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Chibot Mk IX

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Posts posted by Chibot Mk IX

  1. On 3/19/2023 at 6:34 PM, Halmbarte said:

    Vehicles will block small arms fire. In the various titles I generally want infantry to keep some distance from the armor. 1) If the infantry are leading they might get the drop on enemies with relatively short ranged AT rockets. 2) If the armored vehicle gets hit and blows up* the infantry doesn't get suppressed and killed.

    H

    *This is even more important with the modern titles and BMP3s. I am convinced that the BMP3 remains the best VBIED in the game. 

    +1, 

    I have a bunch of save file on my disk, all feature the BMP-3’s ammo cook off obliterate the infantry squad in the adjacent grid.

    They are also dangerous to other AFVs nearby.

    I remember there was a game I fired two Stugna-P in one turn, and that caused four BMP-3’s destruction. 😄

     

  2. On 3/16/2023 at 5:16 PM, Vacillator said:

    Thanks for taking the time to post great info my friend. 

    I suppose my question boils down not to why I would use Pause (in the orders phase), but how I can use it in the middle of a PBEM turn as suggested earlier in this thread (and actioned via the button Chuckdyke highlighted).  I don't think I can do the latter in a PBEM as it's a pre-ordered feast?

    Hi Vacillator

    I think we have a little confusion here.  All the screenshots are taken during the PBEM order phase, these commands will have impacts (sometime a huge impact) on the next PBEM turn's combat result. Just like the regular move/fast/target orders, you need to make a plan first then input these orders during the ordering phase then hope for the best result comes out in the next turn.

    For example, the sceenshots in first post feature Volkssturm troops. In the pervious turn,  I used hide+target arc command to successfully build an ambush zone for the soviets. Cut down at least 10 soviets infantry in less than 20s. But I saw my opponent had two more squads + 2 HMG return fire at the end of the turn. I need to move out. I don't want to get the troops pinned down, then either be picked up by sharpshooter one by one, or eliminated by a T-34/85 HE round. So I issued a withdraw order. 

    I hope in the next turn, in an ideal situation, the Volkssturm troops will getup and run out of the building ASAP.

     

    Same as the BMP-3 area fire screenshot. I issued the orders. I hope during the next turn's replay, I can watch the BMP-3 turn the turret into the correct position, move to the fire position, pause for 5-10s, finish aim process (likely to take 3-4s) fire one air burst HE round,  then move back to safety before Javelin finish the lock (usually take 15s). After watching the next turn's replay , I was glad to find out it works. I eliminated the Javelin ATGM team while the other hidden US Javelin ATGM teams failed to interrupt the BMP-3's action.

    Of course, let's assume my opponent had a M1A2 hidden in the wood then the plan would failed miserably. in that case, the M1A2 detect the target while my BMP-3 were on the way to the fire position.  Then my BMP-3 stay in the fire position (pause for 5 s), in the meantime M1A2 fired one APFSDS, smashed into the BMP-3's hull caused an ammo cook off. That is the end of the story. Fortunately, that didn't happen in my PBEM game. 

    Sometime this is a risk you have to put into the consideration. 

     

     

     

  3. 21 hours ago, Vacillator said:

    I'm mostly playing PBEM these days, so I'm not sure how these commands fit in there?

    Battle Technique - Using Listening Halts

    Bil's blog mentioned about how to use pause to increase situation awareness for infantry squad/team (also the pause make them rest)

     

    https://community.battlefront.com/topic/81192-shoot-n-scoot/

    we used to have shoot and scoot in CMx1. 

    this topic talks about how to use pause and movement order to setup a "poor man's " shoot n scoot in CMx2

    it is very unfortunately all the pic are gone.

     

    and

    in modern battle shoot and scoot will keep your casualty low. 

    FQcTHSa.png

    Here is an example, a two men infantry team spotted a Javelin. They run towards the BMP-3 and transfer the information to the BMP-3 commander verbally (turned out)

    BMP-3 issued a couple waypoints combine with pause order. The purpose of that?  Fire air burst HE to the target then get back to the safety before the Javelin ATGM can finish the lock, then reload and repeat this process.

     

     

    or

    pEoUqWO.png

    an ATGM team rush into the fire position, fire the missile then running towards the safety before the enemy retaliate with HE (this is a PBEM game, so I know my opponent is very likely to use area fire next turn)

     

      

     

  4. 12 hours ago, RockinHarry said:

    exactly. But there´s yet another method. Turn the unit away from the enemy by assigning a half-circle target arc towards the backside of a building and "hide". This keeps the pixeltroopers in, while allowing the enemy to loose LOS/LOF on them. The larger/deeper the building, the better it works usually. Give 1-2 game turns for the units(s) to recover, then turn them around under "hide" again and do what you got to do with them. Plt leader should be at least in vocal C2 range all the time to preserve influence.

    that's a good suggestion, as long as your opponent don't bring up an ISU-152 next turn.

  5. On 3/6/2023 at 6:00 AM, Brille said:

    What do you need the "withdraw" order for if I may ask? 

     

    I might be proven wrong but as far as I understood it the "withdraw" button is just a shortcut - like button (mostly) for people playing in real time, so they don't have to fiddle in the menu if they simply want to place a squad fast further back.

    As far as I know you don't get any advantages from that, nor is it a special move order that overwrites the moral situation of a unit. 

    Why not use the "fast" command from the get go? 

    OK, it looks like the "withdraw" button (or evade, or whatever that button called) is not equal to "fast". 

    run the test # 2 a few more times. withdraw command can ensure the pinned down squad get up and running down stairs in the same tun. A "fast" does not generate a guaranteed retreat. They will be kept at pinned down status on the upper floor for 1-2 more turns with "fast" command.

     

     

  6. 11 hours ago, Bulletpoint said:

    CM weapons have been extensively tested by Drifter Man. Here's the link to his report. One of his surprising findings was that SMGs are quite effective at range and even become slightly more effective when firing at their longest range.

     

     

    Thanks for sharing that, I am in the middle of my tests, will read this report later.

     

    In the first test I put a 3 men StG44 team and 2 x 3 men SMG team (1 x MP40 team and 1 x PPSh team) on the map, let them target buildings at 190m distance. From the sound effect and ammunition consumption, I found out the StG44 is no peer with SMG on rate of fire. StG44 guys shot the building under single shot mode, SMG are under short burst mode.

     

    Need at least two more tests on: 1, let StG44 and SMG team to target unarmed pixeltruppen , and find out how many casualties they can cause in 1-2 min time period 

    2, let StG44 and SMG squad shot each other at 190m distance , run the test a couple times, to see which side can win the fire fight and what is the success rate. 

  7. 1 hour ago, LongLeftFlank said:

    Noted with thanks, we just ended up making fun of Americans anyway, as ya do.....

    BTW, that is not CCTV. the screenshot is coming from a stock market analysis TV show aired on the Shanghai Dongfang/Dragon Television. 

    It’s fake, but the guy on the screen might have a better credibility on predicting future wars than predicting stock market.

  8. On 3/14/2023 at 11:22 AM, Erwin said:

    Yes, a problem with all titles.  In CMBS the Ukrainian 7 man squad can be split into 3 elements:  2 x 2 man teams and 1 x 3 man team.  This gives much more flexibility.  Cannot understand if BF is saying that it is unrealistic for NATO forces to split into three teams or...?  

    Panzergrenadiers mount on the truck also need some love

    they can be split into 3 teams  🙂

     

    0tuy0oe.jpg

     

    voebELb.jpg

     

  9. On 3/13/2023 at 3:08 PM, Brille said:

    Once I even destroyed a STUG III from the side with one bullet. Rare instance I know but it can happen. So they have their worth if you can deploy them right.

    Edit: and the opponent has at least some thin skinned vehicles... :D

    Hetzer…..

    There is a user made scenario, a group of German stragglers supported by a Hetzer trying to breakthrough Soviets encirclement in a rainy Latvia day. Right after my Hetzer took down the Soviets T-70, an ATR round penetrated Hetzer’s side plate, kill the gunner and the commander, effectively mission kills it. 

  10. 4 minutes ago, Chibot Mk IX said:

    I have to reduce the SMG squad to 1, because SMGs are OP even at 180m distance, with two SMG squads, there will be no survivor after turn 1

     

     

     

    A little bit OT. It has been discussed many times, but I still want to mention this again. SMG has both high rate of fire and high accuracy to hit the target as far as 190m. 

     

    It is worthy to run a test, to see how a squad is armed with StG44 compared to a SMG squad when shooting a 190m-200m target.

  11. and 

    Test #3

     

    Put the SS squad in the open , one Soviet SMG squad area fire (I have to reduce the SMG squad to 1, because SMGs are OP even at 180m distance, with two SMG squads, there will be no survivor after turn 1)

    9t9qln1.jpg

    So, I issued the withdraw order, same as test 2, pinned down text disappear although the suppression level is still there.

    9a380ee.jpg

     

    And the remaining survivor of the SS squad successfully pull out at the end of the turn 2.

     

    tN9zBPn.jpg

     

     

     

    So, see the difference?

  12. On 3/6/2023 at 6:00 AM, Brille said:

    What do you need the "withdraw" order for if I may ask? 

     

    I might be proven wrong but as far as I understood it the "withdraw" button is just a shortcut - like button (mostly) for people playing in real time, so they don't have to fiddle in the menu if they simply want to place a squad fast further back.

    As far as I know you don't get any advantages from that, nor is it a special move order that overwrites the moral situation of a unit. 

    Why not use the "fast" command from the get go? 

    In the older games you had a dedicated withdraw button that came with its advantages and disadvantages. 

    The advantages were that you had no or only a short delay till the execution of that order and that they would perform it even if they were in a moral situation (pinned, shaken). The disadvantage however is that these troops would have a big impact on their morale, even leading to them getting panicked for some time... So it only should be used wisely. 

    In Cmx2 however it is just an automatically placed "fast" command, if I got that one right. 

    Not addressing the problem itself here I know.... 😅

    You may have a point as I remember someone else mentioned the same thing before ( withdraw order = a fast order). If it is true then the whole issue become “the ground floor is a no way out death trap.” I can do some test and hopefully get a conclusion tomorrow.

     

    Meanwhile, here is a test that proves the ground floor is a trap.

    See test #1

    Put a German SS pioneer sqd in the ground floor. 180m away 3 x Soviet SMG sqd area fire the ground floor. So at the end the turn (28:00) the SS sqd was pinned down. Since I cannot issue a withdraw order, I put a fast order to get them outside the building.

    pLjaQsl.jpg

     

     

    But 27:00, they didn't move

     

    q7UBSYI.jpg

     

    Same as 26:00, 25:00, 24:00.

    s7AraGi.jpg

     

     

    Not until 23:00 when Sov SMG squad running out of ammunition , did the SS squad finally pull out

     

    hPx20ss.jpg

     

    PfoQ1CA.jpg

     

     

    *******************************************************************************************************************************************

     

    On the contrary

    On 3/5/2023 at 8:09 AM, chuckdyke said:

    Your unit was rattled and if pinned they stay where they are. Josey Wales did some time ago tests and he explains the soft factors.

     

    Test #2

    Put SS squad on the upper floor, same configuration , 3 x SMG sqd area fire the upper floor at 180m away. At the end of the turn the SS sqd was pinned down.

    GINnFSg.jpg

    I issued the withdraw order , drag it outside the building (note that as soon as I hit withdraw, the pinned down text disappeared, but the suppression level is still there) , hit start.

    OnJxZYe.jpg

     

    In less than 5 seconds , the first pixeltruppen run down the stair, then followed by 2nd, 3rd. By the end of the turn, everyone gets out of building and is out of SMG sqds’ LOS completely.

    jQ7NUce.jpg

     

     

    YIIuzL2.jpg

     

     

     

     

  13. Here is a very interesting read. @LongLeftFlank

    While reading the post from Galeev and Suyi , one of the Suyi’s opinion posted back in Jan caught my attention.  He believes the Putin’s war preparation began as early as 2016.

    https://www.zhihu.com/question/566794678/answer/2837159962

     

    He presents two arguments.

    1,   Russia formed 10 division from 2016-22. Usually people believe this expansion is a Shoigu’s office politics tricks , to appease the Russian army officer corps (because Serdyukov's reform kills a lot of promotion opportunities for the young officers) . Here Suyibelieves this is a sign of war preparation.

    2, most interesting part, he states that Russia rapidly expended the ammunition production back in 2016, he put two references ,

    https://tass.ru/ekonomika/13526061    

    https://realnoevremya.ru/articles/81757-opk-gotovitsya-zavalit-rynok-feyerverkami-vmesto-patronov

    I am not sure how strong the evidence is because usually it doesn’t tell too much if the market of ammunition + special chemicals increased 23% revenue from 2015 to 2016.  But I have never heard any other similar opinion claims Putin prepare this “SMO” as early as 2016.

    Anyway, an interesting read.

  14. 16 hours ago, LongLeftFlank said:

    Well, as Galeev pointed out many moons ago (perhaps more credible Russia threat analysts did as well) that, in addition to selling off a lot of the 'warehoused' kit and downsizing divisions to brigades to save money and focus on Chechnya-sized expeditionary wars, Serdyukov and the Kremlin also dismantled, or at least allowed to decay, the Soviet mass social mobilisation system.  So the folks who remember how to do that are all dead or retired, and the general population is out of the habit.  Not totally of course, but it's not a highly functional machine, and Putin can't simply will it back into being.

    Reminds me a joke from Suyi控 and other Chinese milbloggers, It's a joke, and hopefully not insult to the people went through the red terror years, but.... 

    https://www.zhihu.com/pin/1486064369037991936

    Quote

    2022-03-12 06:42

    It is important to know a matter of common sense. In contrast to the Tsarist-Soviet-era three-tier mobilization system used by the AFU, which was conducive to military mobilization in a full-scale war, Russia has abolished this system after Serdyukov's 2009 reforms, replacing it with a standing army plus a small number of weapons/equipment storage bases that take 3-6 months to mobilize (3-4 bases as I recall, each equivalent to a brigade) The 2009 Serdyukov reforms completely replaced the mobilization army with The standing army + base units on the premise that the Russian army would no longer conduct large-scale wars, but only small-scale , rapid intervention wars/conflicts. In this case, the Russian army should not commit all of its own forces in a war, but should fight in shifts in the form of BTGs. Shoigu's "reforms" (is there really such a reform?) Only expended the size of the standing army, but did not restore the mobilization system . In other words, even if Russia claims to have implemented "general mobilization," it will not be able to effectively mobilize new forces on a war-time scale. Russian troops may not even be equipped to replace their losses. Ukraine is the opposite ......

    Another guy replied.

     

    Quote

    The funniest and most ironic thing : The organization of the Ukrainian Army, the triple layer combination of the standing army as the base , reinforced with local units plus the National Guard, is in fact has no connection with neither the Tsarist one nor the one who abolished the militia back in 1938 and latter officially transformed into the Soviet Army in 1946, but has the root with the real RKKA of the Mikhail Frunze era - the authentic Soviet Workers' and Peasants' Red Army!

     

  15. As some of you may know, the withdraw order doesn't work if the infantry units are on the first floor of the building.  It works when the units are stationed on the upper level, the default withdraw order will bring the units into the first floor of the same building. And for the units that are close to the building but outside, the withdraw order will bring them to the closest building first floor. 

     

    Note this could causing some issue in urban fighting, especially if you are the defending side.

    I just experienced one as in pervious turn, my Volkssturm troops ambushed a squad of Soviet infantry. At the end of the turn, my volkssturm are under heavy PPSh fire. My plan is to bring them out of the building, run safe to the new position across the street. 

     

    eWJzeWd.jpg

    I hit withdraw, that generate a WP to the first floor, then I issued a fast, hope they will running out the building in time.

     

    However, the problem is, after the Volkssturm reach the first floor, the withdraw phase is over. The suppression level made my men pinned down on the first floor. Then in the next three min, they refused to carry out the last leg of maneuver, and be cut down by Soviets small arms fire one by one .  I cannot issue withdraw order because now they are in the first floor..............

     

    3sE5Ac7.jpg

     

    I would say this is a bug. It's very annoying because it will make fighting withdraw in the urban impossible to carry out.   

    Also, another annoying part is when enemy bring big gun to area fire the building. If your troops are pinned down on the first floor, then you can do nothing but watch them perish in the constant bombardment. 

     

     

     

  16. 8 hours ago, Butschi said:

    Much the same as rounds 1 and 2. Ghosted, again. 😔

    Good for you!, The round 3 scenario feels like a torture. 

    Well, got be more polite. This one looks like a fun scenario in single player mode, but it is not a good idea to pick this in a PBEM

    With Soviet BMP-2s park in front of the place where the US reinforcement pop up, I lost the interests to play the game, I just hit done after opening the file in the last couple turns. 

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