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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Wow Just WOW!! Thank you for your dedication. I knew you were a hard worker but I had no idea reference the above. I tried to give you an up-vote but apparently you aren't allowed up-votes anymore........ Thanks again.
  2. I had to take a bit of a break from it with other stuff going on. I basically got a one hour scenario done but then decided I should make a campaign out of it. Of course a campaign will take awhile. Below is the "Plan" part of the briefing of the mostly finished scenario. Some screenshots from the scenario are also below. When I get back into it I'll eventually give it its own thread. Plan: It is 1500hrs in the city of Chiraq and you’re in charge of maintaining law and order in the warzone known as the Hill Street Precinct during afternoon shift. Some things to consider: The ability to prioritize police response to 911 calls and manage limited resources will be useful. Wise deployment of patrol units will increase the chance of apprehending offenders before they are able to reach an exit zone. The better your tactics when responding to incidents the more likely your officers will survive to handle the next call. Through investigations and the use of street snitches detectives can identify, locate and arrest offenders with special emphasis on homicide offenders. They can also arrange undercover deals leading to more arrests. Air support can help locate and track vehicles. The Emergency Action Team (EAT) is trained and equipped to assist with high risk situations. If you need additional help Midtown Precinct and the National Guard can assist but the cost in victory points will be high. If you are able to make good, timely decisions, under pressure, with limited resources, without triggering a riot and are lucky, the officers on your shift may survive the afternoon so they can return tomorrow and do it all over again. Good luck.
  3. Very cool. The correct location for the WMD will read "WMD confirmed". Possible WMD locations provided by intelligence will read "WMD?" So the correct location will initially have "WMD?" After the correct location (out of 3 or 4 IIRC) is touched it will also read "WMD confirmed". Then within a minute or two the Regime forces at the Annex will leave. If they still fail to leave something may have gone wrong. We tested this one extensively but sometimes unexplained things will happen or fail to happen. I apologize if the SF trigger failed to work as intended. Hope you enjoy it. If you have questions ask here or send a PM.
  4. What is the scenario time? In the compass in the top right of the screen is a small clock. What does it read? I can look on the scenario timeline in my notes and get a better idea for what you are experiencing in the game. No worries I won't spoil anything. Reference the British SF unit, there are two ways to have them leave the Annex and join the fight. One way is to locate evidence of WMDs. There is more than one possible location. HUMINT intelligence will assist with this. If the correct location is discovered the SF unit will join the rebels. The SF unit will also join the rebels if the player brings the USMC into the battle from the fleet off shore. At 0600hrs a United States Marine Corps unit will arrive offshore in a naval task force north of the city. Four ships from the taskforce are close enough to the shoreline to be visible on the map. The four ships are the Amphibious Assault Ship USS Wasp, the Landing Ship USS Oak Hill, the Cruiser USS Ticonderoga and the Destroyer USS Bainbridge. The British SF unit, located at the Annex, (if not already released) will be released to the players control if the USMC lands on the beach. There are also two ways for the police to join the rebels. Securing the City Council building, located in the Government Complex, will cause the police to side with the rebels. (A touch objective is in the two story Fisbuk Prison administration building. Another touch objective is located around the outside of the City Council building. Either will trigger the city police to support the rebels.) The police have Canadian advisers embedded who will assist police patrol teams. Just curious. Did you meet with the US Agricultural Adviser at the Hotel Rasheed? Did you find the Regime's Minister of the Interior or can you still hear the execution squads at the MI compound?
  5. I'm trying to remember but I think a spy will also release them. It may take a minute or two. The regime tank guarding the SF compound should drive off crushing the barbwire and open the route out of the compound.
  6. Yes. Many people have sub folders inside the mod folder to help organize their mods.
  7. Sounds like you have the right idea. Start small (infantry platoon) and add stuff (weapons platoon, engineers, fortifications, armor, artillery, air support, etc.) as you gain experience. If you don't mind reading, the game manual and engine manual are good sources of information. There are all kinds of topics here on the forum you can run searches for. And ask questions here on the forum. A friendly, helpful group here that will answer your questions. And for every question you have there are probably a few forum lurkers who have similar questions but don't want to log in and ask. So you help them too. I don't really remember what's in the CMBN demo. But one thing I've done is load up a scenario or quick battle in Hot Seat mode and just practice. With no pressure you can move troops and vehicles around. Experiment and learn. Find drills and SOPs that you think will work. Set one side up with a few fire teams defending a crossroads or terrain feature. Then take a platoon from the other side and secure the crossroads. If you play both sides yourself you can better observe what's going on (ruins the fog of war but that can wait until your done training) Use the replay feature as often as necessary to understand why something happened. When you have questions about something come back here and ask. Welcome to the war.
  8. Sorry, I was in the wrong forum. I don't own TacOps but this thread keeps showing up with all the Combat Mission threads. I have the TacOps forum turned off but for some reason every so often a thread from one of the forums I don't follow finds it's way into my CM threads. So I originally answered your question thinking it was a Combat Mission question. After I realized it was TacOps I deleted it. Sorry for the confusion.
  9. IIRC it goes through within minutes. Did you check your e-mail & spam folder for any messages from BFC?
  10. But to be fair that is not the article @Aragorn2002 posted a link too. I agree with you that the part you quoted in bold is not accurate. Is the actual linked post (not other posts on the same site) accurate? I would really like to believe it is not accurate. I have done some searching around since reading the linked post and have found similar articles on other sites. So I'm having trouble disproving it. So is the linked article true? or partially true? Do you have any information?
  11. I think in your example it would be a meter above the floor of the story you were looking at. So a meter above the linoleum. Or ceramic if you are a big spender . I "think" this is how it would work in your example.
  12. There are 5 ground heights in the game in terms of LOS, LOF, and Spotting: Prone, Kneeling, Standing/Small Vehicle, Tall Vehicle, Very Tall Vehicle. LOS is from the eyes of your unit to a fixed position 1m off the ground.
  13. How about now? That help? Glad to see you back. Back on topic. +1 This is probably a significant part of the reason.
  14. Interesting. This RL battle even featured the ARVN 8th Airborne Battalion jumping into the battle. Not sure that this would be practical for the scenario but it's an interesting factoid. Also an ARVN mechanized unit was reluctant to cross the terrain to engage the OpFor for fear of bogging their M113s. Looking at your maps above I can understand their concern .
  15. There are two ways for information to pass through the C2 system, Vertical and Horizontal. Vertical is displayed in the C2 panel. A HQ Support team (I'm assuming it was a company or Battalion Support/2IC/XO team) is not in the vertical chain of command unless the Company or Battalion Commanding Officer is KIA. So your 2 man scout team would not show C2 with a support/2IC/XO team and vertically provide information. However the scout team can still provide information to the support/2IC/XO team via horizontal information sharing. Horizontal information sharing does not appear in the C2 panel. If the scouts are within four action spots (about 32 meters) from any other team (even a team from a different battalion) they can pass on the contact information. When the support/2IC/XO team receives the information horizontally from the scouts a tentative contact icon of the enemy unit will appear when the support/2IC/XO team is selected. This tentative contact icon indicates that the support team has knowledge of the enemy location. Below is a link to a section on page #1 where it might be explained a little better. http://community.battlefront.com/topic/126005-c2-information-sharing-redux/?do=findComment&comment=1729432
  16. If this team with the radio has artillery call privileges they can call in artillery. In theory probably. In the CM WW2 titles it would take a Target Reference Point (TRP). I may not be understanding what you're saying on this one. The C2 panel shows if there is any communication to higher and what type. If the C2 panel is empty the scouts don't have contact with their platoon HQ or higher HQ. And this is often the case (in the WW2 titles) because scouts are off scouting ahead with no C2. If they come across an enemy tank then they return to C2 range and report the tank. This Spot report then enters the C2 system.
  17. Good news Combat Mission games now have the all in one installer. I upgraded to a new PC a while back so had to download everything to the new PC. Very easy and straight forward. It could be difficult back in the day but not anymore. And I'm in no way a computer tech type person.
  18. This may have something to do with it. Aircraft (depending on game title) come in up to six configurations: Strafe, Light, Light Rockets, Heavy, Rockets & Maximum. There are three types of air missions: Light, Medium & Heavy. This refers to the ordnance to be used. Light = bullets Heavy = bombs. Example: A Strafe configuration would always be light even if given a heavy mission since it only has light ordnance. Example: A heavy configuration given a light mission would only strafe and not drop bombs. Aircraft have two types of targets: Point and Area. Area target is a seek & destroy mission. If the pilot spots OpFor in the area he will attack. If they do not spot a target fixed & rotor wing aircraft loiter about 3 to 5 minutes before returning to base. There are no intentional dud bombs in the game that I am aware of. Not sure if any of the above helps or not. For clarification, are your planes starting the scenario with 8 bombs and ending with 0 bombs (As shown on the support panel display)? Are you playing WEGO or Real Time?
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