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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I wonder if he will understand that he is about to lose the cover of the house and try to move his tank before the house is rubbled. If possible it might pay to have a second friendly tank (with Opened Up hatches for spotting) oriented on the area of the house. Then if the OpFor tank should dart out, either to fight or run, somebody will be ready for him.
  2. The set up phase can be time consuming, especially for the defense. There was a thread about the set up phase recently where @IanL had some sound advice and is linked below. http://community.battlefront.com/topic/120889-the-setup-phase/?do=findComment&comment=1633320 Thanks for letting us watch the battle.
  3. The Few Good Men will probably have it posted well before the Repository. I will send you a pm.
  4. Cool. So you going to tell us a little about it? Or at least the name so we know what to look for?
  5. Thanks, Amedeo my friend. No problem, we're good. Speaking of TACSOPs .......... IIRC you came up with (or had some role in) the Khrizantema / BMP-3s with IR blocking smoke screen tactic against US tanks. That one was very clever.
  6. Wow, that was brutal. IIRC I read a WWII book (Tigers in the mud?) on the eastern front that had the minimum distance between tanks at 80 meters. I found that 80 meters is not really practical in the game. Especially when you are trying to have two, three or more of your tanks engage the same OpFor tank at the same time. Your tanks are just not likely to have the same LOS if they are spread out 80 meters between each one. The TACSOP I am currently using is to have all vehicles at least two action spots apart (16 meters). That is two open action spots between the vehicles. (Vehicles don't use action spots just infantry but you can check the distance with the line of site tool or click on a nearby infantry unit and check.) It looks like your vehicles had only one action spot between them. If you had a save of that turn it would be interesting to see if you replayed it with two action spots between the vehicles and see if that would change the outcome. If not maybe increase it to three action spots.............. Maybe time for an experiment or two. Thanks for posting the video of this incident. It is better for the rest of us to learn here than in the middle of a PBEM game.
  7. This +1. Especially when you are on defense and have to set up all the interlocking fires, TRPs, alternate positions etc ............... Save and take a break. Come back later with a fresh set of eyes. Your troops will thank you.
  8. Okay, I was not following the thread I started very closely because it went away from game mechanics and the development of TACSOPs to play and win PBEM games. But I happened to notice one of the above posts and then spent some time skimming through the thread and found a few more similar posts. I guess I should have paid more attention and spoke up sooner. To be clear the opening poster was not complaining about hard coded SMG range limits. I was sharing this knowledge in an effort to spark discussion about the TACSOPs that could be created with the knowledge of the range limits. I even offered a TACSOP along with a partial counter TACSOP. I am not a grog and have no interest in changing range limits or arguing about xyz weapons manual stating 123 that contradicts abc weapons manual. I am a fanboi and trust BFC to produce the best game they can with the resources they have. My interest is in identifying game mechanics and developing TACSOPs to use in conjunction with the game mechanics in order to play and win PBEM games. See ya in a combat mission on the PBEM field.
  9. Thanks Rinaldi, I really enjoyed this. It will be interesting to hear what Emory has to say. I am hoping to learn a few things especially reference AT guns placement and use.
  10. I think you can .... in a way. I do this sometimes. Delete the 1 Bren carrier from the formation. Then go to single vehicles on the far left of the screen and purchase one without the radio. Purchase it for 1 Section Scout. It may cost more than the 55 purchase points but you should be able to get the rarity down to zero if that is what you are wanting.
  11. Yep, same here. I have Vein's bases in CMSF, CMBN, CMFI, CMRT, CMBS and will add them to the Bulge title someday. The mod turns the red X into a blood spot. Great for immersion and screenshots. The only thing some players might not like is the red spot also shows up under destroyed vehicles. I just imagine it is the transmission fluid leaking out as a result of the damage. (No I have no idea what color transmission fluid is on various armored vehicles) Cool mod that some of the posters in this thread might enjoy. I grabbed this from CMSF Consulate Rescue.
  12. I look forward to this part. It will be interesting to know if Emory attempted to use armored target arcs at all and if so what range. I also wonder if the ATGs were kept in C2 so they received reports on the location of your spotted units. Also if he used the Hide command for the ATGs. I have sometimes had a single OpFor ATG hold up a portion of my advance for several minutes while I attempt to solve the tactical problem it created for me. Other times I have seen them (usually when they are mine) destroyed with ease. It would be interesting to see some lessons learned that could be used for TACSOPs.
  13. Ah, yes..... this is a very good point! I just wish they had hand grenades........... Also the ammo acquiring can be taken care of in the set up phase. The possible downside, especially for an attacker, is the more ammo troops have to carry the quicker the fatigue level will go up.
  14. You can Acquire ammo, share ammo and buddy aid ammo. To acquire the ammo you need to get in the vehicle. You can also acquire from an ammo dump. To share ammo the units must be in the same formation. If both their icons highlight when one of them is clicked on they are eligible to share ammo. Below is sharing ammo which is two action spots. Below is acquiring ammo and then distributing it to the rest of the squad which is my preferred method. If the vehicle is destroyed so is the ammo. If a troop becomes a casualty you can attempt to buddy aid the ammo from him. The example shows an ammo dump which cannot be destroyed but can be overrun.
  15. Thanks Bud. It figures Bil would have already covered that. That is a great blog he has. I keep meaning to take some time and read through the entire blog from beginning to end. Instead I just read part that I think I need at the time. Someday soon ............
  16. This placing of the ATG has great tactical significance. It would be interesting if the testing could nail down if placing the ATG at the edge of a woodline does much good or not. Maybe we should be placing them in the second action spot back into the woods? IIRC the tree is randomly placed within the action spot when your building a map. I think it would be easy to move the ATG over a bit and/or re-set the tree to see if this changes anything and test your idea of the loan tree exactly between the mortar and spotter. It sounds like the mortars were being used in direct lay?
  17. Nice tactic. That puts the M in M-TOE. I have done that myself. One of the things I like to do in CM titles that allow tank riders (I know, CMBN does not) is to place a scout team on the unbuttoned tank. This seems to help with spotting.
  18. Thanks. I was about to print that chart out, laminate it and pin it to the wall of my command bunker.
  19. Mark, interesting chart. Is this chart for the old CMx1 games or CMx2 games?
  20. Yes that was it. Thanks Bud. Nice work. Finding (safely) and eliminating AT guns can often be a PITA.
  21. I read somewhere they were still working on some issues with this new format. If you wait a few days maybe the quotes will be restored.
  22. Here is a screenshot of an opposed river crossing at a shallow ford. This is from the Scenario of the month (Assault) over at The Blitz. It reminded me of this topic and I wanted to test the posting of screenshots with the new forum design. Edit: It worked, but I did not see the preview post or the spoiler hide option thing.
  23. Yes if a vehicle becomes bogged it may become un-bogged or may become immobilized. Once immobilized the vehicle is stuck until the end of the game.
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