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Chibot Mk IX

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Everything posted by Chibot Mk IX

  1. Thank you Aurelius , it is the fundamental problem of SAA's outdated structure on modern battlefield. Looking at the bright side, it is still better than two units fighting blindly in a defense and meeting engagement H2H. And it could help if the SAA is taking the offensive role. The same trick should also help WWII title gameplay ( I think I learned this trick from someone posted in CMRT forum? ) HQ's experience level impacts the efficiency of the communication. Better to have high experience level HQ sit there. My observation is : it is much easy to have a Veteran HQ share the information with a Green HQ than vice versa. Avoid conscript level, it can take 10min for a conscript HQ to broadcast through radio.
  2. You have good eyes yes, 2-1-B lost his radio connection with his supervisor. So after the turn ends, I unbutton both tanks, let the verbal communication took place. But I didn't take a screenshot for that.
  3. In theory, yes. Knowing a contact location will help target acquire. This is mentioned in the manual, I don't have the manual on hand but this is the rule since CMSF 1. It will not only help Syrian tank crews, but also help Italian, Soviets, German, Ukraine, Americans. In reality, it doesn't make a difference. 100mm HEAT can barely scratch the M1A2's paint. Just as Sgt. Squarehead says, surrender is a wise decision.
  4. Solution 1 works as it is advertised Here is a edited scenario, I put one Recon Co. (bmp) and one Tank Co. on the map. WEGO mode, Iron difficulty Pic 1 beginning of the game, no one knows what is on the other side Pic 2 Recon Inf disembark and moving forward Pic 3 Beginning of the turn. Recon Inf under heavy fire immediately. They can ID couple M1A2 on the other side of the map. the Recon Plt leader, who is sitting in the BMP 10m behind, begin to yell in the radio about enemy contact Pic 4 50s into the first turn, Recon Company commander got the report from his plt leader, he begin to distribute the information, first he tell this to his commanding vehicle crews. Pic 5 at the same time, the Tank Company commander still knew nothing. Pic 6 but in less than 5 seconds, he saw the Recon Co. commander waving hand and yelling at him. then He got the update that there are a lot of enemy on the other side Pic 7 when 1st min ends, the 1st plt of the Tank Company still don't have a clue. Pic 8 But his commander's warning get through radio net at 2:43 Pic 9 one of Plt leader's subordinate quickly got the update from him Pic 10 the other one is a slow boy, he has hard time to understand what's going on. Anyway, by the end of Min 4, every Syria units on the map got the news . "American Tanks are coming!"
  5. If you are in single player WEGO mode, you can watch pervious turn's replay. But remember after you hit done, the next turn will begin, and pervious turn's replay will lost. However there is a trick to save the replay. Hit save when it is in process of the replay. and when you load the file it will begin with a replay
  6. One of the solution is to assign a meeting point behind the frontline, put different formation's commanders there so that they can quickly share information verbally. *********************************************************************************************************************************************** Another solution can be a little gamey. Let's say you have 2 BMP-2 co. A&B. Split a 2 men scout team from squad 1-1-A. Put them into the 1-1-B 's BMP-2, take the commander seat. And put the 2 men scout team from 1-1-B into 1-1-A's BMP. This should solve two problems at the same time. information sharing and at the same time provide better spotting ability.
  7. I am in episode 4. So far so good, not as good as BoB or Pacific , but it is still very good with a foreign flavor. Good to see Sho't in action. Infantry battle scenes is a little "Meh"... This is not a TV show that only focus on glorious battles , it presents a vivid picture that shows the clash between different classes and ethnicity in 70's Israel https://www.haaretz.com/life/television/.premium-valley-of-tears-v-no-man-s-land-which-should-you-watch-1.9322230
  8. https://www.bbc.com/news/world-europe-54356336 Armenia-Azerbaijan conflict: Why Caucasus flare-up risks wider war casualties mount on both sides.
  9. Yes, verbal communication between different groups can be extremely effective . For example, an inf team spotted an ATGM ahead, they run back and communicate with an unbutton Tank commander. Then TC communicate with other tanks in the same tank company on PDA while the inf team report their finding to their leader through radio. In couple min, the ATGM's position will be broadcast to every units on the map.
  10. In CMBS Trophy APS can intercept Javelins
  11. Try a Blue vs Blue game in CMBS, Trophy Aps will generate a magic shield to stop Javelins. The next round Arms race began. Oh, and to the argument of field 100 Javelin team to counter a MBT, after a 20kt tactical nukes denote the one left to be operational is probably the MBT Since 1920's people think tanks are obsolete , history proves they are wrong. In my humble opinion, the tanks will not be obsolete, but they may go through an evolution that makes us no longer recognize them anymore. The future tanks could be a UAV carrier. It can carry dozens small to medium size UAV by itself , and can function as a FARP for larger size UAV. There could be some arguments saying that the inf squad can carry UAV too, but the weight they can carry, maintenance service and the electronic support they can provide does not match the ability of a tank. The future tank will carry alot of EW device as its defence , survive the battlefield by jamming enemy's UAV's communication , surface movement radar. Some UAVs carry LGB and ATGM, others carry short range AAM, and to address the EW/communication disruption from the enemy, we may see some UAVs connect to wires . Tanks will use CIWS style guns to defend them from ATGM/JDAM/LGB, of course when enemy tanks get close, they can have a gun battle just like good old days. My two cents. Thank you for listening to my crazy mumble. I took too many Vodka this evening
  12. Yes. And CMSF: Fast and Furious CMSF: Mad Max CMSF: buckle up or face fines You name it
  13. CMSF2, then you can have a Red vs Red battle. And both sides fight in their Toyota Pickup
  14. Even the magic force shield CM trees will not stop small arms area fire causing casualty . There are many times that the first time I have a visual contact with enemy, is I found their casualties from Area Fire. And more important, the small arms fire suppression effect is still there , so area fire will be essential when your assault team move close for the kill. You may find enemy take cover on the ground while your assault team take their aim or toss a grenade. and some cunning human opponents could combine Area Fire and Withdraw command. Pause and AF 30 seconds , withdraw two action spots after that. I agree with ya. It is non sense to send your troops to face a dozen barrels of PPSh. However, there are many scenario designers love to push the player to do the mission impossible. In that case, I would split my Germany squad to two teams. The LMG carries a lot of 7.92mm, so they stay behind , make several LMG teams concentrate area fire here and area fire there. Another team with Squad Leader's SMG slowly move forward with cautious (Hunt is preferred), hopefully they will catch the Soviets AI take cover on the ground.
  15. Yes, it is a great AAR, Detailed analysis of terrain, a sounding battle plan, brilliant chosen battle position, decisively commit force into the battle, keeping a cool head and calling a timely withdraw, plus some unexpected drama, all makes this a great read Also, the changing of ATGM team's fire position is brilliant. That is a very useful tips in CMBS, don't give your opponent a static target, do your best to mess up his fire solution.
  16. This happened in a PBEM. I do hope the StuG III crews got a blindsight, deaf ears and a headache after the hit, apparently they are totally fine . They quickly fired 3 shots put my ISU-152 out of action, then knocked out a T-34/76 at the end of the turn. The next turn begin with breath hold and finger crossed. My last T-34/76 reached the destination 18m away from the StuG III, the TC got the StuG III on sight. So the next turn begin with T-34/76 rotating turret and the StuG III change the facing. It took 5 seconds before the shot fired but to me it feels like forever. Anyway, the T-34/76 fired first, a lucky shot. The AP partially penetrated through the driver vision port , the driver killed, other 3 bailed out. The 2nd shot was a ricochet. 3rd one partially penetrated the StuG III's low hull, causing a fire.... What a fight...
  17. Nyet, more and more DF-26 and DF-17 HGV that is going to be field soon posed a big threat to Guam
  18. Regarding Soviet's ATR, I think Russian player should use them as a skirmisher. Keep them firing (and change fire position every couple min) while your main body is hiding and holding fire.
  19. You don't see this happen too often, a 152mm bounced off from a StuG III https://www.youtube.com/watch?v=9BeqXcyroqg&feature=youtu.be FIRE! "We hit them hard!" (just remind me the good old days in WOT )
  20. Errr, TacAI will shoot 150-200m target with SMG, at least that's the case for PPSH and MP40
  21. Hi, Is there any place I can find CMSF1 mod Scipios' weapon icon? the download link provided by Scipios doesn't work anymore , Also, I am trying to make a AFV silhouettes mod myself. I got some silhouettes from one of the FCRS's user made mod. BMP-2 works fine. But silhouettes for BMP-1 doesn't work, no matter if it is for BMP-1, BMP-1P or BMP-1P(4A). I put the file name as "silhouette BMP-1", "silhouette BMP-1P", "silhouette BMP-1P(4A)" and "silhouette BMP-1P(4C)" Any tips on how to correct that? Thank you
  22. I took some video from my recent game, hopefully this will be helpful part 1&2, inf units staged an ambush from both side. This is a prefect place for an genade assault situation. Constraint terrain, bottleneck, and there is an expensive roadblock, a destroyed Pz IV in front of enemy's route. So when first tank get in, the speed was reduced to crawling. Note that I was concerning the enemy is going to area fire the entrance, so I placed my inf 2 action points (16m) away. They throw 2-3 genade, all missed but one of it disabled the tank https://youtu.be/7yXRQT3_UVE https://youtu.be/lYCw1GuQLPQ Part 3, I moved my inf closer, 1 ap away. This time their genade assault became much more frecious, one tank destoryed , another one disabled part 4, another genade assault but this one is a failure, because enemy tank running through my infantry line at high speed. My inf throw 3 genades but all missed https://youtu.be/ai9JVsYg9_4
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