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MOS:96B2P

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Everything posted by MOS:96B2P

  1. The anti-tank team in the example has no C2 at all. Not to anybody since all three boxes are empty. (Where close, distant, radio would show) 9th Company has C2 to 3rd Battalion. If that COC light turns red it might be when 9th Company is moving. It should go back to green after 9th Company HQ goes firm for awhile. Yes I think the game mechanics probably keep the Battalion HQ in the loop to run the C2 part of the game. That would make sense. Edit: Okay still learning the new forum quotes. I screwed that up. I was agreeing with Ian and then was ninja'ed by Ian.
  2. Have you experimented with the Pause command? I don't do this very often because I am afraid of losing a tank but........... If you give a tank the Pause command and it has good morale I think it will mostly stay in that position until the Pause time expires. You can also have it permanently paused and it will stay until you un-pause it. Of course the downside is that the laser warning is going off for a reason so if the tank does not reverse it may get hit .......................... but if you are in a situation where it is worth the risk the Pause command may work. Good luck with that.
  3. In the WWII titles if a HQ unit is moving by foot it will drop out of C2 even if it has a radio. They can't operate the radio while moving. When they stop moving the C2 chain is re-established. Maybe foot movement is causing the COC light to go on and off? In the below screenshots I did not mark the COC lights, only the C2 area, but the COC lights are red during foot movement in WWII titles and CMSF but green in CMBS.
  4. I am currently fighting my way through Montebourg Redux version. So far it is good to go.
  5. Interesting information thanks for sharing. Another example of how C2 effects the troops and ultimately influences the outcome of battles. I often struggle to keep the platoon leader close enough to the front to keep the the leading fire teams in C2 and at the same time try not to get the platoon leader and his RTO KIA'd. Can be a difficult balancing act..............
  6. Thank you also. So you were a rocket scientist!! Sounds like a cool job. My MOS still exists but it has a different nomenclature now.
  7. The UI is a little confusing. The original delay remains in the mission parameters but does not apply to the adjust missions once the original mission has begun. The below screenshots are from my CMBN training map but concept is the same. The new adjusted mission fires two minutes after being adjusted. The UI still shows the original 15 minute delay.
  8. I have seen this a few times now and it is very quick IME. IIRC in this case it was the following turn. If I understand the question ....... The XO/2IC functions with it's own soft factors. So it is possible the CO was a +1 veteran and the XO, who is now CO, is a - 1 regular. The typical problem in the WWII titles is that the XO/2IC does not have a radio. And to re-establish the chain of command with subordinates superiors that are not close by they need a radio. The Company CO also has to run the company so there is some difference. From the game engine manual page 63. Higher HQs may fulfill this role only to a limited extent. If a squad or team is out of contact with its immediate superior (usually a platoon HQ) then its company or battalion HQ may provide voice and close visual contact, but not radio or distant-visual contact. This simulates that a higher HQ can’t babysit a large number of units more than one level lower in the organization, and it means that higher HQs can’t be used in a gamey way to make platoon HQs unnecessary, but they can step in and provide command-and-control in a limited radius in emergency situations.
  9. I'm just taking a guess here......... Bunkers are treated like vehicles in many ways. Troops in a vehicle will not surrender while they are inside the vehicle so maybe this behavior carries over to bunkers also? I'm sure somebody will be along with a more definitive answer for you.
  10. If this one way downward fire is true it would make clearing buildings from the top down (when possible) the MOUT TACSOP of the game imitating RL. Of course the problem is the buildings must share common walls so you can fight your way to the top of the first building on the block and then advance down the street clearing the remaining buildings from top to bottom. This. I try to never have my demo teams make the entry. They make the breach and an assault team goes in while at least one other unit targets light into the building.
  11. So the two Sherman tanks in the latest video......................... those must be two additional Shermans not counting the one stuck on the railroad tracks??? Stop laughing Bulletpoint ....... Ninjae'd by SLIM.
  12. Vanir Ausf B had some interesting information on railroad tracks and vehicle damage. It is linked in the below thread. Basically cross tracks at a 90 degree angle and don't drive down them. More than just bogging it can cause damage to the tracks on the vehicle. http://community.battlefront.com/topic/120465-trucks-kubelwagenjeeps-too-robust-cross-country/?do=findComment&comment=1624950 Looking forward to another update.
  13. Due to the efforts of Shorker during a PBEM I was provided yet another example of an XO (2IC) taking over from a KIA'd CO. So my company commander did not die in vain, and since this topic comes up every few months or so, I thought I would share some screenshots of the incident. Company HQ team that had been coordinating indirect fires on Shorker's forces as they advanced against the objective village. The 2IC team becomes the new Company HQ. Unfortunately they don't yet have access to a radio for C2 purposes.
  14. Rock, this is interesting stuff. Thanks for doing it. If I understand the screenshots, the German team, 3rd floor right building was able to fire diagonally into the second floor left building. Was the US team kept on a short target arc and unable to return fire for test purposes? Or was the US team suppressed so badly they were not able to effectively return fire? Did the demo charge into the floor above the US team cause any suppression to the US team? Did the Germans also throw grenades diagonally into the the second floor left building?
  15. The blood spots are a mod: Veins base markers. IIRC I got it originally from the repository.
  16. This is why I split the Assault team (A Team) off first from the squad. They get most of the grenades and all the SMGs. The remaining base team (B Team) has the BAR and rifles etc for suppression work. B Team provides the suppression while A Team closes and hoses. The teams have a more specialized better controlled and equipped mission. Ninja'ed by womble.
  17. Not that I know of. If sburke happened along here he could tell us.
  18. Sometimes you have to take a break from the battle for a few screenshots. Cool cool game. A mortar team takes positions in foxholes newly paid for by 2nd Platoon. A tank pulls up alongside and assumes over watch as the attack continues.
  19. Nice screenshot Heinrich! Canister shot looks so cool in screenshots................ of course not so cool on the receiving end.
  20. Hmmmmmmm......... Kind of depends on how you want to use the map. sburke made the fantastic CMFI Venafro urban map. A lot of destroyed, rubbled buildings. However it may be difficult to move vehicles down many of the streets due to the rubble.
  21. Rock, Interesting information. Thanks for sharing this. Also, IIRC, using the AT team split from a squad can get you an expedient wall breech from a longer (safer) stand off distance with a zook or schreck. It is part of my TACSOP to throw grenades into the 1st floor during a dynamic entry. I did not realize they could also be thrown up to the 2nd, 3rd and 4th story. I wonder if you need to be concerned with bounce back. It would be just my luck, the grenade bounces off the second story wall and lands in the center of one of my fire teams ................
  22. THAT is the difference! "Open top vehicles" I thought I had seen the behavior before but I also knew the troops had to leave the building to close assault. I was struggling to reconcile the two after reading the opening post. Now all is right with the CM world again.
  23. This is of great interest to me (see my signature line). I am assuming you used the elevation feature in the editor. I have tried something similar but it did not look as good as yours. I think it would be cool to print out the topographical maps (maybe 400 meters by 400 meters or something) put them all together into a big campaign like map, covered with acetate. Then markers could be used on the acetate for various overlays, SitMaps etc..... So how did you do it?
  24. Very interesting and useful information womble! When I have time I will have to put this on my list of TACSOPs to make a drill for. As gnarly indicated, it is expected behavior that the OpFor will direct suppression fire at the HMG as soon as possible. It was always a PITA to pack it up and move it and repeat the process (didn't work out very well most times either). This 4AS sidestep move (behind bocage or a low wall) may be the answer. I wonder if it would work as well between floors of a building or even adjacent buildings? Back to the TACSOP testing and development .......................
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