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Chibot Mk IX

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  1. Like
    Chibot Mk IX reacted to MikeyD in Fire and Rubble Update   
    I whipped up one little scenario set during the siege of Poznan. I did another set in Kostrzyn, a river town few miles up the road from Seelow. The eastern front was so vast you could type 'the siege of    (fill in the blank)   ' and insert practically any name you want. Pretty much every city was defended/captured/liberated/besieged/assaulted/destroyed at one time or another. Donetsz Ukraine used to go by the name Stalino and was practically obliterated by war's end, only to suffer a similar fate 70 year later.
  2. Like
    Chibot Mk IX reacted to Haiduk in Ukraine purchases/ed Javelin missile system. More to come?   
    Javelins are not using in current positional warfare. When US has agreed to supply Javelins, there was a condition - missiles can be used only in case of separatists offensive or direct Russian invasion. In current time all missiles shared among special teams in SOF and air-assault units, but stored out of JFO zone.
    In 2018 one or two missiles were launched for demonstration to Poroshenko.

    Also Javelins were showed in that year on military parade.

    Meanwhile, soldiers were joking on frontline %) 

  3. Like
    Chibot Mk IX reacted to Frenchy56 in Russian army under equipped?   
    Having an autoloader doesn't mean that being a tank crewman is less manual. What do you do when your tank throws a track, or something else fails and doesn't really warrant a recovery crew? 
  4. Like
    Chibot Mk IX got a reaction from gnarly in Is there any way to check how many APS shots left?   
    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

  5. Like
    Chibot Mk IX got a reaction from ncc1701e in Is there any way to check how many APS shots left?   
    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

  6. Like
    Chibot Mk IX got a reaction from Howler in Is there any way to check how many APS shots left?   
    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

  7. Like
    Chibot Mk IX reacted to IICptMillerII in Combat Mission AAR: Consulate Crisis   
    Combat Mission/Command: Modern Air Naval Operations AAR
    Consulate Crisis
    By IICptMillerII

     
    INTRODUCTION
    This is a hybrid after action report (AAR) using two simulators, Combat Mission Shock Force 2 (CMSF2) to depict the tactical ground combat, and Command: Modern Air Naval Operations (CMANO) to depict the naval and aerial combat. This scenario features a conflict at a US and Canadian consulate in the fictional Middle Eastern/North African city and country of Al Mout, Abbudin.  
    The CMSF2 map was built by LongLeftFlank and then modified by MOS:96B2P for his scenario “The Coup” and is being used with his permission. All credit goes to LongLeftFlank for designing this excellent map and to MOS:96B2P for designing the scenario. I have modified both BluFor and OpFor forces as well as their respective objectives, as well as add in some relevant battle damage, but otherwise the map remains in its original layout.
    Carrier Strike Group 12 is a historically accurate recreation of the USS Enterprise cruise to the Mediterranean and Persian Gulf from June to December of 2007. The USS Enterprise carrier air wing, and all supporting ships are accurate to the 2007 cruise.
    This scenario is not designed to be balanced. BluFor is significantly stronger and more capable than OpFor in nearly every way. This is more a showcase of a hybrid AAR between two sims carrying out an operation that fully incorporates both sims strongpoints (CMSF2 for ground warfare, CMANO for naval/air warfare) and weaving them together to tell a story. It is also a proof of concept to see how viable creating hybrid AARs like this is. My advice is to treat this like a superhero movie; there is no doubt about the ending, but you still enjoy the journey.
    This AAR features several mods. Chief among them are:
    Veins Smoke and Effects mod Drakenlords Fire mod Regime Forces by myself playing the OpFor DISCLAIMER:
    The story, all names, characters, and incidents portrayed in this AAR are fictitious. No identification with actual persons (living or deceased), places, buildings, and products is intended or should be inferred.
    CMANO DISCLAIMER:
    CMANO is designed to accurately portray military hardware from real world nations, from the years of 1980-2020+ and 1920-1979 (not used in this scenario). It simulates the planet Earth using open source terrain data. While fictional factions can be created and named so, the globe itself cannot be edited. The real-world location of this scenario is located in Libya, however the above disclaimer still applies. This scenario is not meant to portray Libya in any way. It is entirely fictional.
     
    SITUATION:
    Over the past few months the Abbudin Regime has been increasingly belligerent. On numerous occasions they have used their large air force to intercept commercial aircraft and shipping in international territory. In response to this, the UN passed a resolution enforcing economic sanctions against Abbudin. The Abbudin Regime responded by increasing their interceptions, in a few notable cases forcing commercial aircraft to land at Abbudin airports and be subject to “inspections.” The so-called inspections were largely just the Regime seizing commercial property for their own. In response to the Regimes increasingly belligerent actions, the United States deployed the USS Enterprise carrier strike group (CSG) and the 2nd Marine Expeditionary Unit (2nd MEU) aboard the USS Wasp to the Mediterranean. Additional military assets in the Mediterranean have been put on high alert.
    Two days ago, large numbers of Regime military units were seen moving into the city of Al Mout, the location of the US and Canadian consulates. They began heavily patrolling the city in what appeared to be a martial law posture. Last night, the Canadian consulate was surrounded by the Regime’s military forces. The Regime has demanded an end to the economic sanctions and for the US to recall the USS Enterprise away from Abbudin waters. A tense standoff ensued, with the Regime changing their ultimatum deadline seemingly at random. Finally, at 0200 local this morning the Regime’s military forces stormed the Canadian consulate. There have been reports of gunshots being fired inside the consulate and the fate of the consulate personnel is unknown.
    Two hours later, US naval and Marine forces were given the green light to initiate combat operations in the city of Al Mout in order to evacuate the US consulate and rescue any surviving Canadian consulate personnel.
     
    MISSION:
    The primary objective is to evacuate US and Canadian consulate personnel from Al Mout, recover/destroy any sensitive material at both consulates, and withdraw from the city.
    Mission Specific Tasks:
    Carrier Strike Group 12 (USS Enterprise):
    Establish local air superiority over friendly naval assets, the city of Al Mout and surrounding area Strike strategic targets in and around Al Mout Strike Al Mout International Airport in order to prevent Abbudin Regime air force from being able to sortie Conduct Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) Provide close air support (CAS) to US forces in Al Mout Task Force Wasp:
    Transport and deploy 2nd Marine Expeditionary Unit (2nd MEU) amphibiously to the shore of Al Mout Provide naval and close air support to 2nd MEU Receive US and Canadian evacuees Provide emergency medical care to casualties 2nd Marine Expeditionary Unit:
    Conduct amphibious infiltration of Al Mout Secure both US and Canadian consulates Evacuate US and Canadian consulate personnel to USS Wasp Desired End State:
    All US/Canadian consulate personnel recovered All sensitive materials recovered/destroyed All US ground forces withdrawn from city  
    Area of Operations (AO) and Initial Deployment:

    Close-up of Al Mout and Surrounding Area:

     
    ENEMY:
    Regime Military Forces:
    The Abbudin military is typical of many Middle East/North African dictatorships. It has a large arsenal of older Soviet-era equipment, such as the T-72 and T-62 tanks, and BMPs for infantry fighting vehicles (IFV). The military is made up of roughly 6 divisions and a number of independent brigades, including special forces units that are primarily tasked with guarding key regime assets.
    Enemy Air Forces:
    The Regime has a large air force, mostly made up of old Soviet-era aircraft. These include the Mig-21, 23, and 25, along with a small fleet of Mi-25D gunship helicopters and Mi-8 helicopters for troop transport and logistics. Additionally, they have several SU-22M attack aircraft. These are capable of carrying the AS-9 anti-radiation missile with a range of 65nm, which can potentially threaten friendly ships. They have roughly a regiments worth of each fixed wing aircraft variant (20-25 aircraft per regiment) and about a squadron of each helicopter variant (10-18 helicopters per squadron) in range of the area of operations (AO). The Abbudin air force is not known to have any airborne AEW or EW aircraft, though they likely have some conventional reconnaissance aircraft equipped with cameras and ELINT equipment.
    Al Mout International Airport is just outside the city and has a significant number of air force assets, including at least one full squadron of Mi-25D gunship helicopters and another full squadron of Mi-8 helicopters. Both the Mig-21 and Mig-23 can be outfitted in ground attack roles. The SU-22M is a ground attack aircraft, though they are expected to be tasked in an anti-surface warfare (ASuW) role. The Mig-25 variant operated by the Abbudin air force is an interceptor only. 

    Enemy Naval Forces:
    The Abbudin navy is essentially non-existent. They do not operate any craft larger than small patrol boats armed with small arms which are not expected to be a factor.
    Enemy Air Defense Network (ADN):
    Abbudin’s air defense network is extensive, though dated. In the vicinity of Al Mout, there are at least two groups of SA-6 Gainful SAM (surface to air missile) sites (roughly 10-14 launchers per group) and at least one battalion of SA-2 Guideline SAM launchers (roughly 3-6 launchers per battalion). These SAM sites pose the most direct threat to our forces, as they actively cover both the city of Al Mout and Al Mout International Airport.
    Further, there are a number of SA-5 Gammon SAM groups. The SA-5 has a range of 150nm, meaning these sites will be a close second priority for SEAD/DEAD missions. There are multiple SA-5 sites that cover Al Mout airspace, one to the North of the city and another to the West.
    There are also several radar sites, including the P-14 Tall King, P-18 Spoon Rest, P-40 Long Track, and P-80 Back Net air search radars. All these radars have sensor ranges in excess of 100nm with overlapping coverage areas. Many of the radar sites are located near SAM sites and thus will have some form of protection against air strikes.  
    Enemy Ground Forces in Al Mout:
    Regular Regime military forces wear a uniform that is part olive drab, part knockoff DPM camouflage in an arid configuration. Their helmets are tan colored with red triangles on the front.
    The exact number and composition of enemy ground forces present in the city is not fully known at this time. From what intelligence there is, it is expected that the Regime has at least one company of mechanized infantry in the city, mounted in BMP-1’s. There have also been confirmed reports of both T-72M1 and T-62 tanks, though their exact number and location is not currently known.



    Additionally, the Regime is operating a large military police (MP) force in the city right now. These are essentially dismounted infantry operating on foot or out of light vehicles such as the Russian made UAZ car and URAL trucks.  MPs can be identified by their white helmets, red armbands and plain olive drab uniforms. There are likely two companies worth of MPs operating in the region of the city that the consulates are in, though an exact estimate is not possible at this time.


    It is expected that once hostilities commence and the Regime determines our objectives to be centered in Al Mout, they will attempt to reinforce the city from outside. There is at least a battalion’s worth of mechanized infantry that can be road marched to the city within a matter of hours. Other units are present but will take longer to reach the city.
    Irregular Forces:
    The Abbudin military is largely a conventional force. They are not expected to have paramilitary or irregular forces in any significant numbers.
     
     
    TERRAIN AND WEATHER:
    The city of Al Mout is located on the coast and is surrounded by desert. Temperatures during the day are expected to reach a high of 90° F. The weather is forecasted to be a mix of clear and partly cloudy over the course of the next three days and should not hinder aerial or amphibious operations.

     
    TROOPS:
    Carrier Strike Group 12 (CSG 12):
    USS Enterprise CVN VFA-211 12x F/A-18F VMFA-251 12x F/A-18C VFA-136 12x F/A-18C VFA-86 12x F/A-18C VAQ-137 4x EA-6B VAW-123 4x E-2C 2000 VS-32 8x S-3B HS-11 6x SH-60F 2x HH-60H USS Gettysburg CG USS Arleigh Burke DDG USS Forrest Sherman DDG USS James E Williams DDG USS Stout DDG USS Philadelphia SSN USNS Supply T-AOE CSG 12 is the main aerial and naval effort of this operation. The USS Enterprise is equipped with its entire carrier air wing. She has 36 F/A-18C Hornet multirole fighters, 12 of the new F/A-18F Super Hornet multirole fighters, and a full complement of support aircraft including the E-2C Hawkeye Airborne Early Warning (AEW) and EA-6 Prowler Electronic Warfare (EW) aircraft. A carrier air wing carries an immense amount of firepower for both enemy air and ground targets.
    Supporting the Enterprise is her primary air defender, the guided missile cruiser (CG) USS Gettysburg. The Gettysburg carries a suite of anti-air missiles that can shoot down both incoming aircraft and missiles at ranges out to 150nm. The extremely powerful AEGIS radar greatly enhances her ability by allowing her to simultaneously scan, track and engage multiple targets from multiple bearings, as well as hand off targeting info to coordinate air defense with other ships. Four guided missile destroyers (DDGs) provide additional air defense, as well as an overwhelming land strike capability. There are 224 Tomahawk missiles (112x RGM-109C, 112x RGM-109E) between these four destroyers.
    Also in support is the USS Philadelphia, a Los Angeles class nuclear attack submarine (SSN) which brings with her an additional 8 Tomahawk missiles (4x UGM-109C, 4x UGM-109E). She is primarily assigned to Signals Intelligence (SIGINT) and is not expected to play a major role in this operation.
    Task Force Wasp:
    USS Wasp 4x AH-1W 4x CH-53E 4x MV-22B 6x AV-8B 2x CH-46E 4x UH-1N 2x HH-60H 4x SH-60F USS Ticonderoga CG USS Bainbridge DDG USS Oak Hill LSD Task Force Wasp is an amphibious assault group that carries the 2nd MEU and all assets required to support the MEU during amphibious operations. She is equipped with her own suite of aircraft, though these are primarily to support the MEU while engaged or perform logistical functions. The four AH-1W Super Cobra’s and AV-8B Harriers can provide the Marines with on call CAS, while the CH-53s, MV-22s and CH-46s all provide a heavy lift capability.
    The Wasp is escorted by a CG and a DDG with the same roles as the CG and DDGs assigned to the Enterprise; defend the air space and strike land-based targets.
    2nd Marine Expeditionary Unit:
    A Marine Expeditionary Unit is a reinforced battalion capable of quickly responding to flashpoints around the world and conducting sustained amphibious operations. Due to the nature of this operation, no heavy lift amphibious craft are available, meaning the Marines will have to leave their tanks and Humvee’s behind. Two companies of Marines will secure the consulates and will be supported by the battalion headquarters, an engineer platoon, scout sniper platoon, reconnaissance platoon and the AAV platoon that will transport all personnel to and from the beach. This consolidated force is called the Marine Landing Party. C Company, the third rifle company of the MEU, will stay on USS Wasp as a Quick Reaction Force (QRF), responding if needed.
    Marine Landing Party:
    Battalion Headquarters Scout Sniper Platoon Engineer Platoon Reconnaissance Platoon AAV Platoon A Company B Company Quick Reaction Force:
    C Company Naval Support Activity (NSA) Souda Bay:
    1x U-2S 1x RQ-4B 1x EC-130H 3x KC-135R 2x E-3C A number of supporting assets are located at the NATO naval base at Souda Bay on the island of Crete. All of these are support assets. A U-2 spy plane and RQ-4 Global Hawk UAV will provide constant on-station reconnaissance of Al Mout and the surrounding area. The EC-130 Compass Call will provide offensive electronic warfare capabilities such as jamming specific enemy radar and SAM sites. KC-135s will provide aerial refueling capability allowing station aircraft to remain in the air longer, and E-3 Sentry Airborne Warning and Command System (AWACS) will provide additional AEW support if needed.
    Due to the rapid escalation in Al Mout, some assets at NSA Souda Bay are still being prepared and will not be ready for at least a few hours, namely the AWACS and refueling aircraft. The U-2 is already airborne and flying a racetrack pattern waiting for the enemy ADN to be reduced, and the Global Hawk is ready to be launched.
    TIME:
    The date is 5 May. The time is currently 0500 Zulu, 0600 Local. Amphibious operations are templated to begin by 1000 Zulu, though this is subject to the reduction of enemy air and air defense assets.
     
    CIVILIAN CONSIDERATIONS:
    Al Mout is a populated city full of civilians. Efforts to reduce civilian casualties are being taken primarily in the form of weapon use restrictions. Only precision guided munitions are authorized for use within city limits. These weapons include JDAMs and Tomahawks but exclude weapons such as unguided bombs (ex. Mk82 without JDAM conversion, CBU cluster bombs) or naval gunfire support from 127mm deck guns.
    Once troops are in direct contact, the use of unguided weapons for CAS is authorized (such as unguided rockets fired from Super Cobra gunships) but only against positively identified enemy targets. All other use of unguided munitions within city limits remains restricted.
    Personnel not in uniform registering weapons cannot be engaged unless they engage friendly units first. All uniformed enemy combatants are free to be engaged at will.
    INITIAL TASKINGS
    CSG 12:
    CSG 12 is initially the main effort. It is tasked with both establishing and maintaining air superiority, as well as carrying out strikes against enemy radar, air defense, and strategic targets.
    USS Enterprise CVN is the flagship and will support naval aviation as well as being the primary command and control center for this operation USS Gettysburg CG will provide comprehensive air defense to the carrier and ships of CSG 12 USS Arleigh Burke will strike targets designated in Strike Package North USS Forrest Sherman will strike targets designated in Strike Package West USS James E Williams will strike targets designated in Strike Package Airport USS Stout will strike targets designated in Strike Package Al Mout USS Philadelphia SSN will provide electronic intelligence (ELINT) and maritime surveillance, and pilot recovery USNS Supply T-AOE will provide on-station replenishment if necessary and aid in pilot recovery if needed Map of Strike Packages:

     
    Naval Aviation:
    The primary conventional striking power of the US Navy, the entire carrier air wing will be tasked with establishing air superiority and striking enemy military and strategic targets in order to allow the Marines to conduct their amphibious infiltration and evacuate the consulates.
    VFA-211 (F/A-18F) will establish and maintain a combat air patrol (CAP) over CSG 12 and Task Force Wasp in order to maintain air superiority over all friendly naval assets VMFA-251 (F/A-18C) will remain on standby, ready to perform CAS for the Marine landing party once it has been deployed VFA-136 (F/A-18C) will perform SEAD/DEAD strikes in cooperation with Tomahawk strikes from CSG 12 ships VFA-86 (F/A-18C) will conduct an alpha strike (entire squadron sorties) against Al Mout International Airport with the goal of destroying enemy aircraft on the ground and eliminating the ability of the airport to support flight operations VAQ-137 (EA-6B) will provide EW support in the form of ELINT and directed jamming VAW-123 (S-3B) will provide aerial support, such as aerial refueling, as well as maritime surveillance HS-11 (HH/SH-60) will provide anti-surface warfare (ASW), maritime surveillance and pilot recovery Task Force Wasp:
    Task Force Wasp will transport the 2nd MEU close enough to the shores of Al Mout to conduct the amphibious infiltration, will support the Marines during their infiltration, and then will receive and care for all consulate personnel and any casualties sustained during land operations.
    USS Wasp will support both aerial operations and Marine amphibious operations, and will receive all evacuated consulate personnel and casualties suffered during land operations 4x AH-1W will provide Marines with CAS while embarked on amphibious operations 4x CH-53E can provide heavy lift support of both land and naval operations 4x MV-22B can provide heavy lift support of both land and naval operations 6x AV-8B will provide Marines with CAS while embarked on amphibious operations 2x CH-46E can provide heavy lift support of both land and naval operations as well as pilot recovery and humanitarian assistance 4x UH-1N can provide logistical support to both naval and land operations as well as pilot recovery 2x HH-60H can provide logistical support to both naval and land operations as well as pilot recovery 4x SH-60F will provide ASW and maritime surveillance to Task Force Wasp USS Ticonderoga CG will provide comprehensive air defense to the carrier and ships of Task Force Wasp USS Bainbridge DDG will provide air defense and maritime surveillance, and is capable (though not initially tasked with) conducting land strikes with Tomahawks USS Oak Hill LSD will provide amphibious support to Marines and can receive Marines, consulate personnel and casualties as an alternative to USS Wasp 2nd MEU:
    Upon arriving on station off the coast of Al Mout, the 2nd MEU will conduct an amphibious infiltration of the city. Using amphibious vehicles and supported by CAS, they will make landfall and proceed into the city to the US and Canadian consulates. They will evacuate all personnel and human remains (if/where applicable) and remove or destroy any sensitive materials before withdrawing from the city and returning to Task Force Wasp. A detailed landing plan and tasking follows in the next section titled “Amphibious Plan.”
     
    Special Assets:
    Special assets are designated as units not operating directly from either CSG 12 or Task Force Wasp. They are primarily reconnaissance and support units, providing constant direct intelligence gathering capabilities and EW support as well as aerial refueling and AEW
     
    1x U-2S is tasked with providing direct imaging and intelligence gathering of Al Mout and the surrounding area to give commanders a better idea of the situation on the ground and to provide early warning and tracking to new threats, such as enemy reinforcements to the city 1x RQ-4B is tasked with providing direct imaging and intelligence gathering of Al Mout and the surrounding area to give commanders a better idea of the situation on the ground and to provide early warning and tracking to new threats, such as enemy reinforcements to the city 1x EC-130H is tasked with providing comprehensive EW support in the form of direct jamming of specific enemy radar and air defense assets as well as providing additional ELINT support 3x KC-135R is tasked with providing aerial refueling 2x E-3C is tasked with providing additional AEW Emissions Control (EMCON):
    EMCON BRAVO
    All ships will restrict radiation emissions (radars are off) but can still communicate and data transfer All aircraft are EMCON DELTA – unrestricted emissions
     
    AMPHIBIOUS PLAN
    Plan:

     
    The amphibious plan is as follows. The engineers will land first and perform a quick sweep of the beach for mines and obstacles. Imagery shows that the beach should be clear and free of mines and obstacles, so the sweep should be quick. A and B Companies along with the scout sniper and recon platoon and battalion headquarters element will land when cleared to by the engineers.
    The engineers will make breaches large enough for AAV’s to pass through at breach points Elmer and Fudd.
    A Company will proceed through breach point Elmer onto MSR Wiley to MSR Market. At the intersection of MSR Market and Wiley, blocking position Bugs will be established. Then the company will continue down MSR Liberty to the US consulate. Similarly, B Company will proceed through breach point Fudd onto MSR Coyote to MSR Market. At the intersection of MSR Market and Maple, blocking position Bunny will be established. Then the company will continue down MSR Maple to the Canadian consulate.
    Upon reaching the consulates, the Marines will secure the compounds and establish a security perimeter. Scout snipers will establish overwatch points on the roofs of the consulates. The Marines will first evacuate consulate personnel to the AAVs, then secure/destroy any sensitive materials on site.
    Once the consulates are secured and policed, each company will withdraw to their respective blocking positions, recover the Marines manning those positions, and then withdraw to the beach. From there everyone will amphibiously embark and return to the ships of Task Force Wasp.
    Taskings:
    A Company: Establish blocking position Elmer on MSR Market, move to and secure US consulate via MSR Liberty B Company: Establish blocking position Fudd on MSR Market, move to and secure Canadian consulate via MSR Maple Engineer Platoon: Provide initial beach screening and breach points at point Bugs (for A Co) and Bunny (for B Co) to allow immediate road access to MSR Scout Sniper Platoon: Will provide rooftop security at both consulates once they have been secured Recon Platoon: Reinforce blocking positions C Company: QRF Landing Plan:
    A MEU comes with 12 AAV-7s organic to the formation. Due to the size of the Marine Landing Party and the lack of use of other amphibious landing craft, there are not enough AAVs to land the entire landing party at the same time. The landing party will infil and exfil in waves, designated below:
    Infil:
    1.      Engineers, Scout Snipers, Recon platoon
    2.      A Company, Battalion Headquarters
    3.      B Company
    Exfil:
    1.      Engineers, Scout Snipers, Recon platoon, all consulate personnel and casualties not already evacuated
    2.      A Company
    3.      B Company, Battalion Headquarters
     
    Supporting Fires:
    Once ashore, and as long as the airspace remains clear, the Marines will have overwhelming air support. Both the USS Wasp and USS Enterprise will have on call CAS dedicated to supporting the Marines.
    Wasp:
    4x AH-1W Super Cobra’s 6x AV-8B Harrier’s Enterprise:
    12x F/A-18C Hornet’s VMFA-251 (Marine aviation) Due to the restrictions on unguided weapons use inside city limits, the Marines will not have access to mortars or naval gunfire support. However, the Cobra’s will still be allowed to engage positively identified enemy targets with unguided rockets.
  8. Like
    Chibot Mk IX reacted to 76mm in CMRT Module 1 Bones   
    But of course that marketing tactic works best if you then proceed to actually offer product for the client to purchase on a regular basis, rather than waiting six years between doses!
    Just sayin'...
  9. Like
    Chibot Mk IX reacted to exsonic01 in Killing Abrams   
    I'm not sure how ATGM missed. If APS defended ATGM from airstrike or gunship, that should be a bug. As far as I remember, CMBS APS has a range of angle and projectile speed to engage against projectile, shouldn't react against ATGM from air. I remember, the old patch fixed this issue, wasn't it? But I can't remember. Too long time ago I played CMBS. 
    I'm not sure if 152mm/203mm really could one shot one kill the Abrams. Well, top armor is weaker than front, but HE rounds are not designed to penetrate something. (If it is DPICM then it is totally different story. ) But I agree that such direct hit of 152mm/203mm on Abrams would wreck all subsystems and takes out all observation/detection abilities, and has a good chance to wreck the cannon barrel. IMO that Abrams is already a dead one, so you can approach your RPG team and score a home run. This reminds of the meme "Omae Wa Mou Shindeiru" "NANI?"
     
    Anyway, speaking of killing Abrams in CMBS.... this really depends on geometry and luck. Back in the day when I used to enjoy CMBS PBEM, I relied on several elements I could try. 
    1) Smoke and Khriz (only works in no-wind day) 
    Find the hill top or any good open position to observe enemy approach. Deploy the smoke curtain using BMPs or BTRs. Then move Khriz inside the smoke curtain. Khriz can aim and guide his missile using MMW radar, which can see through IR blocking smoke. Smoke curtain usually being blown off (even in no wind condition) ~1 min, so you need to retreat your Khriz, or redeploy smoke in good timing. While opponent's Abrams are killed or hide behind the cover, you can fast move your vehicles to the position you want.  I usually purchase elite Khriz regardless of expensive price tag, to ensure high accuracy. 
    2) T-72 spam, try to engage within 500m or closer distance. 
    Using T-90AM or T-90A is a waste, because they are not good against Abrams anyway. So I usually rely on regular experience T-72s, try to purchase them as much as possible. Then, approach to the enemy line, circumvent the possible kill zone, use cover as much as possible like infantry. I only moved cover to cover. Then engage Abrams within 500m, sometimes tried to within 100m. This really depends on map. With close distance, weakness of poor long range detection and long range accuracy is minimized, and weakness of weaker APFSDS can be decreased as well. I always try this method in many cold war tactical games. 
    3) You can min max 1)+2)
    Use Khriz + smoke, force your opponent to cover his Abrams behind the cover. If you are lucky, you can kill one or two. Then, rush your mechanized infantry and tanks to target town or forest and hide them well. Deploy your forces to key terrain before enemies do under Khriz+smoke cover. Later, those forces will make a good ambush homerun in the future. 
    If the wind is heavy, your smoke cover will be blown off very fast, like 30 second. This is a problem because 30 second is less than 1 min turn time, which not allow you to control your Khriz before the smoke is gone. In this case, just use T-72s, or use one Khriz very carefully, like place them in curtain 30sec and retreat it...  
    4) Use mortar + recon wisely. 
    Pre-design artillery strike or call mortar on possible enemy infantry deploy position to deny or harass Javelin team. Proper mortar can reduce enemy infantry number, which is very important. I always bring mortar, small or medium ones, because they have fast reaction speed and quite good to kill infantry and light vehicle. You also need a good recon control to figure out where the enemy troops are. Don't just throw them into the fire, they have better chance to detect enemy elements than your T-72s. So use them wisely, try to save them as long as possible. 
     
    All of those needs some practice, and they are not easy of course (especially recon part), but once you get used to it, you can score good number of Abrams during CMBS PBEM...  Still, it is really hard to win US with Rus in CMBS. The real problem for me was Javelin launchers. They are hard to detect, quite cheap, but never forgives my mistake. I sometimes scored a good exchange rate against Abrams using T-72s, but eventually I lost a lot of tanks due to Javelin, and some are killed by Bradley. In some games I got all Abrams tanks, but eventually lose in score because I lost too many T-72s by Bradley and Javelin... This is the reason why one need to practice how to properly use recon teams and mortars to hunt down Javelin teams. If you play a good hour of CMBS PBEM, you will be able to deduct / predict possible Javelin position. 
     
    I don't use Russian airforce or gunships in CMBS, because Stinger is damn good. They are infantry, usually hide behind the line, very hard to detect or counter them, and not that expensive so easy to field 3+ number of Stinger teams. Stingers are accurate, so if there are 3 teams, usually they score at least one air asset at the first salvo. Airforces are usually expensive too. I rather buy more mortars. 
     
    Even with those, it is not easy to win against good US player. While playing CMBS PBEM repeatedly, several opponents get used to my tactics and my "meta", and he begin to counter them with Abrams and Bradley. I won them several times, but my opponents getting smarter and cunning enough not to fall to my traps. So, playing Russian in CMBS is getting more and more geometry dependent. It is really important to find proper place to maximize your merit. 
     
    So, what I wish to say is: It is true that Abrams in CMBS is very tough and difficult enemy to deal with. In that sense, CMBS Russian forces has much steeper learning curve than US. But still, it is more important how to manage them and how to set the tactics. They you can get a good score in the future.  
  10. Like
    Chibot Mk IX reacted to IICptMillerII in SF2 or Black Sea for first modern CM game?   
    SF2 is more forgiving. It is still a modern battlefield, so weapon systems are still hyper lethal. However it's definitely not on the same level of intensity that Black Sea is. My recommendation would be to get SF2 and play through some of the campaigns or scenario's to get a good feel for modern warfare (the equipment, capabilities, lethality, etc) against an opponent that will hurt you if you fail to follow the basic fundamentals, but otherwise is relatively easy to beat. Then, once you have a feel for modern warfare, go to Black Sea where everything is turned up to 11. 
    Of course, you could always just fling yourself into the deep end and get Black Sea first. Or just get both and go nuts.
  11. Like
    Chibot Mk IX reacted to user1000 in CM:BN Screenshot Thread #2   
    luckily it missed the whole vehicle
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    Chibot Mk IX got a reaction from Sequoia in Shock Force 2 Unofficial Screenshot And Video Thread   
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    Chibot Mk IX got a reaction from Bud Backer in Combat Mission AAR: MSR Titan   
    +1
    like this 

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    Chibot Mk IX reacted to Sgt.Squarehead in Combat Mission AAR: MSR Titan   
    Developing decent counter-Javelin tactics is a core skill for any aspiring Red commander IMHO.....One just can't leave AFVs in overwatch when that facing that system. 
    I've taken to parking AFVs up behind buildings or dense trees (or even better both) and working in close cooperation with an infantry team, popping out to fire for ten seconds at a time and not a second more! 
  16. Upvote
    Chibot Mk IX got a reaction from sburke in Shock Force 2 Unofficial Screenshot And Video Thread   
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  17. Upvote
    Chibot Mk IX got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    🤕

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    Chibot Mk IX got a reaction from Falaise in Shock Force 2 Unofficial Screenshot And Video Thread   
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    Chibot Mk IX reacted to The Steppenwulf in UI mod - Juju etc?   
    Currently I have a UI mod for SF2 in the works. I wanted to release it before now but I'm trying to go one step further than the BS mod and improve on some things. I hope to get it to a place where I'm happy with it in a month or so There'll also be an update to the BS mod since many aspects of that mod have evolved since the last version. Here's a screenie shot from my SF2 version (by way of preview) of what you'll get.


  22. Like
    Chibot Mk IX reacted to Bufo in Artillery tables   
    So I spent a lot of time to put together an artillery table for Russia and the USA. Currently Ukraine is completely missing. My main motivation was that whenever I was putting together an ORBAT, I had no idea about artillery strike call in times and available ammunition. Now I can check and compare it very easily.
    I am sharing it with everybody in case also somebody else finds it useful.
    Please note there is a sheet for each nation, and everything was recorded with Elite difficulty settings and Regular experience levels (for both arty and spotters).
    Link to CMBS Artillery spreadsheet
  23. Like
    Chibot Mk IX reacted to IICptMillerII in Combat Mission AAR: MSR Titan   
    CONTACT 
    As soon as 1st platoon dismounts in front of NAI 3, they make contact.

    It appears to be a squad sized element split between two buildings. Bradley gunnery is up to a high standard, and rounds are immediately pumped into both buildings before the enemy has a chance to fire at my dismounting infantry.

    The enemy is suppressed, and friendly infantry begins to cautiously advance forward to clear the rest of the complex.

    Suddenly an enemy ATGM flies out from behind NAI 3 and slams into a Bradley, destroying it and killing the driver.

    Moments later, an Abrams in overwatch spots a BMP-2 hiding behind NAI 3 and destroys it with a HEAT round.

    Just as suddenly, more enemy infantry are spotted in the buildings, and a close range firefight breaks out.

    The firefight is short and violent. No friendly casualties are suffered.

    A lull in the fighting momentarily occurs, and I use the opportunity to push up a scout team armed with a javelin to try to get eyes on the second BMP-2 to the rear of NAI 3.

    As the scout team is moving up, they are suddenly engaged by the second BMP-2.

    30mm HE rounds streak down the road and explode against trees and the ground, though miraculously none of my scouts are hit by the fire. One of the scouts is armed with an AT-4 and takes a shot at the BMP.

     
    Unfortunately the shot falls short, but the scouts are able to crawl out of the line of fire and suffer no casualties. The BMP poses a problem due to its positioning, but the encounter could have gone much worse.
    A survivor of the Bradley’s barrage pops up and fires a few bursts. This time, the enemy’s aim is good, and I suffer a casualty.

    My infantry, as well as an Abrams in overwatch, return fire with small arms and coax. Its enough to finish off the lone enemy soldier.
    The BMP-2 is in a good keyhole position, covering down a road that separates my infantry from the buildings on NAI 3. Crossing a road like this is already a very dangerous thing to do, and is known as a Linear Danger Area (LDA). In order to deal with this serious threat, I move Scout Team 3 off of their observation post and down into a position where they can get eyes on the BMP and engage it with their Javelin.

    The scout team is able to get into position and take aim. The scout fires moments later, and the missile hits its mark.

    On the right flank, 3rd platoon advances cautiously into the woods covering NAI 1. It doesn’t take long to find the enemy. A fire team takes fire from it’s front and suffers a minor casualty. Thankfully, the soldiers body armor prevents the wound from being serious.

    One of the scout teams helping to clear the woods pushes up and spots the enemy. They begin engaging with rifle fire and grenades.

    Having pinned down the enemy, the scout team capitalizes on the situation and rushes the fighting position.


    The scouts kill the remaining enemy soldier and occupy the fighting position for themselves. In this short but violent exchange, I was lucky. I only suffered one man lightly wounded, while killing 2 enemy soldiers and taking their fighting position. The last thing I want to do is get sucked into a costly close quarter fight in these woods. It’s not even my main objective.

    Moments later, another enemy position is discovered further into the woods, on a very slight reverse slope.

     
    My goal is to quickly sweep the edges of the forest for enemy assets that can pose a long range threat to my advance down the MSR, such as ATGM teams or artillery spotters. Once these threats have been found and neutralized, the infantry will fall back and let the armored vehicles strongpoint the position. That way, if the enemy decides to attack out of the woods, they will be cut down in the open by my vehicles.
    Here is an overhead view of the woods covering NAI 1:

    This should help to illustrate my intentions with NAI 1. I would need much more than a platoon of infantry to clear these woods, and even then it would be long and bloody. It simply isn’t worth the effort. The good news is, the terrain appears to be too dense for the enemy vehicles to emerge in any semblance of order or speed. As long as NAI 1 is strong pointed by friendly armor, I should be able to keep it bottled up and it will not pose a threat to my advance down the MSR.
    2nd platoon (infantry) along with elements of 2nd platoon (armored) and the Task Force command element move forward to establish new overwatch positions along the right side of the MSR.


    A call comes over the radio informing the JTAC that the Apache called in on the possible enemy armor concentration behind NAI 1 is now on station. Moments later, a missile is seen streaking into the sky.

    The shot came so fast that the Apache pilot didn’t have time to pop flares in defense. The enemy missile hits the Apache, destroying it. This is an expensive lesson to learn. The airspace is not safe for aircraft. Half of my available fire support is now restricted until I can proof the airspace.
    However, there is hardly any time to contemplate this new dilemma. The two tanks from 2nd platoon (armored) advance to a berm and discover…

    What appears to be an entire enemy tank company in a reverse slope position, at point blank range. Before either of my tanks have a chance to react, one of the enemy tanks fires at Number 3 tank. The round impacts the berm, causing no damage. My tanks are quick to respond. In rapid succession, they pump 2 rounds into targets to their direct front, destroying them.


    The exchange is not one sided. Before either of my tanks have a chance to reload, number 3 tank takes a penetrating hit to its lower glacis plate.

    The Abrams is destroyed, but all 4 crewmen survive the hit and are able to bail out of the tank without suffering a casualty.
    While this is happening, the infantry from 2nd platoon dismount their Bradley’s and begin advancing on NAI 11. They are immediately greeted by a hail of gunfire from enemy infantry occupying the buildings on NAI 11.


    The fire causes no casualties, and is quickly returned and silenced by 25mm HE fired from the Bradley’s overwatching the infantry as they dismount.
    I’m now in a precarious position. I have deployed infantry and their Bradley’s dangerously close to enemy tanks in a reverse slope position. Further, I now only have 1 tank directly observing and engaging what appears to be a company of enemy T-72s. If the T-72s are able to maneuver out of the reverse slope position, they could destroy a significant number of Bradley’s and Abrams at point blank range with just a single volley. I have tanks in overwatch positions, but they would likely not be able to react in time to prevent a mini-catastrophe.
    In response, I quickly maneuver 2 teams of Abrams to either flank of the reverse slope position to keep the enemy engaged and hopefully pin him down/destroy him so the T-72s cannot threaten my IFVs and infantry in the open.

    What happens next is pure chaos.
  24. Upvote
    Chibot Mk IX got a reaction from MOS:96B2P in Unofficial Screenshots & Videos Thread   
    Blimey's Russian Separatist Mod
     
     

  25. Like
    Chibot Mk IX reacted to Aurelius in Unofficial Screenshots & Videos Thread   
    @Chibot Mk IX Did something similar with a PKM and an MTLB.  


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