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Everything posted by MOS:96B2P
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Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
IED Trigger-man -
Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
Very cool!! +1 -
I will sometimes have a FIST/FO team Acquire a Javelin launcher since the javelin sight provides significant spotting improvements over both the binoculars and laser rangefinder.
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Yes. This what some players do in CMBS. Also they will sometimes purchase an Igla unit (which is just one troop) and have him take the commanders seat in the BMP and/or BTR after the dismounts leave. However some players discovered that having a squad leader in the commanders seat gave even better results than having a random troop. With the squad leader inside, the BMP was faster at sequentially engaging and destroying targets. So some will split the dismounted squad and send the squad leader half back into the vehicle. There are a few threads discussing this tactic.
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Hasty AAR: Rahadnak Valley Search (USMC)
MOS:96B2P replied to L0ckAndL0ad's topic in Combat Mission Shock Force 1
@L0ckAndL0ad cool head count tracker you made. And good luck with the remaining objectives. -
Both KIA (brown base) and WIA (red base) can receive buddy aid (buddy aid also serves to recover some ammo and equipment). After the completion of buddy aid both the KIA and WIA casualties disappear from the map. @SlowMotion just some more information that came from the below forum topic: WIA (red base) can turn to KIA (brown base) from additional hits. Buddy Aid is one on one however a team can treat multiple casualties in the same A/S concurrently. A team administering Buddy Aid will recover ammo including ammo for weapons they do not have in the team. Buddy aid on KIA (brown base) was about 15 - 35 seconds. On WIA (red base) about 1 minute – 2 minutes 30 seconds. Casualties only disappear if they receive Buddy Aid. I tested 2 KIA & 2 WIA for 1½ hours game time. They never disappeared. Experience of the teams administering buddy aid did not affect the length of buddy aid or the amount of equipment recovered. Lightly wounded (yellow base) are not counted as casualties on the AAR screen. To share ammo recovered in buddy aid the medic team must be part of the unit (“highlighted” unit) needing the ammo. During testing on average about 2 grenades and 170 rounds of ammo were recovered per casualty. I know from playing the game other equipment (radios, binoculars, some weapons etc.) can also be recovered but I did not try for that in the experiments. WIA (red base) incapacitated wounded are not counted in Parameter/Condition but are counted in Parameter/Casualties. Buddy aid does not make a difference to the score in Quick Battles or in Scenarios. Buddy aid does not make a difference to the score in a Campaign.
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Attacking a reverse slope
MOS:96B2P replied to domfluff's topic in Combat Mission - General Discussion
In a PBEM Quick Battle this is what I try to do. Of course if it is a scenario the scenario designer may not provide TRPs. On the offense I choose my route of advance from my map recon before the mission (in CM games I generally prefer command push over recon pull). Then during setup I usually place three to four TRPs to support the scheme of maneuver with reverse slopes a high priority for getting TRPs. +1 That was clever!!! I'll have to remember that (of course I'm sure the wind won't cooperate when I try ). -
A casualty will disappear from the map after buddy aid is completed. I"m guessing in the chaos of the battle the air controller was hit and buddy aid completed before you noticed. Were you playing real time or WEGO? (not that it matters, just curious)
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Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
YES ................... . I think some cool scenarios could be made with this amphibious ability...................... Maybe some loosely based along the lines of Operation Urgent Fury in Grenada.......... Kind of like the scenario Consulate Evacuation but a lot more ability with the editor now................ Cool, cool game. -
noob question Tactical use of splitting squads?
MOS:96B2P replied to Mousie's topic in Combat Mission Battle for Normandy
Good info and explained well. +1- 50 replies
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- battle for normandy
- tactics
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(and 2 more)
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Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
Amphibious vehicles!!!!!!!!!!!! -
Tactical Decision Games
MOS:96B2P replied to domfluff's topic in Combat Mission - General Discussion
Very interesting stuff. Thanks for sharing. Many small, short Combat Mission scenarios could be made from these TDGs. They fit the scale of CM very well. +1 -
Newbie AAR: ncc1701e vs JoMc67
MOS:96B2P replied to ncc1701e's topic in Combat Mission Battle for Normandy
Interesting AAR @ncc1701e and @JoMc67. Thanks for posting. I'm looking forward to following the next one. -
New Scenario: Tactical Operations Center
MOS:96B2P replied to MOS:96B2P's topic in CM Black Sea Maps and Mods
Very cool video. Its interesting to see the command decisions players make and the tactics they use. Did you decide not to make an air assault and used an entirely overland force to get to the village of Uhniv? Using the river to get the BTR around possible mines along river road was a cool idea. Really thinking outside of the box. I was nervous the BTR was going to bog/immobilize before it got back in the fight. I was holding my breath as I watched ............ I'm glad that worked out for you. Also just FYI, the briefing gives clues to where the mines may be placed (spare tire flavor objects). The briefing is accurate, no tricks. What a blood bath at the radio station!!! It looks like you handed the Separatist their a$$ in that encounter. Cool fire fight. Is the intelligence you received so far understandable and useful? Very nice work with the camera and the on screen explanations of what is going on. Thanks for taking the time to make this. -
Mord's Mods: Battle For Normandy Edition
MOS:96B2P replied to Mord's topic in CM Normandy Maps and Mods
Okay, very good. I see you also have a CMFI menu screen now. Wow, you're a hard worker. You just crank this stuff out and it's high quality too. Thanks!!! -
Mord's Mods: Battle For Normandy Edition
MOS:96B2P replied to Mord's topic in CM Normandy Maps and Mods
Well, all your menu screens are awesome so when you get one done for this title that you are happy with let us know and I will be one of the first to download. -
New Scenario - Assault on Port Cros
MOS:96B2P replied to Combatintman's topic in CM Normandy Maps and Mods
Very cool. Looking forward to this!! +1 -
THIS!!!
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Agreed. I would not rely on the riders to provide the suppression. The OpFor IMO must be well suppressed to begin with for a tank rider assault to work. The riders contribute their fires to the suppression while they are hitching a ride but tanks and artillery are doing most of the work. I think its good for the morale of the riders to contribute........... it helps to keep them focused............ .
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Yep, if not Area Targeting, to shoot they would need confirmed contacts. So the riders would not keep up a constant suppression fire. However this, Target Arc tactic, might work well enough. So many tactics are situational dependent. For my part I try to keep the OpFor to the front with no intentional side (flank) exposure for the tank/rider assault. Then everything is shooting to the front. No intentional charge of the light brigade (with OpFor on multiple sides) for my troops .............
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Interesting stuff. Thanks for sharing. +1
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A tank with riders will allow the plotting of waypoints Quick and Fast however the max speed the tank will actually travel at is Move when riders are on the tank. Of course a halftrack travels at Fast with passengers. I have used tank riders to help suppress the OpFor during an assault. I gave the riders an Area Target in the direction of the OpFor (to the front of the tanks). This type of infantry mounted assault generally works well as long as my judgement that the OpFor is sufficiently suppressed is correct. I generally try not to expose the side armor of my tanks to the OpFor so the riders wouldn't (in theory) really have targets off to the side of the tanks. So the one point Target order to the front for the riders worked. Having said the above, it would be cool if the riders/passengers were able to keep Area Targeting in the same direction and not just the same point.
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Mord's Mods: Final Blitzkrieg Edition
MOS:96B2P replied to Mord's topic in CM Final Blitzkrieg Maps and Mods
CMFB Vanilla CMFB Mord CMRT Vanilla CMRT Mord VERY COOL!!!