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MOS:96B2P

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Everything posted by MOS:96B2P

  1. The skill level effects the speed of treatment. Warrior, elite and Iron take a realistic amount of time according to engine manual v3.01, page 28. Engine manual v3.01 page 59 also states troops will never perform buddy aid if there is a spotted (healthy) enemy within 100 meters. I know the opening post said the area was safe, but is it safe out to 100 meters? If not that may be the problem. I would also look at the morale and suppression status of the medic troops. I also remember some prior conversations about what can and cannot be taken via buddy aid reference weapons. Somebody else probably knows this answer: Can a Sten be recovered via buddy aid? I seem to remember people complaining troops would not pick up SMGs but would instead keep their issued rifle....
  2. Here is one of the threads where it has been discussed in a little more detail. It looks like your game was Red vs Red. A Red vs Red game where mostly BMPs are used and one player keeps the TC seat occupied and the other does not might show the advantage better. http://community.battlefront.com/topic/119959-help-with-russians/?page=1
  3. Yes. The smallest team that can be split off the squad is a two man team. (I use the Scout team since it is only two troops) So there will be an extra troop in the vehicle. There is a thread that talks about this in more detail. Also of interest some vehicles do not get the benefit from their primary thermal sensor if buttoned. Below are some of those vehicles. M1151 Recon Humvee M1167 ATGM Humvee M1127 Stryker RV M1131 Stryker FSV M1200 Armored Knight
  4. I like this part and I think it may be especially useful with some modern Russian vehicles (BMP-2 & BMP-3) where a soldier from the squad needs to stay behind to occupy the commanders position for spotting purposes. In the past I would dismount the entire squad, split off a two man scout team, send the two man team back into the BMP (One of the scouts will sit in the commanders seat.) Then send the rest of the squad on it's mission. Maybe I will try this asymmetrical boarding so the BMP can stop, the maneuver team exits and the scouts are already in place. One less minute used. In training we will call the drill BABS (Baneman's Asymmetrical Boarding Drill) The troops will come up with there own name for it
  5. Very cool, Bud. Nice to see you are back at it. The newspaper article with photos from the game was a nice touch.
  6. Cool. Observing how other players use game mechanics in drills TACSOPs is always interesting. Looking forward to this.
  7. So in game what would be a good area coverage TACSOP for an area fire mission with the different assets? Example: One tube medium mortar fire mission open terrain 80 meter diameter circular area? Then if you made it a two tube medium mortar mission would it still be effective suppression to increase the circular area to 160 meters? or just 120 meters? Same question 105mm howitzer? I always just guesstimate what I think will work in the given situation. I think it would be helpful to have a base line SOP to work from adjusting it to the situation instead of the looks good guess I do now. Any ideas / input would be appreciated.
  8. I will have to do some more hot seat testing when I get the chance but I used this area fire tactic in a recent PBEM / scenario (August Plague Boil or something like that) and I thought it was effective. The problem I generally have with an overwatch in the woods is they can't see far enough to spot and return fire. So when I think I have identified the OpFor defensive position I use the stationary fire teams to area fire in the direction of the OpFor while the assault teams move forward. I will try out the SLOW forward in combination with the area fire in my next woodland fight. Good job creating that hero! I try to area fire (with the stationary fire teams) at the suspected OpFor position with the target briefly command for 1:15. The assault teams move forward in the lanes in between the suppressive fire. The fire does not let up until the following turn when I cancel it or add another minute if necessary. I was using short QUICK moves for the assault teams. I will try out SLOW.
  9. Thanks for sharing. Combat Mission woodland warfare game mechanics could be an entire topic thread here on the forum. Moving at SLOW in the woods, after you get close to the OpFor, has its advantages. I am paraphrasing but Peregrine once posted,when talking about woodland warfare, something to the effect: Don’t get hung up on how far you can target. Your bullets travel much further than you can see and have an impact the whole way. Two squads targeting at range 40m in the general direction of a target 80m distant still has a big impact. This in combination with your SLOW movement (after close to OpFor) might be a deadly combination. I stress after close since if you move very far at SLOW the fatigue factor comes in.
  10. If you had it to do over again what would you have purchased besides panzergrenadiers? Buying mortars separate will cost more purchase points than just using the organic mortars. If the mortar unit has a radio they should be able to stay in C2. Of course the Germans don't have as many radios as the US. When playing the US I have found that using the 60mm mortar in the direct fire roll works well. However I have never tried this with medium mortars. The light mortars I think are quick to pack up and move with the maneuver platoons. Not sure how this would work with the mediums. Or are you suggesting setting the medium mortars up in an overwatch type position for direct fire and not moving them much? (Unless/until they draw concentrated return fire). Thanks for posting this. One of the best after actions I have seen.
  11. Bullet, This is interesting. Let us in on the secret. What is your TACSOP for SLOW in the assault?
  12. Merkava tanks ............... this would be cool.
  13. TUNGUSKA Time! From a PBEM. Even during a night fight the Tunguska was deadly.
  14. This is interesting. Thanks for posting. If I understand the test the US squad was advancing and spotted the stationary Russian squad before the Russian squad saw the moving US squad? Was the US squad straight infantry or some kind of recon/scout type unit?
  15. Hmmmmm, this is interesting. I may have to play around with this. Is this your SOP in CMBS also? (If you have CMBS)
  16. Just a word of caution. The above link is to the old CMx1 games and while as a general overview it is interesting many of the actual game mechanics are different in the CMx2 games.
  17. This time an example of a platoon XO taking over from the platoon CO.
  18. I think if the Bn HQ disappears or never was on the map it is similar to the Bn HQ becoming KIA for soft factors. The soft factors it provided, both good and bad, are removed from the equation. One of the most notable effects of no Bn HQ would probably be the ability for vertical information sharing between subordinate companies. The companies could still horizontally share the info but the "information bridge" that the Bn HQ provided would be gone. The information sharing, between the companies, could still be possible but not as efficient. Don't know about the global morale. If the Bn. HQ started the game but was KIA'd it may (probably should) have a negative effect on morale. I am slow this morning ............. what is AIP's?
  19. I will have to pay more attention to this. I have seen units run in foolish directions but thought they were the panicked units. In the scenario editor we set the friendly/enemy map edges. I now wonder what purpose this setting of the edges serves.
  20. Thanks for the link. It seems it is up to the AI when/if to use rear facing weapons on tanks for both coax or mounted MGs.
  21. COOL!!! How did you make it fire the rear coax? Target Light from the back of the tank? (this may make the turret rotate) Or do you just have to leave it to the AI to do when the AI thinks it is appropriate?
  22. Are you playing against the AI or a human? If it is the AI recon by fire might help. Pop a BMP out for 15 seconds and fire at a suspected OpFor position and then move the BMP back to cover. Your dismounts, if positioned in good observation locations, may spot at least a sound contact when the OpFor reacts. You can also do a forum search on woodland fighting/ forest combat etc... Many posts have been made about moving and fighting in the woods. Good luck.
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