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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I can see all three. The two wing action spots may be lighter but usually not difficult to see. The underlying terrain will also effect how well they show up. An interesting thing about those wing A/S is that as you move the cursor around the way point you can change the position of the wings relative to the center. Edit: With or without the face command the wings can be rotated.
  2. Well I gave that a try and it was kind of like the twilight zone. Every once in awhile I could replicate it and get stuck. Maybe like one out of five times. I tried all four edges but it was not obviously any worse or any better on the direction. It seemed there was an outer boundary I would sometimes hit. When I hit it I was intentionally moving a little further off the map than I normally would and also at that angle. I wonder if it has something to do with the map size? The bigger the map the closer you are to this sometimes outer boundary? I was using an approximately 600 x 650 meter map from a campaign I am playing. However I have played on huge maps before and don't remember this situation. Sorry, I know that was of no help to you. It must be an ongoing common occurrence for you if it aggravated you enough to post about it. It is a holiday weekend now but if you submitted a ticket BF would help you out as soon as they could.
  3. First the minefield must be located before the Mark Mines command is highlighted and available for use. In my experience minefields are most often located when a two man scout team sets one off. It is also possible for engineers to spot a minefield if the engineers are in the adjacent action spot to the minefield. However, depending on the experience level of the engineer team, this spotting from the adjacent action spot may take several minutes and is not usually practical. After the minefield is located the engineers must be given the Mark Mines command. Below is the method I most often use to locate/mark a minefield. 1. Secure the area (generally with non-engineer units) so the engineers have little to no suppression while working. (Smoke can be useful.) 2. Split engineer squad into two teams. 3. Slow teams through suspected minefield with 10 second pauses every action spot. (The spotting cycle is refreshed every 7 seconds) 4. Mark Mines when they are identified. 5. Buddy aid demo charges from any engineer casualties. Flail tanks are very cool when you have them in your TOE. Below are some things I found when working with engineers and minefields. The more eyes in an engineer team the easier to spot mines. (5 man team finds mines easier than a 2 man team) Engineers can most reliably and safely locate unidentified minefields using the Slow command. Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield. Antitank minefields can be marked but there is no effect. Infantry can traverse them without risk and vehicles don't benefit from marking. Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit. Minefields can sometimes be neutralized by a blast from a demo charge if there is a blastable obstacle (wire) in the action spot. Anti-personnel mines do not strongly affect vehicles. In the above screen shot you can see examples of the below minefield signs. Red sign with a skull and crossbones = Active non-marked minefield. Off white sign with a skull and crossbones = A marked minefield. Green sign with a white X = Neutralized minefield (all mines detonated) Hope this helped. Good luck.
  4. Engineers/sappers/pioneers are fun to use and a very valuable asset. The following are some of the things I have found useful when using engineers in WEGO. I almost always try to keep the engineers from running through the hole they blasted. One way is by using the face command and the second is by timing the blast. Timing seems to be more reliable than the face command method so I will explain how I use the timing method to blast a troop hole in bocage. (You need two blasts for a vehicle size hole.) 1. I split my engineer squads into two fire teams. (As opposed to the 3 team split of an infantry squad) 2. If possible I keep the engineer teams about 100 meters behind the advancing infantry teams. When needed the engineers are called forward. 3. First turn move engineer team next to bocage. (A location that has been checked out by an inf. scout team) 4. Next turn give regular engineer team a 45 second Pause. (It takes 15 seconds for an unsuppressed regular engineer team to blast) 5. Give engineer team the Blast command locating the blast waypoint on the other side of the bocage. 6. As the blast goes off “DONE” is displayed and the turn is over with the engineers still on your side of the bocage. 7. Move the engineers Fast away from the hole and let the infantry resume leading the advance. Below is a guide for the most common experience level of engineers I find in most scenarios etc. A regular engineer team takes 15 seconds to blast if not suppressed. A veteran engineer team takes 10 seconds to blast if not suppressed. A conscript engineer team takes 37 seconds to blast if not suppressed. Try never to have a Blast order that incorporates "natural" troop holes. (If you blast a vehicle size hole in bocage, that includes a pre-existing natural hole, your vehicles may still not be able traverse it.) The above method is also generally true for blasting into a building. Hope this helped with the bocage part. I will work on a separate post for minefields.
  5. The comic book cover! How cool is that! The cover itself is like a stand alone work of art. Wow and 10 cents. That brings back some memories. LOL This really brings back some memories. I did the exact same thing but for me it was a Ben Franklin dime store instead of a 7-11.
  6. Bud, Very nice job. I noticed you got a bandage on the wounded Lt. Warner in post #237. Your skill at this continues to improve. I think your fan base may demand you portray the career of the fighting Warners. From a prequel of Private Warner in 1943 Sicily, to Lt. Warner in 1944 Normandy, to Cpt, Warner in CM Bulge through VE day. Then you can move on to the grandson, Sgt. Warner, fighting in the Ukraine for the family's new homeland.............. It will be like Sgt. Rock generations, multiple fronts and multiple wars ............ Almost forgot. There will be a CMSF2 someday. Now the son also a place in history........... I look forward to reading all those panels.
  7. Johnny, This sticking does not happen on my computer. (I have an HP laptop with Windows 7) The scrolling around the map and along the edges works fine. If anything I have the opposite problem. I spend several minutes lining up a cool looking screenshot and then bump the edge of the screen and get sent flying out into the no-map land between the map and the horizon. I took a quick look at the options on the load screen but did not find anything there that looked like it would help you. Your problem might be something easy that a tech type over on the tech thread can find an easy answer for.
  8. Yes it is a mod. It is Juju's Red Thunder UI v1 (User Interface) that I found at GreenAsJade's site. All kinds of cool mods at GreenAsJade's site and the repository.
  9. The infantry are using the tank's radio. This is one of the cool things about tank riders. Not only can they ride on the tank but they can use the tank's radio for C2. Below is part of an old post of mine when I discovered this fact. In a PBEM quick battle I had a three man scout team that was assigned to a tank platoon. The scout team was in a wooded area and positioned on top of one of the tanks. The platoon HQ tank was positioned about 70 meters away in the same woods. The scout team and its tank had no visual or voice contact with the HQ tank. However they both had radio contact with the HQ tank. The scout team, was selected from specialty teams during the QB purchase phase and had no radio assigned to it. The scout team was able to use the tanks radio to stay in C2. I dismounted the scout team and positioned them next to the tank. No more radio contact. The scouts must be on the tank to use the tank’s radio for C2. Another interesting possibility is for the scout team to dismount, move 50 or so meters away from the tank, look out of the wood line, observe enemy activity or lack of activity, run back to the tank and report up the chain of command. Hope this helped.
  10. LOL. I have interpreted the intel in a similar way in some scenarios. In real life I wonder how many commanders were briefed by the S2 or G2 about what to expect and then found something a bit different. This game can be a little to much like real life sometimes.
  11. If the tank gets hit with a laser rangefinder or incoming rounds it may pop smoke and reverse. I think keeping the tanks in formation or keeping them following whatever orders you give them has a lot to do with the soft factors of the crew. As an example, if the crew is fanatical motivation it is more likely to say damn the incoming rounds and stay in formation. If the crew has poor motivation they are more likely to panic and not follow your orders. If the crew has elite experience and High motivation and they get lased they will probably pop smoke and reverse because they have the experience to know what is about to happen next. The game tries to simulate the actions of a real crew. Like real soldiers they will follow your orders to a certain point. After a certain point self preservation kicks in which is influenced by the four different soft factors. When I first started to play CM I often cursed at the computer monitor when my tanks popped smoke and reversed. Now when they blow up I am annoyed that they did not pop smoke and reverse. (Like what, I have to do all their thinking for them?) Have fun. Hope you enjoy the game.
  12. The game simulates optics, sensors, radios etc damage by weapons. I have seen this damage inflicted on tanks fairly often in the game. However it is usually inflicted by HMGs etc. In my experience it would not be worth the risk for a sniper to shoot at a tank with the purpose of knocking out a sensor. The sniper would probably just give away his position and suffer the appropriate fate. In the WWII titles I have used snipers to shoot at an unbuttoned tank commander for the purpose of getting the tank to button up so their spotting is hindered. I try to time this sniper attack with an attack by my tanks in the hope that this will increase the chance of my tanks getting the first spot and first shot. Sometimes this works and sometimes not so much.
  13. Very nice video. Enjoyable and easy to follow. I really liked the battle replay at the end. I have not seen anyone do that before. It was a nice summary/overview of the flow of battle and unit maneuvering. I think the battle replay might be worked into a quick after action with commentary (either written or on screen narration). It would be cool if the game had a built in replay feature like this. Good job.
  14. In a PBEM game my opponent knocked down a stone bridge with off map arty. I think he had 105mm arty. So it's possible. Maybe those five additional rounds would have done it.
  15. Sorry the below is from CMBN not CMBS however the concept is the same. If you click on the HQ the subordinate units are highlighted. If you double click on the HQ the subordinate units are highlighted even more and all the units will move together if given a movement command. At the bottom in the user interface, unit area, the units subordinate to 2nd Platoon are listed. If you click on the listed unit the camera will jump to the location of that unit. As others have said Alt-Z will give you command lines and the strength of the C2 link. Good luck in your storming attack. Also can't help but to ask .......... Why no radios? Edit: Just realized the no radio C2 due to (infantry) movement applies to the WWII titles. In Black Sea infantry PDAs will not have C2 during foot movement but infantry will still be in C2 via their radios. Sorry for any confusion.
  16. The screen shots look cool. Hope we get to see the finished product soon.
  17. This is excellent advice. Also reading the manual as womble and Pak40 suggested. I like to use the search box (top right of page) to search the forum for combat mission topics I am trying to figure out or topics I am just interested in. Example: Type mortars into the search box and hit search. That will get you lots of information, probably entire threads on the use of mortars. Good luck and have fun.
  18. Good morning Lt. (At least it is morning where I am) Just a few more details please for when the real experts arrive to read your question. What type of hardware do you have on the map that you are trying to give the fire mission to? I assume some type of mortars? I think this is normal. The range displayed is the "Spotting" range of the spotter. If you are using on map mortars I have seen where mortars will not fire because they are under a thick tree cover or to close to a building etc...
  19. It would be fun to work out tactical problems with the Merkava's unique abilities. Tank riders inside the tank! Maybe CMSF-2 module IDF? Nice to dream ....................
  20. Yes player map tags would be a good idea. Anything that helps with terrain analysis. On off toggle for contour lines would also be cool. When I first started playing I did a map sketch on graph paper, drew in contour lines and had the kids color in the appropriate terrain with their colored pencils. Medium size map and a lot of work. Only did that once. I now take a screen shot or three and save them to the desktop. I open them with paint and and complete an intelligence preparation of the battlefield (IPB). I will normally have one map/screen shot I use as an operational overlay to mark my planned avenues of advance etc..... Or battle positions & counter attack routes when I am on defense. Then I refer to them during the game. A lot quicker than doing maps by hand.
  21. I look forward to having tank riders on the back of an M-26 Pershing moving through a snowy countryside.
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