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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Hey Bulletpoint. i never was able to find that post. Are you still using that rule of thumb or do you have a different TACSOP now?
  2. Hmmmmm. I knew the waypoint resulting from the Evade instant command could be moved I didn't know you could change it to a different type of movement order. I will have to give this a try and update my TACSOP. Thanks!
  3. Okay, if he has a ford he has more options........ YES!!! A video! I will have to learn to do those someday.
  4. I tried to refresh my memory by looking back at all the overhead screenshots. If I understand it Ithikial is pushing into the town with just the rail bridge as his only MSR? Do you know if vehicles can cross the rail bridge? Are there any fords he could also use? If he only has the rail bridge to push into town with (and if he can't bring vehicles all the better) maybe let him have most of the town for now..... just enough to tie him up. Maybe cut him off in the town by denying him use of the rail bridge, by taking it or interdicting it with direct fire. (Some bridges will collapse under arty. Don't know if a rail bridge will or not) While he is busy fighting his little Stalingrad battle in town (and keeping the MSR open) might you have the chance to cross at the road bridge with armor and take the objectives on his side of the river? Just thinking about possibilities. Interesting battle in a very cool game.
  5. If I understand your question ....... Under Special orders there is a Open up toggle. If this toggle is off (not highlighted) the tank will button up. The M10 Track Commander (TC) does not have a hatch but will keep his head low. They will often button up on their own but if they don't (highly motivated perhaps) this toggle will do it. Hope that helped.
  6. When a unit becomes pinned and refuses movement orders the Evade button will generate a Fast waypoint. The waypoint can then be clicked and moved to an appropriate destination. (If the AI picked destination is not to your liking)
  7. You can share ammo, acquire ammo and buddy aid ammo. Ammo sharing distance is two action spots. The units must be in the same platoon / section (both highlight when you click on one). Below is an example of a two man scout team going to an ammo dump in a building, using the Acquire command to obtain ammo and then returning to the squad to distribute the ammo.
  8. A lot of interesting maneuvering. I hope your unsupported tanks don't get into trouble. Cool video too.
  9. If you hold the vehicle movement icon over the ford location the icon will be the normal green if the vehicle can cross or red if it cannot cross. Edit: You can use this same procedure to identify additional unknown ford locations.
  10. Good job. I look forward to the analysis. Lessons learned are always one of the most interesting parts of an After Action. Very nicely done map and scenario. I think I will treat your maps and scenarios kind of like Tom Clancy books and get them all. I can only hope you have an interest in CM Bulge when it comes out and that you will produce scenarios / maps for that game title too.
  11. Nice test Migo. I really like the graph. It would seem the sweet spot for rifle/LMG units (For the setting of Target arcs) is about 220 meters to 240 meters. This keeps them out of the range of SMGs that have a hard coded range limit of 200 meters (see below link) however the rifles and LMGs are still reasonably effective in the 220 - 240 meter range. http://community.battlefront.com/topic/120738-hard-coded-smg-range-limit/ Now I wonder where on the graph the US M1 Garand, BAR, Thompson and the CW weapons would fall. Thanks for posting this. Did I mention that's a cool graph?
  12. This is probably where spotting or the lack of it is most obvious. There are entire threads (many of them rather emotional) dedicated to tanks spotting / shooting first or why didn't my tank shoot first etc.
  13. Thanks Amedeo, this is interesting info. On the defense I always seem to struggle with what range of Target arc to assign different weapons. Of course if you have your SMGs, LMGs, marksmen, and rifles approximately the same distance from the advancing OpFor and they open up individually at their recommended ranges HMGs 1000m?, LMGs 800m, Marksmen 600m, riflemen 400m and SMGs 200m they will be identified and eliminated one at a time. I try to identify a kill zone and place the different weapon teams at approximately their (Combat Mission) effective range away from the kill zone and give most of them the Hide command. Then hopefully they will open up at the same time with such force it pins the OpFor's advance. (often does not work out this way but I try) Info like you posted helps in determining what the distances should be in doctrine before it is modified by terrain and set up zones. There was another thread recently that had recommended ranges for weapons. IIRC someone on that thread recommended using half the effective range. I should try to find and link that. Good info. Thanks again.
  14. There are two kinds of information sharing: vertical and horizontal. Horizontal sharing (A team of 1st squad relays a spotting contact to C team of second squad) does not require the teams to be in C2. For this info to be passed up to the Company HQ Vertically the C2 net will need to be working. Or the info can be delivered horizontally to the Company HQ via a runner. Spotting Information can also be exchanged between fire teams of different battalions and then passed up the respective battalions C2 chain.
  15. This makes sense and would explain why the Brad did not Pop smoke. The next part I'm almost afraid to bring up. Might the Tac AI have some weird protocol where if a vehicle (specifically Bradley) has smoke dispensers the Tac AI needs to Pop smoke first and then reverse the vehicle? If there is no smoke left to pop the vehicle will just sit? I guess I need to do an experiment to see .......... Or maybe somebody has seen the AI back a Brad out of danger when no smoke is left ........... I hope .......
  16. Sgt. Joch had an interesting post (link below) on Soviet SMGs having a hard coded range limit of 200 meters. http://community.battlefront.com/topic/120480-soviet-smgs-ii/?p=1628695 This may be common knowledge to most people but it surprised me. The Red Thunder game manual pages 68 & 69 have the effective range for the PPSh at 250 meters and the PPS-42 at 200 meters. I thought the SMGs could be used for area targets past their effective range. They would just become less and less effective to the point where you were mostly wasting ammo. Not the case. They will not engage targets past 200 meters and will not follow area target orders past 200 meters. I then did some experimenting with the German MP40 and the American Thompson. Same thing. The UI would allow the SMGs to be given a target order past 200 meters but in the playback phase the SMG troops would not fire. Even with spotted OpFor at 205 meters the SMG troops would not fire. I did not try out all SMGs for all nationalities however I suspect the following holds true for all SMGs: SMGs will not fire past 200 meters (area target or AI acquired targets). This information may, in some situations, be useful for tactical solutions when confronted by SMG troops (especially in CMRT). I had German troops with MG42s and Kar 98s fire on Russian SMG troops, from 205 meters, with impunity. Below are some screenshots from the experiments. I did notice a partial counter that SMG troops can use when the OpFor was just outside the 200 meter range. The SMG troops can be ordered to area Target at 200 meters directly in front of the OpFor. Depending on terrain some bullets will travel past the 200 meter mark and hit the OpFor position (especially if they are only 205 meters as in one of my experiments). A possible TACSOP: Hose the identified or suspected SMG unit from approximately 240 meters.
  17. This is an interesting idea. Also maybe only have the field telephone as an option for Company and heavy support platoons on the defense (for additional points). Since they would probably be in prepared positions where their offensive counterparts would be more likely to be moving and maybe not have time to string new wire in a combat mission time frame.
  18. This one sounds interesting also. I have put it on my scenario list.
  19. Nice screenshot. I am a little surprised the Bradley didn't Pop smoke and reverse out of there on it's own. I don't think I have ever seen a vehicle with all red damage indicators. Time for the repair shop. (Probably state side)
  20. As womble said this is normal behavior. If the F/O or CO is KIA then the team would not be able to call for fire any more. I just had this same thing happen in a PBEM. A Platoon HQ had a fire mission under way when the RTO was KIA. The HQ team was still able to adjust and call in additional missions without the RTO. I have read before that this simulates a field telephone for arty call purposes. (Still no vertical sharing of info however) Below are some screenshots of the incident. (CMFI).
  21. This sounds really interesting. Looking forward to fighting this one. Thanks for taking the time and effort to put this together.
  22. Was the soft factor morale state of the squad pinned, shaken or panic? This may cause a squad to ignore orders. A squad is more likely to be pinned, shaken or panic if it is out of C2. Getting the squad back into C2 helps it to recover. Was the squad taking incoming fire and /or recently had casualties? What was the leadership rating of the platoon HQ? If the HQ had a low rating this may have contributed to the length of time to get the squad to recover and respond. Iron mode helps the player to understand the situational awareness of his units. I don't think it effects the player giving orders to his units at all. Of course a combination of other factors will effect the giving of orders........
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