will leave 140 medium sized craters. (I like to know the crater sizes to help ID what the OpFor is shooting when it is incoming.) The fire missions I have recorded for US and German WWII forces are: Standard, High Value Target, Smoke and MOUT. I don’t have my fire missions typed out in this much detail for the modern titles yet but I’m hoping to pick up on some ideas from this thread.
  3. Another excellent and informative post by womble. In my TacSOP I have the entry team use Quick to enter buildings after a 15 second Pause to throw grenades. I will put this on my list of things to review since I am now curious if Slow has better results when an OpFor team is outside the rear wall of the entered room. An OpFor team positioned this way is probably the biggest problem I encounter in a dynamic building entry. @RockinHarry did some interesting tests with vertical suppression that showed units on floors 1 through 3 can be heavily suppressed by fire directed at the 1st floor (or the action spot in front of the first floor). I replicated these results with my own experiments. On the turn that entry is to be made I have my base of fire teams switch from Target (Area) to Target Light (Area).
  4. Well, I thought I was until Major Combatintman from the Battalion TOC started breathing down my neck about it!! Hmmm, time is a little tight depending on what type of tactical problems the maneuver platoons may still have to deal with on the way to BP T148. I have four second lieutenants out there maneuvering ........................ Captain Anglen just headed out from PB Rushdi Mullah with his HQ team to light a fire under their a$$es.
  5. ////////////////////////////////////////// SPOILER ALERT ///////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// SPOILER ALERT ///////////////////////////////////////////////////////// SitRep 0630Hrs. Friendly KIA: 0 OpFor KIA: Approximately 4 With light contact 2nd & 3rd Rifle platoons along with 1st & 2nd Eng. Platoons maneuvered to the SE canal crossing. Photo #1 Covering fire while the point team crossed at SE canal crossing. Photo #2 OpFor with lead poisoning.
  6. A modern day example of this in real life was the Boston marathon terrorist attack. And thanks to the 24 hour news cycle many of us probably saw it. The film footage shows a detonation with some people still standing while other people, many meters further away from the detonation, fall to the pavement injured. And it did look peculiar. So much so that at the time, while the situation was still in the early stages of being reported, I remember people commenting that something other than the detonation must have hit those people. (One theory was a sniper in addition to the bombs) So when I see this behavior during a PBEM game, like Michael said, I shrug it off. (after cursing at the computer monitor. I find this helps)
  7. Interesting stuff. I've never seen such a detailed layout of the compound. My understanding is that he had it designed and built. Seems kind of a strange design. I assume the property that was purchased had an odd shape which dictated the perimeter shape of the compound. Looks like an overhead trellis type structure in one part. Maybe to block LOS from above? Now I'm kind of interested to know why it was designed and laid out the way it was. May have to read up on this. Also the 25 armed occupants, was this the RL number or a game abstraction to make it more playable? LOL, sounds like they worked eight hour shifts. So there will be about eight on duty when I blast the compound wall at O dark 30 ........... with the remainder waking up only to die suddenly ............ I see some good locations for demo charges ...... .
  8. I have an i7-4790K, 4GHz, 1TB SSD, Nvidia GTX 970, 16GB RAM. I'm not much of a tech guru but I looked at your other forum thread and below are how I have the settings you asked about. You can find better advice on tech issues than I can provide. I think @Bulletpoint was recently involved in discussions about PC performance issues. If he happens along to this thread he can provide some insight. (he is very detailed oriented) * vertical sync: Off * Tree Detail: High * Shaders: On
  9. The spotter does not need to see an enemy unit but it does need to see the general ground area where you want the arty to hit at. The exception is Target Reference Points (TRP)s. The spotter does not need Line of sight to an area with a TRP. The spotter can call in arty within 50 meters of the TRP. If the vehicle is capable of towing the piece of equipment like with an anti-tank gun you would click on the gun, select move and then click on the vehicle. If they are compatible you will see a green arrow as when troops load onto a vehicle. I have only moved AT guns ........ can't remember moving AAA with a vehicle ......... but if it is possible the above should work. Ammo sharing distance is two action spots so the ammo team would need to be within two action spots. As far as the last question about battle size I think a huge Quick Battle in CMBN is 5,700 something for the attacker. However in the scenario editor you can create a very large battle. I'm not sure the unit limit but some designers create multiple battalion battles. It also will depend on how big a battle, with units, buildings, woods etc that a computer is able to handle.
  10. This is a great idea. I may have to give this a try.
  11. Nice video. I was celebrating along with them when their fire support came in. This is making me want to load up a MOUT scenario.
  12. Thanks for taking the time to create the PDF and share. I downloaded it and gave it a look over. Probably not enough data yet to come up with an SOP for a basic load. I find it a bit frustrating the way the game handles the amount of ammo that can be Acquired. For example if a US two man scout team in a Bradley wants to Acquire 5.56mm ammo from the Brad the smallest starting increment is 1000 rounds. I think it would be interesting to find an SOP for a basic ammo load however I'm afraid the game mechanics of Acquire would probably not facilitate a SOP. Any SOP would be dependent on the increments allowed. If you do decide on how much ammo is enough I would be interested in the numbers and reasoning. Thanks again.
  13. Sorry, what I meant was that skill level iron makes it easier to understand what is going on with the C2 situation. This is especially important the way you're describing spotting and friendly fire during night battles. On skill level iron, during the action/playback phase (Not the orders phase), if you click on a friendly unit, B-team, only other units that B-team is aware of appear. This includes friendly units. This is the main difference between iron and elite skill levels. So iron skill level will let you know that B-team is not aware that the F/O team is in that clump of trees up ahead. This, at least in theory, will help prevent friendly fire incidents especially in low light conditions. And yes if this friendly night fire is happening on iron I would expect it to happen on all skill levels. (If it should happen on all skill levels or not could be an entire new topic probably ) Below is a link to some information (including screenshots) on skill level iron and the differences with skill level elite.
  14. Another plus for playing on Iron. I also need to play some WWII night missions. I have no specific TACSOPs for night missions.
  15. ///////////////////////////////// SPOILER ///////////////////////////////////// Got it downloaded. IPB completed. Big map. The no-go terrain (think they call it severely restricted terrain now days) creates a few choke points and may make it impractical to take possession of some of the compounds that are sure to cause problems. Also the MSR is slightly raised. Reminds of the scenario in Market Garden where the avenue of advance was also raised. This should be a good fight.
  16. I also thought that. It may be due to the fact that the very strong buildings (three of the churches) are made from some type of masonry (I think in all the titles?) and the weakest buildings (barns) are mostly frame with some having masonry on the bottom. We probably then applied this information to all the buildings. In a 2 A/S spot modular building the wall of the floor you aim at will be destroyed in 4 to 5 hits from a 75mm. Does not matter if the skin was frame or masonry.
  17. I may be making a change to my TACSOP. Or at least typing a reminder onto the end of the drill. Yes, this incident should keep it fresh in my mind for awhile. That reminds me. A tank with a Target Armor Arc will not shoot at bazooka teams. I don't recall this one ever being a problem but it could be. Especially in MOUT or the Normandy bocage.
  18. Okay, I did some experimenting around with this. I used US 75mm Sherman tanks and fired on the different building configurations (modular buildings and independent buildings (houses, churches, commercial, barns and other)) until they collapsed. This is what I discovered. Generally the bigger the building the stronger it is. The skin of the building does not matter. A combination of a buildings height and footprint (total square footage) determines the strength of the building within the four categories listed below. Very Strong: Three biggest church structures. Strong: Modular buildings and independent small church. Average: Independent houses, independent commercial, and independent other. (CMBN & CMFB have an "other" category for buildings.) Weak: Barns A practical problem with this can be the proper identification of a building during a mission since some of the independent buildings are similar in appearance to modular buildings. In addition I may look at suppression levels taken by an infantry team when inside the different structures. As always any additions or corrections or comments are welcomed.
  19. I have known this to be true for awhile but thought I would post it since I was just reminded in a PBEM game. Use the Target Armor Arc with caution because a tank with a Target Armor Arc generally will not fire on anti-tank guns. (Sometimes if the tank crew has low motivation they might disregard the arc and fire in self defense.) One of my TACSOPs is to give my tanks a 360o Target Armor Arc covering the entire map when hunting OpFor tanks so friendly tanks don't become distracted and shoot at the first infantry team they spot. Today I had a platoon of tanks move up to a ridge. Two of the tanks had Target Armor Arcs. AT guns were spotted in a wood line about 800 meters away. The first friendly tank to make the spot had a Target Armor Arc and held its fire. The AT guns fired first.............. Use with caution. The friendly tanks were veteran, fit, normal motivation, 0 leadership.
  20. A hit decal on the barrel is an indicator. If the tank is just using MGs and you spot a hit decal on the barrel it is probably out of service.
  21. Hmmm, dismounted truck drivers ..................... but then of course only one sniper not a "team".
  22. Can't you just select the 2 man sniper teams from special teams in the editor?
  23. Kabul Karl ................ Where the summer is hot and Afghanistan rocks .............
  24. Yes. From the game manual page 88. StuG IIIG (Late) remote controlled MG42.
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