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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Okay, gave it another run-through. Also learned something about the Assault command bounds. If given a long (about 150 meters or more) distance to the first Assault waypoint the first team will assault six Action Spots (A/S) the second team will assault five action spots past the first team (11 total) and if a third team it will assault five A/S past the second team 16 total). Then repeats with last team always bounding out five A/S past the furthest forward team until the destination. The bounds can be made shorter with closer spaced waypoints but the above seems to be the max. Back on topic. With the Assault command the further spaced apart the fire teams were the suppression was somewhat less in the different teams but still significant. With manually split teams with the same team spacing (as used by "Assault Cmd. teams") the suppression was almost not noticeable. One tick on the suppression meter for the closest team and none at all for the furthest. (The team that actually did the stepping on mines was of course suppressed and had a casualty) Below are the screenshots. Second run-through with manually split teams.
  2. No problem, my friend. Probably the only reason I remembered it was because I did a follow up test and then included it in my TACSOPs.
  3. I think it was @RockinHarry that did tests with vertical suppression. I also replicated the results on my test map. The results follow: When the Action Spot in front of a building is targeted the OpFor units on floors one through three will cower & be heavily suppressed and pinned. The floors must have at least one window facing the incoming fire to be affected. I think you and I participated in that thread.
  4. After splitting the teams seem to have the same amount of suppression. The one thing that was a little surprising was that by the countdown clock of 03:58:30 (about 10 seconds after the last screenshot) all teams including the one with three casualties had recovered to one tick mark on the suppression meter.
  5. The following is a team taking bullet splash suppression with no casualties. The other two teams in the same squad show no suppression. Not sure if this helps much but it appears that split teams do not incur suppression from each other.
  6. You can buddy aid a radio. There may also be a chance the radio is destroyed but I have not seen that. I always buddy aid them off the KIA RTO. Below are some screen shots I took when I tested this awhile back.
  7. I did an experiment on squads/teams vs Assault command reference suppression and posted the results with screen shots in the below link. I used my CMFI test map so I posted the results in the CMFI forum.
  8. In the CMBN thread Moving under fire - tips (link is below) the discussion evolved into the pros and cons of manually splitting a squad into fire teams or using the Assault command and the resulting effects of suppression. http://community.battlefront.com/topic/122750-moving-under-fire-tips/ I ran some experiments on how suppression works with split squads vs Assault command. I used my CMFI test map so I posted the results the CMFI forum. The results with screen shots are below. 1st Squad was split into three fire teams. A-Team was ordered through a minefield to see if B and C teams would be effected by suppression when A team sustained casualties. A-Team takes casualties and is pinned when the mines detonate. B and C teams shows one tick mark on the suppression meter. I think this is because they were within 50 meters of the explosions. I later moved B and C teams 125 and 300 meters away from the minefield detonations, where they still had LOS to C team, and they showed no suppression at all. At the end of the turn B team still has only one tick on the suppression meter. (Just in case there was a delay in showing up on the meter.) For the second part of the experiment 1st Squad was given the Assault command along the edge of the minefield so only part of the squad would step on mines. As the turn ended the entire 1st Squad had heavy suppression from the mines. At the start of the next turn they showed rattled.
  9. In general I think point values are a useful tool for scenario designers to shape their scenarios with. If the mission of the scenario is: Take out the AT guns on the ridgeline in order to allow the battalion to advance down the valley, then yes those guns should probably have a higher point value than most other assets in the scenario. Quick battles are yet a different situation. I’m not sure if points are different for different type units, like tank crews. From page 24 of CM Engine Manual v3.01 Victory conditions for Quick Battles are much more limited than for Campaigns and Battles. Only two types of victory conditions are available: 1 - Terrain objective zones. These are always considered as OCCUPY zones. 2 - A set number of points are rewarded for causing enemy unit casualties. The more casualties caused, the more points are awarded. The Victory Points for terrain objectives and casualties in Quick Battles are adjusted dynamically based on the battle type (assault, Attack, Probe, Meeting Engagement). A Meeting Engagement will offer more VP for inflicting casualties, and less VP for holding ground objectives. Assaults on the other hand will award far more VP for holding ground objectives and emphasize casualties much less. Attacks and Probes are somewhere between Meeting Engagement and Assault in emphasizing casualties over ground objectives.
  10. I know your probably joking but this reminded me of something I have read on the forum ................. Tank crews have a higher point value so some players are careful to move the dismounted ones to safety. I'm not sure of the mechanics of this. Maybe in scenarios where the designer assigns the points?? But in any case something else to think about and maybe investigate.
  11. ///////////////////////// SPOILER //////////////////////////////////////// //////////////////////////////////////////////// SPOILER ///////////////////////////////// /////////////////////////////////////////////////////////////////////////// SPOILER /////////////////////////////////////////// Great scenario. Very well done. I thought for awhile I would secure the objective with some time remaining. As it turned out I took the last two buildings on the east end of the objective in the last minute. Very close. Below is the AAR map and screens. I don't know why the OpFor show 18 MIAs??? I didn't take any POWs. Again this is a very nice size scenario and fun to play. It can be accomplished in one sitting. I highly recommend it.
  12. No I missed the live stream. However I did see it in your other thread. GOOD NEWS!!!
  13. I think you will enjoy it. I am currently playing the newly created and excellent scenario operation MINIMIZE (See below link). I also find the comment by Chris to be very encouraging. There has been a lot of talk about an upgrade but I hadn't heard anything from BFC in awhile.
  14. ////////////////////////////// SPOILER /////////////////////////////////////// /////////////////////////// SPOILER ////////////////////////////////////////////// SitMap 1440Hrs. 1st Platoon has entered west end of objective compound. 1 friendly casualty. 19 confirmed OpFor KIAs Loamshire fire teams popped smoke to cross from one irrigation ditch to another while moving on objective.
  15. That story never gets old and it's funny .......
  16. I don't see anything that stands out as an obvious reason for IMO the unusual behavior. The TRP was an excellent thought but yet .......... they had none . @womble was through here and didn't point out anything that was missed ............. paging @IanL ................. maybe Ian will notice something about this one ...... The testing is probably a good idea. If you do run some test please post the results.
  17. Wow, this sounds like a very well thought out and put together campaign. It definitely raises the bar on scenario and campaign design. This one deserves some more attention so players realize the designer @George MC and helpers went way above and beyond. They included many things that don't come with your average scenario/campaign release. Below I copied a small part of the campaign description from the Scenario Depot III where it can be downloaded. The below should give an idea of the high quality of this release. compiled all the campaign briefings into a PDF file titled Kampfgruppe von Schroif Campaign Briefing Handbook. Each brief is linked via the Campaign Flowchart so you can quickly access the briefing you want. If you don’t like reading then the Operation and Tactical Maps in each mission provide the key info required at a glance.There is also a table showing your unit, its commanders and their ‘soft’ values e.g. experience, morale etc. In addition there are Force Tracker graphics which allow you to track casualties and effectiveness of your unit as the campaign rolls on.In addition there is a pack of Tactical Maps included in the zip file. These are maps of all the main missions and are blank unannotated JPGs. They offer the player the ability to use them to plan their actions either on paper (print them out) or digitally on your PC/Laptop. I will say it again, Wow. Included tactical maps that can be printed out and all the other extras. Can't wait to play this one.
  18. In my experience the panzershreck is reliable to around 120 meters. To get hit three times, in a short time span, at 170 meter plus range, by a green team is very unusual. If it is bad luck it is really bad luck. I feel your pain. I think higher motivation just makes the team more likely to stick to their task. Experience and leadership play a role in accuracy. These guys were green so .................... I think that's why @John Kettler is curious about the leadership. I am not convinced that the leadership alone would account for these results............ but as long as we are looking at it what was the leadership within the AT team itself in addition to the next higher up C2 leadership? (If the team was in C2).
  19. Very cool !!! And "The Road is closed" .......................... for now............
  20. ///////////////////////////////////// /////////////////////////////////////// SPOILER SPOILER ///////////////////////////////////////// A Company / 1st Loamshire SitRep 1420Hrs. Lead sections are approximately 100 meters southeast of the objective compound. 1 friendly casualty. 13 confirmed OpFor KIA Sgt. Jones, the Mortar Fire Controller, is shredding the OpFor with airburst rounds. SitMap
  21. *********** SPOILER ALERT ******************************* ******************************************** ***************** Assault teams from the Loamshire Regiment bound forward. (Sorry, forgot to turn off the floating icons in this shot) Mortar Fire Controller calls in air bursts over an irrigation ditch. Base team provides fire support while assault teams bound forward. Tango down!!!!
  22. I ran more repetitions of the test with Slow, Hunt and Fast. Jeeps were often destroyed on all three type of movement orders. On Hunt the Sherman tank stopped on the first explosion while it was still operational. On Slow and Fast the Sherman continued to drive until it was completely immobilized. So a Sherman tank can sometimes drive through a 1 A/S and 2 A/S AP minefields and remain operational but with reduced mobility.
  23. I just Downloaded it this morning so you should now show 25 DL's. I read through the briefing and it appears very well done. I understand what I must do, my available forces, time frame and my commanders intent. (What more could I ask for besides a few Challenger tanks) I can't remember now ......... is it possible to increase the font size in the briefing or is it one of those CM things we are just stuck with. I know it's my problem, I need new prescriptions, but there are probably many CM players that would benefit if it was possible to bump up the font size a bit. I will complete my IPB and then cross the line of departure this evening when I am back in the house.
  24. Thanks for pointing this out. I need to update my info on AP Mines and vehicles. In the interest of science I loaded up my test map and drove a Sherman tank, M8 armored car and a jeep into an AP minefield. All three vehicles were immobilized. The tank moved three Action Spots (A/S) through the AP minefield before being immobilized and the jeep & M8 about 2 A/S. I think the depth of the AP minefield is key. In some PBEM games I have seen OpFor tanks drive through AP mines and keep going giving the impression that AP mines had little effect on them. But of course those minefields were one A/S deep and the mines have a cumulative effect. In my test the AP mines were five A/S deep.
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