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MOS:96B2P

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Posts posted by MOS:96B2P

  1. The map looks nice.  I like the place names even if that is not how the modern Army does the terrain labeling.  

     

    It looks like some of the farmers did not get their crops in.  A lot of plowed (barren) fields on the map with well established crop fields.  I guess that could be realistic due to the war.  It will no doubt drive up the price of commodities. :huh:   

  2. SPOILER ALERT!!!!!!!!!!!!!!!!!!!!!!!

     

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    Lucky for me I read and paid attention to my briefing!  This could have been a nasty surprise and have ended up differently.  Some crew

    served weapons and remaining arty repel the attack.

    CMSF%20Arty%20on%20Tech_zpsgxhr5edm.jpg

     

    Following the attack a section is sent out to conduct Battle Damage Assessment (BDA).  

    CMSF%20BDA%20Walk_zpsnjaxqtfb.jpg

     

     

    Not very many bodies were found.  They must have drug off most of the dead.  A shame about all the wrecked pick-ups.  Silverados would have held up better.

    CMSF%20BDA%20Walk%202_zpsn9jdzhqg.jpg

     

     

  3. Thanks for sharing MOS.

     

    What kind of names did you use? Did you have a preferred "set" or was it just a random choice between the same "sets" of names?

     

    Some of the naming conventions were sometimes re-used.  Phase line Aluminium, Bronze, Copper.  Also phase lines were often tied to a terrain feature like a road, river or ridgeline.  Named Area of Interest were not very imaginative, just NAI1, NAI2.  Sometimes the number of the NAI was used to show a priority.  #1 being of more interest than #5.  Battle Positions and Objectives would often get cool Hollywood type names.  Usually a theme would be used for a mission.  State names, city names, sport teams.  (Sports team names would get a lively conversation going in the TOC) Most of the above was at the direction of whoever the G2 (colonel) was at the time.             

  4. One of my favourite eras for wargaming is the American Civil War, and the maps in those battles often had farm landmarks named after the owner, e.g. "A Spangler", "B Herr" etc. I was thinking of doing a similar thing with this rural map, but with Ukrainian surnames, e.g. "V Lysenko", "P Melnyk" etc. 

     

    In the WWII titles when I do my terrain analysis before a PBEM battle I name all the farms and prominent terrain features.  Miller's Woods, Krause Farm, Kaiser Ridge etc.. I take a screen shot of the map (or more than one depending on the size) load it in paint and add the labeling.  I then use the names in my battle log.  I Googled surnames for French, Italian, Dutch, Russian and German etc..........  I have not got around to getting Ukrainian surnames yet.  When I am really into a battle I print out the map and do overlays with alcohol based markers.  Modified combined obstacle overlay, Operational overlay , sitmap etc..  (I can't help myself.  It's part of what I did in the army)

     

    But naming the farms etc is just a personal thing I also liked from the Civil War era books and games.  When I did it for a living back in the mid 1980s it was all Named Areas of Interest (NAI), phase lines, grid coordinates, Objective Bravo, etc....   

  5. <Snip>

    this map easily lends itself to the use of any Blue force in the game, just replace the British troops with someone else. In fact, it might be a good training scenario to compare the differences, and advantages/disadvantages of different Blue forces.

     

    One last thing, this map is absolutely gorgeous! In fact, it would make a damn good quick battle map as well, or maybe I just like operating out of a FOB. There aren't enough FOB's in Combat Mission.

     

    I had much the same thoughts.  In the book 2 Para rotated duty tours with a Royal Marine unit.  Not sure if Royal Marines are in CMSF TOE but if they are they would be an obvious candidate.  It also might be fun to take a dismounted US Stryker Company out and do the mission.  Or, in a sand box type mode just run platoon size ops out of the FOB.  ie - Clear compound A123 and return to the FOB.  Of course in this sand box type mode the VPs would not work as intended but it would just be for fun.  

     

    I like this FOB concept where you have your core unit and you can take them out the gate to do multiple varied missions.  Maybe create one additional AI plan where the FOB itself would come under a strong attack just to keep the player honest about how much he is taking out the gate.  It would also create some tension knowing it is possible the big one may hit the FOB while you have part of the combat power away on the given mission.  There is a lot of replay value in this scenario and map.              

  6. Sure, I'll reload on occasion. Usually, as described above, just after a very stupid set of orders. However, the game will forever be tainted after that...

     

    I'll do it purely as a learning tool.

     

    If you never reload, you'll play better. If you play pbem, you can't reload. Try practicing single-player mode that way, and you'll be a better player. My .02

     

    I found a sort of compromise between reloading to change the in-game result and lesson learning.  When I come across a particular tactical problem that I struggled with I will sometimes save that turn under a different file name.  Then I continue with the original file and original results in the game.  I am then free to use the different named file to experiment with and come back to for training purposes outside of the mission.

     

    Example:  QB Turn 10 43 I get my a$$ handed to me during a building entry.

     

    Save as: Building entry drill 03.  Continue regular game with Turn 10 43.

     

    When I have time I load building entry drill 03 and attempt to figure out how to do the building entry correctly and update my TACSOPs if applicable.  When I think I have particularly good drills I keep them saved and return to them to practice the particular drills.  This especially comes in handy when I don’t have the time to start and play a whole new mission.

     

    Okay……….sometimes I will change the in-game result but it is my house rule not to and I try very hard not to. :)          

  7. Well, I fell in love with my first CM game - CMBN and with every patch and module/pack my love for it strengthened. I currently play with 3 mistresses, besides CMBN also CMRT and CMBS. When I switch between them I feel like I'm in the harem. Each mistress is different enough to another that I don't get bored 'cos I always find something new and different in each.  

     

    ;)

     

    You might want to consider adding Fortress Italy.  It is nice having a Mediterranean type in the harem. :D   

  8. ////////////////////////////// SPOILER ALERT //////////////////////////////////////////

     

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    Objective: Suspect Compound #3 located.

    CMSFObjCompound3_zps8fb7a0be.jpg

     

    I think I may have figured out how best to maneuver in this terrain.  It was slow going at first.  I was reluctant to leave any unsecured compound behind my units or close to my flanks.  I was clearing every building in every compound along my avenue of advance which is basically the north half of the map with a southern hook on the east end.  That approach cost a lot of time, ammo and lives.  I am being a little more selective in the buildings I secure now.  I am mostly taking buildings in compounds that can over watch & control movement in the irrigation ditches I am using for maneuver.  I have been able to pick up the pace now.  Just under one hour left.  Very cool scenario.     

     

     

     

     

  9. Good to see you persevering - are you at any of the target compounds yet?

     

    Yes, two sections of 5th Platoon arrived at the west wall of suspect compound #3 last turn.  They are securing the area outside the west wall prior to calling engineers forward.  The engineers are waiting in an irrigation ditch 50 meters away.  When they are called forward the engineers will make another doorway to the future as in the above screenshots.  The above three screenshots, of the dynamic building entry, were taken at compound A123.  (A122 suffered a similar fate).     

  10. Setup order has "Exit between 0:00 and 3:00:00 Wait For Trig1

     

    The triggers and timers are a little tricky.  It almost always takes me a few tries before I get one working the way I want it to.  When I read your post I noticed the above reference setup and a trigger.  This reminded me of the below from the game manual.  Kind of hard to be sure since I can't actually see what your doing but maybe this is the problem?  Hope it helps.

     

    This is from the CMBS manual page 104.  My bold.
     
    Setting up a Trigger
    Triggers are always set up first and then linked to specific Orders. A Trigger can be used by as many Orders in as many Friendly Groups as you want, but an Order can only be assigned to use one Trigger. Setup can never be used as a Trigger and the last Order of a Group can never be triggered.
     
     
    Edit: I think I always have at least three parts to a series of orders when a trigger is involved.
    Setup: Where the unit starts on the map, no trigger.  It moves on a timer to the 1st order location.
    1st order: This location / order has a trigger to move to the location of the 2nd order.
    2nd order: No trigger (in this example it is the last order) This is the destination of where the unit responds to when triggered.  
  11. This nice little technique is also very useful if a tank platoon or company HQ tank crew loose their vehicle. You can get the crew over to a vehicle with a radio and get command back for the remaining tanks you the formation.

     

    Also along the same lines if a CM title (CMRT) has tank riders infantry units that get on the tank can use the tank's radio. The below screen shot was taken from CMRT to demonstrate this ability.  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 tank's radio for C2.  I dismounted the scout team and positioned them next to the tank.  No more radio contact.  The scouts had to be on the tank to use the tank’s radio for C2. The scout team was assigned to this tank platoon.

    CMRedThunder2014-07-2619-40-34-93_zps5c6

     

     

    Maybe the new Battle of the Bulge title will allow tank riders ............................  

  12. Every now and again when i play the game i find myself in a situation where a smokegrenade could come in handy but more often then not my selected squad have none (target smoke not avaliable) !

     

    In the above you refer to squads so the situation I describe may not be the same.  (Also in CMBS I have only played as the US so far with a typical quality setting in the purchase screen)  I split my US squads into teams with an assault team split.  I then use B Team as a base of fire and use A Team to maneuver.  Since A Team is the assault team it gets all, or almost all, the hand grenades including the smoke hand grenades.  When I click on B Team the pop smoke option is not available.  That is because A Team has the grenades.

     

    If you use the Split Team administrative command both teams will have smoke grenades.

     

    I might be wrong (I am still learning the details of CMBS) but I thought all US rifle squads started with smoke grenades.  The teams within those squads may or may not have them depending on how the fire teams are split off.  Just a possible explanation.     

  13. Lovely graphics illustration to make more people aware though.

     

    Thanks.  

     

    After the XO took over he had no radio assigned to his XO team.  The UI showed him as newly promoted but without a radio the C2 chain was broken.  The solution was to have the XO team locate and occupy a vehicle that had a radio.  The vehicle had to have a radio and enough open seats for the the XO team to get in it.  I tried placing the XO team next to the vehicle but they did not gain access to the radio until they occupied the vehicle.  I had read about the XO taking over before but this was the first time I saw it happen.  Cool game.             

  14.  depending on the time frame we would have some of the old armor and weapons for a vietnam mod! and dare i say falklands mod?

     

    Yes.  This is one of the benefits of a cold war game.  All the spin offs that could be created by scenario designers with the map editor and mods.  BF provides the base game (lets say Combat Mission Fulda Gap set around 1985)  :)  and a short time later you have the crew of 82 at Goose Green etc etc................. 

  15. Id pay full price to get CMSF back up to speed.

     

    +1    Me too.  CMSF force is a great game.  The setting of CMSF represents an area of the world where a lot of the current conflicts are.  This allows moders and scenario designers to expand CMSF beyond the original scope of the game and into almost any arid real world or fictional country.  An upgraded version with triggers, AA weapons etc that could be continued to be upgraded with the current CM engine version ............................ that would almost be too cool.       

  16. it doesn't take as many bullets to Pin an intact squad as it does to Pin two split teams.

    As a result, an intact squad prosecuting an Assault order loses the support of its firebase element more readily than a squad split into teams and moving in approximately the same manner via alternating Quick orders and Pauses at waypoints. For my money, this, plus the additional advantages of specialisation (so your firebase element is best equipped for being in support at longer range, and your leading element has all the handgrenades and SMGs) makes splitting splittable squads preferable in most cases in the WW2 titles. I can't speak for the modern warfare, as I have only very limited experience with the SF demo.

     

    Good information.  This pretty much clears up any lingering uncertainty reference split squad tactics vs the assault command.

     

    I hope you get around to buying Black Sea sooner than later.   :)   The more analysis of game mechanics, new equipment and the resulting new tactics we can get posted on the forums the better.   

  17. True, however I usually have them acquire only  a modest amount of extra ammo/equipment that I know that they are going to need, since I notice in BS at least they seem to tire a lot more quickly if they are lugging around a Javelin and reloads plus a couple extra AT4s and 5,000 rounds of 5.56mm. It's really a balancing act. If all they need to move is from the IFV parked behind the building where they are going to have to play Last Stand at the Alamo, then by all means have them bring everything in. But if they are going to have to be moving a lot over longer distances, they should travel light.

     

    Michael

     

    That is a good point and one of the things I like about CM.  It provides tactical choices that you have to make.  Light and agile or better armed but slower.  

     

    When I was in the Army we had a saying, "Travel light, freeze at night"  and we often did.   :)

     

    Aquire the Javelin, lose the ability to use "Fast". Aquire the whole load, and lose the ability to use "Quick".

     

     I hope BF updates the WWII titles with this more accurate fatigue modeling. I don't think I have ever lost the ability to move my troops "Quick" in the WWII titles.  But I probably should have.

  18. Thanks!

     

    You’re welcome.  Also, as part of a pre-mission checklist, I usually have infantry squads with vehicles acquire the ammo and equipment during the set up phase before the mission begins.  The squads can remain in the vehicles if desired, acquire what is needed, get transported to their drop off point and continue on the mission. Then, most of the time, I can avoid acquiring ammo while the bullets are flying. 

  19. It can take some time to acquire ammo and equipment from a vehicle.  One of the things that I found can help is the use of a two man scout team or AT team.  I split a two man team (scout or AT) off from the squad.  Now this two man team can be used to acquire ammo for the rest of the squad while the squad can remain on line fighting.  Also the two man team is small enough it can get in most vehicles to acquire the needed ammo.  After acquiring the ammo the two man team then returns to the same action spot as the rest of the squad.  The game automatically recombines the teams into one squad and distributes the ammo among all the teams.  Next turn you can split the squad back into fire teams.  The teams / squad will distribute ammo and continue to shoot while recombining however there will be some danger while all the teams are bunched together.  

     

    Below are some screenshots taken from CMBN reference acquiring supplies from an ammo dump. While the time period is different and does not involve a vehicle the concept is the same with a two man team getting supplies for the rest of the squad.  (Just ignore the C2 reference. That was for a different topic.)

     

    CMBNAmmoRe-Supply_zpsf9ea3152.jpg

     

     

    CMBNAmmoRe-Supply2_zps9bd9c2d4.jpg

     

    This method still takes the same amount of time but it keeps most of the squad in the fight and the two man team will almost always be able to get in the vehicle to acquire the needed ammo.  Getting that two man team sent off in a timely manner to acquire the ammo is also important.  Hope this helped and gave you some ideas.

     

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