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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Very cool. Don't see many Combat Mission Afghanistan screenshots. +1
  2. More screenshots from the scenario Tactical Operations Center (TOC). Tracking down a shooter in the town of Belz.
  3. It's just a patriotic song with some military video in it. I've actually seen it before. Toby, old boy, is popular around these parts. They play his music at the high school football games, the County Fair, the rodeo etc .............
  4. The approximately 7.5 square kilometers of A/O contains urban, rural and wooded terrain.
  5. The Area of Operations (A/O) for the scenario "Tactical Operations Center) is approximately 7.5 square kilometers. The A/O is bordered on the north and east by the Seym River with the Russians in control of the opposite bank (north & east banks) of the river. The river is not fordable by vehicles however it has a few deep fords where infantry may cross. RPG Ridge is a dominating terrain feature that runs from north to south through the center of the A/O. The ridge begins a few hundred meters south of the Seym River and runs to the southern edge of the A/O. RPG Ridge is characterized by heavy woods and heavy rocks prohibiting vehicle movement across it. There is a break in the ridge northeast of FOB Apache resulting in a bottleneck in the road network. Much of the A/O is covered in woods interspersed with farms. The woods provide concealment for infantry units and are crisscrossed with trails utilized by the Separatists. The town of Belz, which was damaged in the earlier conventional fighting, is on the east side of the A/O and contains the government complex, radio station, train station and detention/interrogation facility. Screenshot of the north half of the A/O. Screenshot of the south half of the A/O.
  6. A few screenshots from the scenario "Tactical Operations Center"
  7. Interesting table. Thanks for posting this. +1 It also shows that @Bulletpoint rule of thumb is fairly accurate if you compare it to the right column (10 PI). As a player I know I probably push the pixeltroopen more than I would if they were real soldiers. So that 10 PI column and Bulletpoint's rule of thumb work well for game purposes.
  8. Yep, the briefing contains the intelligence code and explains how to use the modified military grid system so it's important to read (above and beyond the normal reasons briefings are important to read). Combatintman also mentioned a PDF so while its probably not necessary it's something under consideration..................
  9. Wow. So about a battalion on each side!!! What a big battle. This must have taken a lot of work to put together. Will your opponent also be posting an AAR? Looking forward to more posts!!! +1.
  10. @IICptMillerII Nice. I wish I was able to do video. It has been on my "to learn" list for awhile. Looks like you're getting pretty good pretty fast.
  11. Forward Operating Base (FOB) Apache contains a Helicopter Landing Zone (HLZ). The HLZ is used for both arrivals and departures. Reinforcements and supplies come in through the HLZ and units depart from it. During the Setup Phase a platoon may conduct an air assault from the HLZ (the player's choice). The player has up to four different Landing Zones (LZ)s to air assault into. Friendly units that are Separatists "unit objectives" must depart from the HLZ. If they do not depart before the end of the scenario (because they can't make it to the HLZ or because they became casualties) the Separatists gain Victory Points (VP)s. This mostly applies to the defectors who under the terms of the Ukrainian governments amnesty program must be evacuated from the Area of Operations (A/O). However the US engineers that are working from the FOB are on loan from Brigade and must also exit the A/O prior to the end of the mission. As the fighting moves back and forth across the map hostile action will block the Main Supply Route (MSR) and the HLZ will, at times, be the only link to the outside world. Below reinforcements arrive at the HLZ on the left of the screenshot. On the right departures leave the A/O through the HLZ.
  12. The top panel (If that's the correct name) showing the overview is really cool. Especially with the small map in the top right hand corner. Very nice Bud.
  13. Thank you but Steve and Charles at Battlefront are the geniuses . They created the game and the really cool editor. I sometimes think it's more fun to work in the editor than to play the actual games. Can't wait for CMSF2!!
  14. The mortars in a big pit (mortar pit) and the ammo is in a pit within a pit. So everything is well pitted .
  15. AHHHH, I understand now . Thought maybe you were Jeffrey Lewis . Thanks for the link.
  16. Interesting and informative SitMap. And it just looks cool.
  17. c3k - This issue came up while a new scenario - Tactical Operations Center (TOC) was being tested. It is still in Beta and the link to the forum topic is below - I'll send you a PM reference a saved file.
  18. Sounds good my friend. I can always use adult supervision. I will send you a PM.
  19. Thanks @Bil Hardenberger. I will continue to post how different game mechanics can be made to work in cool, interesting ways. I hope others will use this knowledge in future scenarios and maybe make them think of something new that I have not stumbled across yet. This stuff will be even more in depth and interesting if used with spy's, unconventional forces, IEDs, VBIEDs and more nationalities. @Battlefront.com has created a pretty cool game here and also provided a powerful Editor for us.
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