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Chibot Mk IX

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Posts posted by Chibot Mk IX

  1. 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) 

     

  2. 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

  3. 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 

    beqB35a.png

  4. On ‎12‎/‎27‎/‎2018 at 5:56 PM, Chibot Mk IX said:

    Yesterday in one of my CMBS game, I noticed that a BTR was knocked out by close missed Javelin. 

    too bad I forgot to save that turn's replay, but I have the save file before and after

     

    Before

    FySQM8S.png

     

    After

    mMAtXEI.png

     

    Javelin left a huge crater, caused 3 casualties to the personal in that BTR-80A

     

     

     

     

  5. 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.

     

     

      

  6. On ‎12‎/‎28‎/‎2018 at 12:53 PM, IanL said:

    Did you mean a close miss by a 155mm? Those BTRs are not very tough it is not surprising that they would go down easily.

    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

  7. On ‎12‎/‎12‎/‎2018 at 9:10 PM, Michael Emrys said:

    I attributed that to the Javelin setting off the explosives in the truck. The Milan, as nearly as I could make out, was a clear miss.

    Michael

    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. 

  8. On ‎12‎/‎9‎/‎2018 at 3:49 PM, FoxZz said:

    Are you refering to this video ?

    If yes, it was French SF and Peshmerga firing a Milan at a VBIED that missed, so they fired a Javelin that destroyed it.

    I could have a wrong impression but I think it is not this one. Anyway, thank you for sharing this video.

  9. Sorry, a lot of questions here. Most of them are related to CMs 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)?        

  10. On ‎11‎/‎8‎/‎2018 at 1:16 PM, domfluff said:

    I suspect the AT-14 is the far better choice for a static, defensive position, but for a mobile mechanised platoon I think the benefits of the AT-13 are considerable, and probably worth losing some penetrative power.

    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

  11. Thanks everyone, good to know

     

    On ‎10‎/‎11‎/‎2018 at 2:31 PM, Haiduk said:

    In the war on Donbas about 30 % of all AT-4 launches failed because of lost of control over the missile or because missile even didn't get out from container. Expired term of using... So such game modelling has a sense.

    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

     

     

  12. 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

     

  13. Quote

    The other two BMPs get into position and begin firing their autocannons. I was hoping they would fire their ATGMs instead, but in Shock Force there is no way to order a unit to use a specific weapon system. I’ve given all three BMPs ‘Target’ commands, which generally prefers heavier weapons, but this time it didn’t pan out that way. 

    These BMPs were given pause commands of 20 seconds. This is because the position they are in is more exposed, and I don’t want them sitting there long enough to be engaged by the dug in Brits. The idea is for them to move up, fire an ATGM, then fall back into better cover and reload.

    Both BMPs fire off a few rounds of 30mm, begin reversing, and…

    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

     

  14. 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.

  15. 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

     

  16. 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

  17. On 2018年1月31日 at 2:13 AM, Erwin said:

    It is possible that amongst the mods for CMSF there is a Woodland camo - but almost certainly for the US.  I doubt anyone made one for the German troops.  If it's similar one could rename the US camo to appear on the Germans.  Of course one still has to find the damn thing!  :(

    Ah... I probably have every CMSF mod ever made and found "Marine SOF Woodland MARPAT".  It includes helmet, molle, uniform, vest and a bunch of skins.

    If you are interested in looking at that, send me PM with your e-mail...

    PS:  There is also a large number of "SYROPE" mod sets that may have additional mods than found in Euroscape.

    Also: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=26&orderby=1&page=1  shows a couple "Woodland" mods.

    Thank you Erwin. Thanks for your offer, I do have that Marine SOF Mod too. I also thought about rename the file but I was too lazy to do the work.

    Just finished a scenario called "Panzertrack", a group PanzerGrenadier fight against Ivan with Panzerfaust,  just like their ancestor.  Time to go back to Syria.   I will rename the US Camo to German when I come back to Euroscape mod

  18. Maybe it is a relatively low proiroty project? Russia is a threat, but a large scale land war between Russia and United States is unlikely. Even a war break out in the next five years. US Armor can still keep its edge.

     

    On the oher hand, Uncle Sam need a fleet of F-35,  Arleigh Burke Flight III be combat ready in the next five years, to counter the new toys handled by China. (like J-20 in PLAAF , Type 055 DDG Type 095 SSN in PLAN). It costs money     

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