Jump to content

Chibot Mk IX

Members
  • Posts

    626
  • Joined

  • Last visited

Everything posted by Chibot Mk IX

  1. “hunt” in CMx2 is very similar to “contact” . So it is an attacking order, an order looking for trouble. On operational level, attacking costs a lot of fuel, ammunition, make personal and equipment exhaust fast. A mechanized formation can move at 30-45km/hr on a road in friendly territory, but as soon as it gets into Indian country, the road marching speed can be reduced to half. Same rule can be applied to tactical level. Your infantrymen ready their weapons , slowly advance, and the squad leader just told everyone “Keep eyes open, there are VC everywhere!” . It makes a human being physically and emotionally exhaust very fast. Maybe you should accept the fact that the “hunt” is slow, then the question is how to effectively do the recon. Of course “recon by death” is favored by a lot of people including me. Split a two men team and send them forward. Make sure they don’t take away your precious SMG/LMG/Panzerfaust/RPG. After they cut down by enemy fire, you know there is trouble ahead waiting for you. I am also using another method which is very similar to yours, split the formation into several teams. But I will use “Hunt” order. Hopefully this excel sheet makes everything clear. I borrowed the idea from operational level wargames like TOAW / WITE. Basically a spearhead is taking the lead , the main body following will take less risky route and less MP(movement point) on the road. Then the next turn the spearhead rest and refit, another unit leap forward and take the lead.
  2. Well, it's a little bit of exaggeration. But one year ago if someone told me he could land 6 rounds of laser guided 152mm on 6 different targets in 20 min I would laugh at this idea. Now... T+1 min: UKR FO requested one round of 152mm PGM on the right most BTR. It will take 7 min to make 1st round PGM land on target. T+6: Now here is the key. 5 min later, when the art panel status changed to "Preparing", it is time to click "adjust fire". I called the fire on the left most BTR. Click confirm, then wait for 2 more min T+8: 2 min later, the FO guided first round of 152mm PGM and it hit the right most BTR. At the same time, the 2S19 Plt is preparing to fire on the left most BTR, which was targeted by adjust fire 2 min ago. Now it is time to adjust it again. I adjusted the fire on to a MTLB T+10, 2 min later. 2nd rnd PGM killed the left most BTR, arty plt is preparing to fire on the new target --- MTLB, and I click adjust fire again to call a new round onto a BMP...... I will repeat this procedure until the 2S19 plt expend all 6 rounds of PGM T+20, all 6 rounds PGM expended, killed 6 different AFV targets.
  3. Maybe, you should hit "Pop smoke" twice before the contact, this will deplete smoke grenade. Make you AFV occupy a position, then hit "pause" Hopefully this will solve the problem
  4. Sorry, I should put a better description there. The highlighted AGS team is a specialist team purchased and assigned to 2nd Battalion HQ's command.
  5. that's weird. it works for me the AGS-17 team is from 2nd Bn, they have no trouble to take grenade from 1st Bn's BTR-4E
  6. For issue like this , it is because a squad will take two action spot. The squad leader in team A has a clear LOS on target but the LMG gunner in team B sit on adjacent does not.
  7. I have seen a lot of Blue-on-Blue infantry casualty caused by trigger happy auto-cannon gunner in CMBS. It is very likely to happen if your infantry is staying under a tree, and the AFV behind fire shots that hit the tree. This is a risk you have to take when you put infantry in front of your AFV
  8. well, I have no problem for thermal sight to see through smoke, I have question on how does Laser Beam get through the dense smoke. If the ATGM is guided by radio or wire, it should be able to guided through smoke. But laser?
  9. Thanks for the explanation Here is another test. This is a 200m x 4000+ m map. RedFor has two AT-14 team on south side of the map. They do have total 8 ATGM in inventory. At the first turn BlueFor AI will drop smoke screen 300m in front of RedFor. One BlueFor's BTR Co. will show up as reinforcement on the north side of the map. We know that the Thermal sight on AT-14 allows it to see through smoke. Laser should be blocked by smoke, missile can "remember" its flight path. An assumption is since the laser is blocked from beginning, the missile should lost it's accuracy after 4000m flight? The answer is NO, it is still super accurate. 8 Missile will take out 7 or 8 BTRs. ATGM test field.btt
  10. Here is the test. After intercept 4 9K114 ATGM, the Trophy APS on Abrams turned to dark grey. The 5th and 6th ATGM hit Abrams
  11. I remember the BMP-1 has the same problem in CMSF and CMSF2. It will fire its main gun first, then ATGM. The gunner is very likely to get killed when expose himself during reloading. Possible solution are, 1, use target briefly 2, target, put a movement command, but adding a pause on it. Not sure if it will work on BTR-4E in CMBS
  12. Oh , wait a minute. Smoke grenade launchers can be a good example. It will turn to grey on subsystems panel after running out of smoke grenade. hmmm....
  13. My understanding is subsystems panel only tells you if this equipment is function or not. If the APS is out of ammo, it may be green still?
  14. Is there any way to check how many APS (Active Protection System) shots left? Thx
  15. 120mm is not so effective against building, you need larger gun. for the 155mm, even an anti-personal airburst mission can knock down the building very quickly. I remember saw a two story building knocked down by 3 rounds of 155mm air burst
  16. My experience from US side in scenario "Rolling Thunder" shows, Trophy APS will intercept the AT-6 from Mi-24 On the other hand, I don't think AT-6 will be able to achieve a high angle dive. I could be wrong, so please feel free to correct me. This is because of both the reason on the platform and missile itself. It is hard to dive a Mi-24? Also 9K114 AT-6 is radio guided, it is preferred to be working on a steep angle, the ground will reflected the high angle radio signal causing an incorrect instruction.
  17. follow up on this topic, this is a test on Stryker, A private took gunner position and they have a staff sergeant do the dangerous reloading work
  18. Note this from my scenario testing thermal imaging feature http://community.battlefront.com/topic/135210-ir-optics-in-cm/?do=findComment&comment=1792810 In the testing, AT-14 is able to guide through smoke and hit target. But AT-14 is laser beam riding , the laser should be blocked by smoke screen. Any thoughts on this?
  19. I made a testing scenario to check which AFV can see through smoke in CMBS . if you are interested you can drag the scenario and save file below. a brief description. the blue side has all kinds of Rus/UKR/USA AFV. At the turn one I dropped a wall of arty smoke on the map, based on CM's manual the Arty smoke is not IR-blocking. Then I also made the BMPs made a screen of black smoke. This is the turn 4, the next turn, some BTR will show up on the other side of map. You can use target arc command, and see who can engage enemy target through smoke. you can also issue target command through the smoke. Enjoy IR Optics.btt IR Optics Test Turn 5 Ready for battle.bts
  20. At first I thought I should post this in CMSF2 forum, but later decided to put it here, CMBS does feature more technology staff. One thing I do feel very confused is "IR Optics" subsystem description in CM. the 1960's BMP-1 with active IR light does have IR Optics. The 1980's BTR-80 has IR Optics for it's active/passive IR scope and light intensifier. And super tank M1A2 has IR optics in the middle sub-tab. That is for the gunner's Thermal sight. I don't feel this kind of subsystem description is good enough for wargame geek like us. Technically all three sights mentioned above are engaging in Infrared light spectrum. But put the same description on subsystem list is just like pointing to an AK and 2S7 , saying they both are guns..... copy this from Wikipedia on IR Near-infrared NIR, IR-A DIN 0.75–1.4 µm 214–400 THz 886–1653 meV 3,864–2,070 K (3,591–1,797 °C) Defined by water absorption,[clarification needed] and commonly used in fiber optic telecommunication because of low attenuation losses in the SiO2 glass (silica) medium. Image intensifiers are sensitive to this area of the spectrum; examples include night vision devices such as night vision goggles. Near-infrared spectroscopy is another common application. Long-wavelength infrared LWIR, IR-C DIN 8–15 µm 20–37 THz 83–155 meV 362–193 K (89 – −80 °C) The "thermal imaging" region, in which sensors can obtain a completely passive image of objects only slightly higher in temperature than room temperature - for example, the human body - based on thermal emissions only and requiring no illumination such as the sun, moon, or infrared illuminator. This region is also called the "thermal infrared". so the near-infrared and long wavelength infrared are related to land battle. The one above is for active/passive IR sensor, the one below is for Thermal Imaging. the Thermal imaging is much more superior than the other IR sensor or starlight intensifier. TI can work both day and night, and it presents a great advantage, it can see through the smoke. I just wondering if battlefront in the future can split IR optics into more detailed description. "IR sensor", "Thermal imaging" and "starlight intensifier" (well, the last one has nothing to do with IR)
  21. There were a lot of discussion on how **** the UKR/Rus armor are at spotting. In this game any AFV without CITV(Commanders Independent Thermal Viewers) or Cmdr video suck at spotting. Rus/Ukr 's IFV/APC crew team do not have the commander, that makes the problem worse. In my experience BTR-4E has the same spotting ability as a BMP-3 or BMP-2 A tip is to split a scout team from your inf sqd , put the scout team into the IFV. If the vehicle is empty they will take up the commander seat. Make sure the UI on the left corner shows the first solider is the "leader" .
×
×
  • Create New...