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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Spoilers ///////////////////////////////////Spoilers////////////////////////////// /////////////////////////////////////////////////////////// SPOILERS //////////////////////////////////////////////// SitRep 0954hrs Total Victory. AAR Screens follow. SitMap 0954hrs Just FYI: An Assault Team encountered a door they could not enter and went around the building to a different door. I saw somewhere that Osama's compound had some false doors also. Nice touch. Very nice scenario! Highly recommend it. Always fun running the ditches out in Helmand!
  2. I would like to post more screenshots with more details however I'm having trouble with Fraps and CMSF. So far Fraps is still working for the other CM titles but with Shock Force I'm experiencing quite a few problems. The mouse pointer becomes very erratic, the edge scroll is crazy, the screen grab occurs 30 seconds after the actual screenshot was taken etc... It can easily take 10 frustrating minutes to get one mediocre screenshot. Always something with technology ........... My version of a Bowman moment I basically use my base of fire teams firing from friendly rooftops to clear off the OpFor compound rooftops. Then Blast into the OpFor compound by blasting into a building not just through a compound wall. The buildings almost always have OpFor in them and they are heavily suppressed from the blast and easy for the assault teams to kill. Also have suppressive fires going into the open gate of the compound and again from friendly rooftops. Easy to unravel what is left of the remaining OpFor defenders after the first building is taken. The survivors often panic and run out of the compound. The sniper back at CP HAJI ALEM enjoys that. This makes sense and I like having the ANA in the game. It makes the game more immersive especially when you zoom in close to their position and can hear them talking in their native language (Probably cursing me for putting them on point). I didn't give any thought to their kit prior to assigning them their task. It got my attention when the second ANA soldier got hit and then I started to think about what was going on. That was thinking that should have been done before I crossed the Line of Departure. Lesson Learned. When I'm done with this one and have time I may try it again. I'm interested in taking a patrol out to at least the South Compound during hours of darkness. It might be even more fun hunting the OpFor at night. I also remember in the book that Colonel Thorneloe ordered nighttime patrols after Lt. Evison was KIA. I hear a helicopter. I think Ugly 51 has arrived ................back to work.........
  3. SitRep 0915hrs Had another ANA scout hit in the fighting around Compound #5. Total of two friendly casualties and one walking wounded (yellow base). Estimate 40+ OpFor KIA. I never gave it to much thought before but it appears the ANA troops don't have body armor? They're a recce unit so I have been using them as such however if they don't have body armor it might be best to use them in a less dangerous tasking.
  4. Thanks John. This is a great link. I bookmarked it.
  5. Not the mission he is still calling in. (Although it may happen then also. I did not test that.) One observer has two or more missions all FFE. Maybe for several minutes they FFE. Adjust anyone of them and they ALL adjust to the new target. I was really surprised to see how easy it was to duplicate. For awhile I considered it might be my CMBN install. However Mantis bug report made.
  6. Got it. Thanks. Read the briefing and looked at the map. Everything looks very well done. Looking forward to crossing the line of departure on this one in the next few days.
  7. Hey Bullet, I am playing a Shock Force scenario, Green 9, (Very good, highly recommended) that I should have finished in a few days. I think I would like to give this one a try. Where would I find it? I found the thread in the mods forum but no link and did not see it in CMMODS III.
  8. Nice. Bringing a new generation into the CM games.
  9. Thanks @John Kettler good info. I think the mobile reference means the radio can go with troops moving on foot but for practical purposes I think they would stop behind cover to actually talk on the WWII radios. Even in the 1980s when I was in I don't recall the RTO and the boss moving and using the radio at the same time. In CMBS the troops have head sets probably making it somewhat easier to communicate while moving. I understand why BFC has it portrayed the way it is. Thanks again for the info.
  10. Okay did some experimenting with this last night and the results surprised me. I found that multiple mortar & artillery fire missions called by the same spotting unit combine into the same fire mission when one of the original fire missions is adjusted. I only tested US units. I used 81mm on map and off map mortars and a 105mm howitzer. I used a Forward Observer and a Platoon HQ to call for fire missions. I did it after the start of the game proper not during the Set Up Phase. The results were the same. When one mission was adjusted they combined into one. This makes me wonder if my CMBN install and Swant's is corrupt in some way since it is hard to believe only @Swanthas noticed this behavior and mentioned it. I have not played much CMBN in the last year with the exception of the Drums of War Tournament at The Few Good Men. In the tournament games I did not have one spotter with multiple fire missions underway so this issue would not have come up. If anybody else could quick test this and see if they get the same result it would be appreciated. I also did a quick test in CMFI and everything worked as it should. Below are some screenshots of just one test. I did a second with two off map 81mm mortars. Same result. A F/O requested an on map 81mm mortar fire mission the first turn after set up. After the 81mm FFE the F/O requested a 105mm howitzer fire mission. After the 105mm FFE the F/O adjusted the original 81mm fire mission. RESULT : The 81mm and 105mm both adjusted to the new location.
  11. @ASL Veteran thanks for the info. Not sure I followed the part above. Are you saying a vehicle can pass no matter how steep the grade? Something I never tested...
  12. Hmmm, I will load up my CMBN test range later tonight or tomorrow when I get some time and experiment with this. I know you said you saw it in the second training mission but I want to see if I can recreate it outside of that mission. The fact that it happened to you after you began the game proper and not something that originally began in the set up phase invalidates my theory on this.......... I will post the results.
  13. Ah, thanks. Good info. The Handie-Talkie. Would be cool if the game showed the artwork for this. I think I have seen it on one of the splash screens somewhere. CMBN maybe? Thanks for the link.
  14. It may be worth keeping it open for a few more days. It is a holiday weekend (here in the US) and many people are away from their computers with family etc. Wait for them to go back to work so they can see your post when the boss isn't looking . Also some of us don't have the game yet. I am having problems with the download and the physical copy has yet to arrive. I would like very much to play in the tournament but of course I can't commit until I get the game.
  15. In RL there were different radios of different ranges assigned to the appropriate place in the TOE. I am not a radio grog but I noticed in the book Company Commander by Charles B MacDonald there are several references to the different radios that were used. The SCR-300 that would keep the company in contact with the battalion, the 536 radio which seems was used by the platoon HQs? etc. Where is @John Kettler at when you need him. For game purposes the maps are small enough that I have never noticed range having an effect on the radios. Also the in game artwork on all the US backpack radios are the same and the game does not depict the walkie-talkie type radio. So one artwork for all nationality specific backpack radios which can always, in my experience, range the entire CM map. As @Michael Emrys said if a team with a backpack radio is moving on foot (in the WWII titles & Shock Force) they will drop out of C2 until they halt. In Black Sea they stay in contact while moving on foot. If the RTO is KIA and the radio was not retrieved during buddy aid radio C2 will be lost. Also with vehicles, the vehicle's radio can be damaged and radio C2 to higher command will be lost that way. If a unit is not in contact with higher command vertical information sharing is lost.
  16. I also saw something similar to this behavior in CMFI during a PBEM in September 2015. (I had to go back and look at my AAR notes). At the time I thought it was something I had screwed up (still might have been). I made a note of it but also changed my TACSOP on pre-planned arty and have not experienced it again. I more or less forgot about it until I read this thread. This is how my incident happened: I had my Forward Observer request multiple (2 or 3) pre-planned missions during the set-up phase. Different assets on different targets. Several minutes later I adjusted one of those assets to a new target. All of the original pre-planned missions adjusted to this new target not just the one I had intended. The rules on spotters and requesting missions were changed at some point (when CMRT came out?). During the set-up phase a spotter can request an unlimited number of fire missions. However after the battle begins a spotter can only direct one mission at a time. I suspect this change may have something to do with this (three missions turn into one) behavior. I'm not sure if that part of the behavior was intended or not. In your incident: Did you request multiple fire missions by the same F/O during the set-up phase or did you begin your requests later in the game?
  17. You are welcome. Now just buy CMFI along with the Gustav line module. A lot of cool stuff in this one. In fact as money allows buy all the CM titles.
  18. After you locate the minefield, probably with two man scout teams, bring up the engineer/sappers to mark it. Below is my general SOP to be modified by circumstances. I have not played this campaign but based on what @Anthony P. said I might try a smoke screen (if you have smoke) to cover the sappers while they mark along with a base of fire to suppress any OpFor intent on hassling your sappers. 1. Split Team to divide Eng. squad into 2 teams. 2. Provide security for the engineer teams. Consider a smoke screen. 3. Give Engineer teams a 360o self defense Target Arc. (To keep them focused on marking instead of taking shots at distant targets) 4. 1st Team Slow & identifies mines. 2nd Team Slow behind 1st & Mark Mines. 5. Slow 1st Team into suspected minefield with 15 second pauses every A/S. 6. 2nd Team Mark Mines when minefield is identified. 7. Use Slow for follow on forces to cross marked minefield. 8. Buddy aid demo charges from casualties. Notes: Red sign with skull and crossbones = Active non-marked Action Spot. A yellow (off white) sign with skull & crossbones = Marked Action Spot.
  19. @Ivan Zaitzev Here is an Italian Blackshirt three man scout team.
  20. Yes they have the three man scout team. In addition they also have the Blackshirt Scout team.
  21. Very cool AAR video @wham. I think this sets a new standard.
  22. //////////////////////////////// Spoiler Alert ////////////////////////////////////////////////////////// /////////////////////////////////////// Spoiler Alert /////////////////////////////////////////////////////// SitRep 0847hrs Things got really interesting. The OpFor decided they wanted to take us on. However the Welsh Guards were rock steady and their fire teams professionally handled their sectors of fire. Still only one friendly casualty. Also one walking wounded (yellow base) from the recent attacks. Estimate 25+ OpFor KIA. Southern and Center Compounds are secured. It looks like the OpFor want to put up a fight for Compound 5 also. Happy to obliged since Compound 5 is on our patrol route. Now if my S4 could get one of those Bulldogs running............. SitMap ANA scouts and Guardsmen use smoke to enter and continue clearing compounds while holding off multiple OpFor attacks.
  23. Wow. Impressive if it works as advertised.
  24. I think you have a point. Above I posted that it was a combination of Hunt and the covered arc. However if there was no cover arcs at all the same result would have occurred just using Hunt. I think to get the desired result: Fast or Quick for the movement command and if target arcs are to be used make them 360o Armor Arcs covering the entire map.
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