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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Yes a platoon will fit. I think six Shermans can transport about 90 troops. I vote for option three. Looks like there is a lot of cross country movement. I wonder if you need to worry about bogging / immobilization at all.
  2. Wow, this is really interesting. What a great idea for a scenario. If anybody can make this work within the limitations of the game mechanics it is you. Is CMSF a better venue for this scenario than CMBS due to the environmental / building style choices? Ah now that I thought about it for a few more minutes there is also the OpFor & non-combatants .......... I guess at this point CMSF is the only way to go. Looking forward to another great scenario. I also predict this one will be a very popular scenario in the BFC community.
  3. Very cool. We Have been having internet problems out here on the farm again. As soon as the system is stabilized (I hope by this evening) I will download this one and start the IPB.
  4. Yes. It would be nice to be able to do this in the game. Not sure why we can't now. Some programming issue maybe..............
  5. Looks like another excellent CMSF scenario and the briefing graphics seem fine. Maybe you should go to the pub more often . I really like the idea of having to escort those trucks through the A/O. I may have to read up on convoy escort tactics. Looking forward to this one.
  6. Looks like some compounds need to be cleared ...................
  7. This is interesting. For MOUT TACSOPs the location, height and strength (ability to stand up to incoming fire) are all important considerations. Location and height are fairly straight forward however I have always been unsure of the strength of different buildings (with the exception of barns which I know are weak). So, at least for modular buildings, it seems the size is the determining factor for strenfth. By size do we mean just the footprint of the building or also the height? If we are talking about only the footprint, of a modular building: A medium, two story, wood modular is stronger than a small, three story, brick? And maybe there is a different formula for the independent buildings?
  8. /////////////// SPOILER ALERT ///////////////////////////////// /////////////// SPOILER ALERT ///////////////////////////////// Pierrefitte-en-Cinglais, created by @Bulletpoint is an interesting well done scenario. I ran out of time (also demo charges) and ended up with a minor defeat. Below are some screenshots of the battle. SitMap as of 1108hrs. SitMap as of 1130hrs. Halfway through the battle. An example of the many tactical problems encountered during the scenario. Third Platoon pops smoke to flank the OpFor MG. Third Platoon used demo charges to blast through the wall behind the OpFor MG team. Location of fire teams when the clock ran out. AAR Screen. Very well done scenario with multiple AI plans. If you want a good hour long, infantry fight in Normandy give this one a try.
  9. Interesting ................... So many things to test ........ so little time.
  10. I would think 20mm would go through any building in the game. Some buildings would be more resistant than others. (I have discovered the large stone church in the excellent scenario Pierrefitte-en Cinglais can shed many calibers like the bullets were rain drops. Admittedly however none of the rounds were 20mm). I am curious as to the location of the windows & doors on your modular building during the strafing run. I know aircraft come down at a pretty steep angle during a strafing run but I think one or two sides of a building get most of the incoming. Did that side(s) have any (or very many) windows or doors? Even if that side of the building was a solid wall I would still expect 20mm to penetrate. But I am thinking of the suppression test @RockinHarry did where a floor of a building needed at least one window, facing the incoming, to sustain suppression. Just trying to think if there was a game mechanic reason for your result ........ not that it would work that way in RL.
  11. In my experience you are both correct. I have seen shells burst in the tree tops. I have also observed that it takes a lot more shells to kill infantry in tree / forest terrain.
  12. Yes, Excellent question. Since troops are hit individually my guess would be the guy outside of the foxhole would be more likely to be spotted and hit than his buddies who are in the foxholes. However I don't really know and I'm not even sure of a good way to test it. @Vanir Ausf B was recently involved in a conversation about ATGs / foxholes / trenches and he is a veteran tester so Vanir may have some insight on this one.
  13. D Company has crossed the Line of Departure. About 10 minutes in and contact was made. In the next day or two I think I will start a separate thread with screenshots and SitReps.
  14. AIRBORNE!!! ALL THE WAY!!! In the 1980s I was an intel analyst (See my MOS / Forum Handle) in the 313 MI Bn, 82nd Airborne Division and worked in the G2 shop. So, of course, I would go with my unit. I also had an opportunity to jump C-47s in Honduras. I think those C-47s were the same type of platform used in the D-Day invasion. Very cool stuff back in the day.
  15. Sounds very interesting. Looking forward to crossing the Line of Departure on this one. Yes, @Combatintman always turns out excellent scenarios. He also designs scenarios for Battlefront that are included in their CM releases. It is well worth it to find and play any scenario he is associated with.
  16. The vehicle ammo and extra ammo can be found in the UI under: Details panel - Reports - Ammo. The ammo count listed on top in one color* is for the vehicle’s weapons systems. The ammo count listed on the bottom in a different color is the extra supply ammo that can be Acquired by troops. If the vehicle’s ammo runs out the vehicle will take ammo from the extra supply. The crew ammo is listed on the left under unit info panel / ammo. A vehicle will not take crew or passenger ammo. Crew and passengers can’t Acquire vehicle ammo. All can take or Acquire extra supply ammo. Example: A tank crew could Bailout, Acquire .50 cal. ammo and re-crew their tank. The tank would however not be able to use the .50 cal. ammo. Or a halftrack could run low on .30cal ammo for the machinegun, take .30cal ammo from the extra supply and use it. *The color of the ammo counts can be different depending on which Combat Mission title you are playing.
  17. Thanks for the link @kevinkin. I found the section on Urban Tactics 101 interesting. In the interest of sparking further tactical discussion I Copied and pasted Urban Tactics 101 below. Hope you don't mind. Urban Tactics 101 (very brief tips) SETUP AND MOVEMENT · Attacking buildings is costly in men and ammo. Check your starting squad’s headcount and ammo load – it might not be 100% to reflect the "on-going attrition and supply situation" per the scenario design. · Select building sections and levels carefully. You will need to capture sections of buildings that are objectives and suppress or capture building sections that might stop your progress. Wandering around the map will be inefficient. Before setting-up and plotting your first move, check the key buildings for “open” windows i.e. fire ports / apertures. Check to determine if the adjacent levels will allow internal movement via internal doors. Remember in urban combat your troops may be vulnerable from 360 degrees so plan your movements carefully and try and keep troops in mutually supporting movements or an urban version of over watch. Read the briefings AND design notes. They may contain information specific to the MOD and scenario e.g. descriptions of the “floor plans” for key buildings and perhaps best approach routes. · Urban combat may require a bit more up front planning than fighting on more open terrain. Those checks may seem tedious but they are key to completing the mission successfully. Some scenarios may give you time to feel your way into the battle. Others may have tight mission requirements. You might use a simple hand drawn map to remind yourself of the city layout and building floor plans. Try to use a phase line approach to cover the battlefield in the allotted mission time. Be careful not to set-up in areas that are “dead ends” e.g. back alleys with tall walls and building sections with no doors! Lack of windows and doors reflect the original construction, battle damage and enemy “sand bagging” the structure for defense. As scenarios proceed from September through the winter, expect more defensive works, fewer available troops and ammo. · Scouting is important. One well executed ambush can wipe out a lot of troops in an urban environment. You may want to split large squads to provide more fire and maneuver units and scouting forces. Better to lose 3-4 guys to a hidden MG than a whole squad. · Here is a very simple attack sequence that would strike part of a phase line. SUPRESSSION · Suppression is KEY to successful movement and taking urban objectives. Try to pinned down any sources of fire that will interdict your movement in the open toward the objective building. Use MGs and SMGs to their maximum effect. · Use "TARGET LIGHT" during suppression to save ammo if needed. If you do not have an identified target, consider using AREA fire. It may take several one minute turns to be able to safely move out toward the objective building. · If you have units providing covering fire, you do not need the assault squad to provide its own covering fire. So, you may want to avoid the ASSAULT command for that squad whereby it divides into two sections. Try to estimate the minimum force needed to finally eliminate the suppressed enemy. You may need just a split squad. · Weapons Use direct fire HE (75mm or better) and ATGs if available. AFVs will be in short supply in many scenarios. You don't have to knock down the objective building. Get the enemy into a poor morale state as soon as possible. Mortars do not count as effective HE. These high-trajectory weapons are better suited against light wooden structures, trenches or wooded areas When using smoke, make sure the timing is planned and accounts for wind drift. Off map artillery can be effective against building objectives. Just realize that it is less accurate than direct fire and needs time to call in and adjust. Breach teams and flame throwers can be deadly. But they are slow to position so plan their deployment carefully. Note: the game does not directly model gun elevation. BFC has adjusted tank guns so that if the target is outside of the gun's normal elevation limits firing times are increased simulating finding a position to fire on a difficult target. GETTING TO THE OBJECTIVE · While suppression fire is ongoing: quick or fast move to the base of the objective near a door. If the distance is short and you have time, slow move instead of running. In large buildings, if you have breaching capabilities available, you might be able to use satchel charges to either move within the building or blast your opponent on the opposite wall. Always remember you are vulnerable from 360 degrees while out in the open. Use rubble, folds in the ground, as well as buildings to provide cover and concealment on the otherwise barren landscape. · Minefields and Wire on the battlefield. For active, non-marked mine fields, this is a red sign with a skull and crossbones, saying "Danger Mines". A marked minefield has its sign changed to off-white. A known neutralized mine field (all mines detonated) has a green sign with a white X on it. Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield. Although antitank minefields can be marked, marking them appears to have no effect, since infantry can traverse them without risk in any case and vehicles don't benefit from marking. Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit. Minefields can be neutralized by a blast from a demo charge, although due to the game's limitations, a blast can only be performed if there is some “blastable” obstacle (such as wire) in the action spot. Anti-personnel mine explosions damage a vehicle's tracks or wheels. No other system on any vehicle is affected. Vehicles have varying levels of damage that their tracks/wheels can withstand before they are immobilized. · As missions move from September into the colder months, mines and wire will become more common. Wire can be removed with the blast command. A tricky enemy may allow you to clear a path but withhold fire until your men try to move through the breach. Achtung! ASSAULTING BUILDINGS While moving the suppression fire up or down level by level, assault the objective. Use the ASSAULT command instead of the MOVE or QUICK command. It might also be worthwhile to break squads into teams using the SPLIT SQUAD command to make smaller groups that could assault a building from multiple directions while providing suppressing fire. This offers the player the most control. Target the adjacent rooms once you get a foothold in the building. Some players like to assault from upper levels down when possible. Try to estimate the minimum force needed to finally eliminate the suppressed enemy. You may need just a split squad. The supersession-assault cycle takes time! Once you captured the objective spread out. Avoid having an entire squad a small level “room” which can be subjected to ambush type fire. That will ruin your day.
  18. @PhilM and @Baneman thank you both. CM Helper 1.7.5 is up and running.
  19. Thanks. I have the Zip file for CM Helper 1.7.5 downloaded to my desktop. Before I un-zip and install it I was wondering if I need to delete my old version 1.6.2? I'm on a Windows 10 machine.
  20. I noticed the above parts of a post you made while helping @BadgerDog. It got my attention because at first I was not going to delete the old version. If I need to delete the old CM Helper before installing the new one what is the best way to do that since I have PBEMs in progress? I see you are on a Mac. I have a Windows 10 machine.
  21. What is the newest version of CM Helper that is done being tested and that we should be using? The title of this thread says CM Helper 1.7.3 however the link in the opening post leads to a 1.7.5 and a 1.7.6. I have some in progress PBEMs and don't want to risk screwing anything up by downloading a version that is not ready. Thanks.
  22. Welcome to the forum. No tanks cannot share ammo. Infantry teams can share ammo if they are in the same platoon and within about 16 meters of each other. But not tanks.
  23. Very cool. Good job Fuser!!! Has this one been uploaded to CMMODs III? Can't locate this one.
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