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Chibot Mk IX

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Everything posted by Chibot Mk IX

  1. There are plenty of 7.62x54R in the 7 men Rifle squad. Ukraine's 7 men squad has 700rnd (1 PKM), Russian has 970rnd (1 PKP + 1 SVD). The 6 men squad could experience 7.62 ammo shortage much more often, Ukraine's 6 men squad has 300rnd, 420rnd in Russian squad. So make them grab 250 or 500rnd 7.62mm is highly recommended I usually do the same thing here. But recently I am rethinking this . In a PBEM game and when I expect to see enemy armor, I will constantly change my exposed infantry team's position every 30s or 45s. Light load will be helpful to my game play style. One thing puzzle me is, why the Russian/Ukraine's grenadier could not equips RPG-22/26? It looks like those who equips with GP-25 or GP-30 are screwed. They cannot equip with RPG, cannot pickup their fallen comrade's LMG. They only have 10 rounds UGL HE, and burning the ammo fast. BTR, MLTB and BMP don't carry 40mm VOG-25 HE. I hope BFC can add some 40mm HE to Russian/Ukraine AFV in next patch
  2. I know, I just want to share my thoughts on this, maybe it should be labeled as "Requested Features and Ideas" . Hopefully the development team will consider this when they work on next modern conflict game
  3. I haven't update my SF1 to SF2. But I don't like the idea of remove Syrian Air Assets. Penny wise and pound-foolish. It is going to be a blow to people who love to play Syrian civil war scenarios. Modern air battles happen in a very large area. Early warning to detect threat at 500km away. BVR Air to Air missiles and long range SAMs shoot at target 100km away, CAS aircraft drop JDAM 8000 ft above. This is way beyond CM Map's scale. So why not make off map Air-Defense assets available? I had this idea when I was playing CMBS. Maybe BFC can add an option called "CAP/Area denial" to both sides just like the EW Strength concept in CMBS. This is to simulate something like a F-22 shooting two AIM-120C at your poor Su-25, or a S-400 Battery released several SAM 100km away. When "CAP/Area denial" setting is at high level, there is high possibility the opposite side's Aircraft will get shoot down, or cancel their current task, or be driven off from their current station area (become temporarily unavailable)
  4. Looking for some tips from other Russian player. How to operate your IFV/APC safely , transport and disembark , and provide fire support? For the fire support part I can think about one. Find some place that do not have LOS with front line. Park at the space behind the building , or behind reverse slope. Then move out of the cover at a full speed , stop at a point with LOS to front line, pause 10-15 seconds and do Area Fire, then reverse back. In WeGo game this requires a combination of different commands. But you need to do extra work to make sure they survive under the threat of Javelin
  5. One tip is to assign other personal in the same group as ammo bearer Note: Make sure it is the guy from the same group! like the pic below. From a infantry squad that is in the same platoon with the Javelin team, I split a two man scout team. They grab a Javelin missile from the supply truck, then move to 1 or 2 grid (8-16m) away from the Javelin. Now they can share their ammo. Javelin team has only one missile in their inventory, but Ammo section tells you there are 2 available
  6. too bad I forgot to save that turn's replay, but I have the save file before and after Before After Javelin left a huge crater, caused 3 casualties to the personal in that BTR-80A
  7. Taiwan is a hot spot but I don't think it fits CM very well. It is going to be melody composed by Radars, EW , surface warship, submarine , aircraft and missiles. War is over before US and China land force clash. Taiwan scenario fits into naval war game like CMANO. Maybe we should set the stage at Central Asia , just like Command & Conquer: Generals, US vs China vs GLA.... and we can add Russia into this.
  8. no, I mean 105mm. In scenario "Hold the line" US paratroops has the support from M119A3 105mm, I saw 2-3 rounds close miss at a BTR-80A, but only cause slightly damage on the wheel
  9. I agree, but on the other hand the Javelin's warhead weight is 8.4kg, Milan's warhead weight is 2.7kg. Yesterday in one of my CMBS game, I noticed that a BTR was knocked out by close missed Javelin. The same vehicle could survive a close missed 105mm HE.
  10. I could have a wrong impression but I think it is not this one. Anyway, thank you for sharing this video.
  11. Sorry, a lot of questions here. Most of them are related to CM’s coverage on Technology part. I did a quick search on the forum but could not find any discussion 1, The first question is an observation of the game from my limit experience. I noticed that in the game the American's Artillery PGM is relatively inaccurate compare to Russian/Ukraine's. My guess is M982 Excalibur and XM395 are built with GPS guide system (CEP 5m-10m) while the Russian and Ukraine one are Laser Guide (CEP 0.5m-1m), so there is an accuracy difference in the game and it is caused by different guidance system. Is this correct? 2, Then the next question is , in the game is there any Russian or Ukraine UAV has laser designator system that could support their Laser guide Artillery PGM? US side their UAV can definitely support Artillery PGM strike as the guidance is done by GPS. 3, Question number three is, does EW warfare strength have an impact on GPS guide PGM? In other word, does EW include GPS jamming? 4, Question number four: Does EW strength have an impact on ground radar, like searching/fire control radar on Tunguska? I have a great respect on Tunguska’s radar. In one of my game it picked up the RQ-11B as soon as it arrives, shoot it down with one bust of AA gun fire. Just wondering if my UAV could survive longer in a heavy EW environment. 5, Then the last question: Does CM simulate the Thermal Inversion at dawn and dusk (the rapid change of background heat should have a negative impact on the thermal imager/IR optics)?
  12. I have a different thought on this In a PBEM game an AT-14 could be a better choice for "hit and run" tactics. If your ATGM team fired one or two shots in the pervious turn, then at the beginning of the next turn it is very likely to subject concentrated area fire from another human player. AT-13 has a pack up time of 20s, AT-14's pack up time is 0. That means if you give a withdraw command, the AT-14 team will be able to running away immediately, the AT-13 won't leave until 20s later, by that time AT-13 team might have been cut down by 25mm/30mm HE
  13. Good Luck to that Not saying it is not a good idea. But as Chinese military is experiencing a radical reform, all I can do is to wish BFC good luck when they study the PLA's OOB.
  14. Thanks everyone, good to know I remember there was a video clip of US SOF and SDF try to intercept an incoming ISIS VBIED, 3 Milan launches failed as missiles out of control and dropped to the ground, then American has to use the Javelin to destroy that VBIED
  15. I noticed that sometime the lunched ATGM missile will drop on the ground 2 to 3 seconds after the missile left the tube. This happens on wired guide ATGM like AT-4 and AT-7. At first I thought it is to simulate low experience operator. But latter I found out that even Veteran/Crack ATGM group could experience this problem. So is it simulate the malfunction of ATGM? or simulate the missile is out of control because wire entangled with trees? What is chance this will happen? (My limit game experience give me a number of 20%) Thx
  16. CptMiller, so you gave an order combination of 1, move forward. 2, Target area. 3, pause 20s. 4, reverse? Well, if you want to ask BMP fire ATGM, you cannot give another movement order after the fire order at the last action point. so you have to delete step 4. Looks like this is hard coded in CMSF. I guess you can first give a 30s or 40s pause to the vehicle, then fast to the fire position, target the control tower. Hopefully, they can reach the position , finish aim and fire the missile before the turn ends. And in the next turn cycle, you can give a pause then reverse command combo, to let the gunner finish the guide. But anyway, Javelin will rain down on your poor BMPs Good Hunting
  17. https://www.bilibili.com/video/av25520917 https://www.bilibili.com/video/av25590985/ a Pz IV F2?
  18. Wow, take my money please! It brings back my memory of those days playing CMBB. “Once a king” was one my favorite scenario, herding a mixed group of Heer, SS and Volkssturm to escape the doomed Reich By the description I guess the new Mod will cover the period from Vistlua-Oder Offensive (Jan 1945) to Battle of Berlin (May 1945). And from the description the new Mod will focus on Army Group North and Army Group Center? It’s pity that Polish People's Army is not included in new units. Will it cover the Army Group Courland? Will it expand to south a little bit, so that we can experience the battle of Budapest and Operation Frühlingserwachen? Maybe we can find Hungarian, Romanian and even Yugoslavian in the game? OK, I guess I have asked too much. Battlefront, thank you for sharing this good news, can’t wait for this MOD.
  19. I cannot find if there is any restriction on weapon reclaim from manual, below are my observation in 3.0 engine Not sure they are correct, please correct me if I am wrong 1) A riflemen (bolt-action rifle) will reclaim the LMG and MP44, he cannot reclaim SMG, Semi-Auto rifle 2) A SMG gunner will reclaim the rifle (both bolt-action and semi-auto) and LMG 3) A LMG gunner will reclaim the SMG 4) Tank crew will reclaim rifle/SMG/LMG 5) Anti Tank Rifle (ATR) cannot be reclaimed by anybody 6) Only the other member in the same HMG team can reclaim the HMG 7) Only the engineer or personal in engineer squad can reclaim Demo Charges
  20. Yes, please! Release CMSF 2 ASAP, before WW 3 breaks out and nuclear warheads are flying high in the sky!
  21. German infantry unit's composition is not good for attacking in woods, it is not even good for a meeting engagement. I learned a hard lesson in CMRT. Man, those dirty SMG commies are brutal! In one of the CMRT scenario, I had a powerful Panzer formation support by a platoon of Panzergrenadier. At first everything went well, everything Russian AI had was destroyed by my Panzer ball. Then I sent the platoon into the wood to chase the rout soviet infantry units, a team of AT gun crew destroyed the whole platoon. My powerful Panzer couldn't do anything but just sit there and watch. Everyone in that AT Gun team carries a PPSh SMG! They lost their 45mm AT gun at the beginning, but none of them were killed. After this incident I have to click cease fire, accept a draw because I don't have enough infantry to occupy the VP point. The German infantry units’ firepower comes from their LMG. I think this game simulate the extra time for LMG deployment, the delayed reaction time will be deadly in close combat. And trust me, when you receive fire from the enemy, first casualties are always your LMG gunner. here is my thought on how German player should deal with attacking into woods 1, Avoid woods like a plague. Do NOT enter it. Drop 105mm and 120mm on the trees is far better than spill the blood on the soil. Use your firepower to control the woods, setup a HMG team and overwatch it, fire at anything that looks suspicious 2, if you must follow an area denial doctrine, prevent your opponent or AI to move their infantry to edge of the woods, causing trouble to your formation march on the open field, then you should control the edge. Of course, the first thing is to set up some fire support to overwatch this area. Sending some team to station at the edge, but do not get too deep. Hopefully your infantry team and fire support units share the same LOS in the woods, anything come out will receive hail of fire. Sometime the fire support unit will not have LOS with enemy units. A tip is to area fire surrounding area, it will cause suppression. 3, When it comes to a situation requires you must enter the wood. Well, good luck. Remember “area fire”. Split the infantry squad to two teams. Keep distance between these two. The one with LMG area fire, they have enough 7.92mm. Hopefully it will suppress the enemy hiding there, or at least making the enemy shoot back reveal their position. The team with SMG leap forward a short distance, wait a while and put your LMG team advance, then area fire again. Keep area fire even when you see enemy suffered casualties and running away, one or two survived SMG have enough firepower to turn the table. So…. area fire, area fire, area fire, then advance. My two cents
  22. I'd like to recommend "Supplying war: logistics from Wallenstein to Patton" Chapter 5. Russian Roulette https://www.amazon.com/Martin-van-Creveld-Supplying-Wallenstein/dp/B001E3CSX4 it talks about logistics, so maybe it is much more fit when you play an operational/strategic wargame like TOAW or WITE, but it is a good read.
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