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Bozowans

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  1. Like
    Bozowans got a reaction from John1966 in Burning Bunkers Mission   
    It's been a long time since I've played this but I remember beating it by just attacking straight down the middle with everything I had in one giant wave. I tried going up the right and left sides like you did and it didn't work for me either.
    The right side has that little wooded hill and it's very difficult to get enough forces concentrated up there. I tried sending infantry up there and they got held up by bunkers and minefields and barbed wire and whatnot and the trees blocked my tanks from being able to support them.
    The left side had too narrow an attack corridor and I ran into a similar problem with not being able to concentrate enough forces in such a small area.
    So instead I massed all of my forces on the map into the big area in the middle, lining them up just behind the crest of that ridge going along the middle of the map. Then I called in a smoke screen right in front of the Germans, making sure to cover only part of their defensive line and not the whole thing. Then I went "over the top" with everything I had. The smoke screen blinded half the enemy force, allowing me to concentrate all of my guns onto the other half, dealing with them piece by piece.
    After I went over the top, I had the whole force halt on top of the ridge and start shooting. The open ground in the middle of the map allowed more of my troops to get LOS on the same things at the same time, so I could concentrate much more firepower. I was able to knock out a lot of the German bunkers and heavy weapons before the smoke lifted, and then I turned my guns against the other half of the German line. 
    After the bunkers were knocked out and the enemy machine guns were mostly destroyed or suppressed, I had my riflemen charge forward in one big human wave attack, supported by the tanks and mortars. The Soviets seem to work best without a bunch of fancy maneuvering and you just smash the enemy with one giant sledgehammer blow. I took a lot of casualties but I ended up smashing the whole German line and got a total victory. 
    I made a video of this mission a long time ago. You don't get to see the whole mission since I was just playing with video editing software to make a cinematic video but you can see my human wave charge across the fields and the final assault on the German trenches. 
     
  2. Like
    Bozowans got a reaction from Flibby in How do you advance over open terrain?   
    To me, cover does not really seem to matter that much in the CM games. It matters a bit, but it's more about fire superiority. Squads in good cover will often get blown to bits very quickly if the enemy has fire superiority. A single tank shell hitting a foxhole position or the side of a building is sometimes all it takes to wipe out the squad inside. On the other hand, you can also advance across a gigantic open field against enemies in good cover and still take zero casualties as long as you have fire superiority.
    Sometimes I think players get too focused on sticking to cover as much as possible. I see people do it in videos and I often catch myself doing it. I become obsessed with cramming all my troops into what little cover is available and then I end up hurting myself because not all of my troops can form a good firing line from inside the cover. My troops become too constricted when I try to only follow what cover is available. And then it gets even worse when an enemy artillery barrage lands on all my troops bunched up in the cover. If I just move some of the troops out into the open and spread them out a bit more, I can get more angles of fire going against the enemy positions, more firepower can get focused outward, and things get easier. Even troops lying prone on open ground can still be hard to hit, especially at a distance.
    Units are also the most vulnerable in CM when they're moving. Stationary troops seem to be harder to hit for some reason. It all depends on the situation of course, but I've had success when crossing open fields not by trying to charge across it as quickly as possible, but by taking it slow, stopping frequently (but not for too long), and shooting at everything in sight. CM seems to be a game less about whatever terrain you're in, and more about firepower and angles of fire. It's about getting more of your guns to bear against the enemy than they can, so that the moment they open fire they will get blasted instantly by overwhelming return fire. You wanna think about terrain not in terms of "how open is this?" but more in terms of "can I get a good shot at them from here?" At least that's how I see it.
  3. Upvote
    Bozowans got a reaction from IICptMillerII in 20 Commandments for the Panzer Grenadier Company   
    I remember arguing years ago that the Germans would fight mounted in the backs of their halftracks, yet people thought it was complete heresy to suggest such a thing. Of course you can't really do it in CM, but it seems like they would be pretty good firing platforms in reality. Only your head would be exposed, you can duck down if you take fire, you can brace your weapon against the halftrack's hull for accuracy, you're in an elevated position with a good view, and you would be a moving target. I mean, there are videos from Syria where they do just such a thing with the DIY halftracks they make. The Germans also had flamethrower halftracks so I don't think they would have been shy about getting in close to the enemy with those things.
     
    Yeah when I played that one, I tried being super careful, advancing very slowly and cautiously, trying to scout out their positions and so on, but when I finally launched the assault, I just ran into a bunch of empty foxholes and then lost the battle. Very frustrating! I wish they were more clear on that in the briefing.
    Funny thing is that they used to be placed even higher. They lowered him a bit in one of the patches or engine updates, I forget which one.
  4. Upvote
    Bozowans got a reaction from IICptMillerII in What the actual hell is this game?   
    I think the building is supposed to be a hospital, so I don't think they would just flatten it with F-18s. Or you can imagine that they are held up in there with hostages or something. I do agree with you though. If that situation came up in a real conflict, they would probably lay siege to the compound with a large heavy force and not just charge in head-on with two platoons of infantry. If the defenders were a bunch of die-hards and wouldn't surrender, it's hard to imagine how long it would take to clear something like that. There are something like 130 defenders. It would probably take many hours to methodically clear such a place room-by-room even with a very large force.
  5. Like
    Bozowans got a reaction from John1966 in How I seem to play the Brits   
    I too love the Brits and their goofy gear.
    They might not have as much infantry firepower but they go through ammo much more slowly. Once you have fire superiority built up, you don't have to frantically rush the assault teams forward before you burn through the ammo. You can just take your sweet time. It makes an attack an almost leisurely experience. So after you've had your tea waiting for your arty to demolish the objective, you can sit back and have some more tea waiting for the infantry assault.
    Reminds me of that scene in "They Shall Not Grow Old" where a British soldier talked about using the hot water from their water-cooled machine guns to boil their tea on the front lines. 
  6. Like
    Bozowans got a reaction from landser in Informal Poll Winner - Engine Update   
    If I could only pick one thing, it might be an overhaul of the artillery system. 
    There should be a "repeat" function for fire missions. If you want to call in another barrage on the exact same spot you did before, you should be able to do it without having to wait for spotting rounds and doing that whole lengthy cycle all over again. They should already have the information necessary. You should be able to adjust the length and intensity of barrages on the fly. For example, say I have a battery of four off-map howitzers. I call in a long fire mission with low rate of fire (harass) using only one of the four guns just to get some rounds flying near a suspected enemy position. Eventually I realize that the rounds are landing right near a huge group of enemies I didn't spot before. I should be able to quickly bring the other 3 guns into the barrage and then raise it up to a high rate of fire. All it should take is the observer yelling into the radio to "shoot faster!". But no, you have to cancel the entire mission and then call a new one and go through the whole agonizing process of waiting for spotting rounds (which the observer might not even see) all over again. You should not be so limited by the spotter's LOS to the target. For example, as it is now, you cannot call artillery onto the middle of a forest because the spotter can only see the edge of it at any one time. In reality it would be a simple matter. You can just call spotting rounds onto the edge of the forest where you can see them, and then once they are on target, you tell the battery to adjust to 100 meters back or whatever and then fire for effect. In reality, artillery observers sometimes walked rounds onto the target by sound instead of sight. I read a WW2 memoir a ways back where the author did exactly that. He walked rounds onto a target in the middle of the night when he couldn't see anything. He just knew Germans were assembling out there somewhere in the dark (engine noises), and then walked some artillery onto them by ear. He ended up hitting something too, evidenced by the loud boom and column of flame and smoke shooting high into the air. Artillery explosions are obviously extremely loud. It's not like you wouldn't be able to tell if a shell landed behind that building over there on the left if you didn't see the explosion yourself. You can also hear the shells loudly screaming through the air overhead and sometimes even see them, like little black sausages in the air. Soldiers tend to pick up pretty quickly whether artillery is incoming or outgoing, and experienced soldiers can often tell if a shell is going to land near them or not just by the sound of it in the air. It should not be that hard to call artillery onto targets outside of LOS. I kinda wish they would go back to the way it worked in the CM1 engine, where you can call artillery anywhere on the map, but it's just not as accurate if it's outside LOS. Or perhaps they could make it so you're not allowed to do the "point target" or "linear target" functions outside of LOS, and only allowed to do really wide area targets or something. The point is that being outside LOS should not matter if you just want to saturate a huge area (like a town or forest) with shelling. OK rant over. That ended up being longer than I thought it would be. Anyway, there are plenty of little nitpicks in these games that I can rant about. I would love graphics and sound improvements too. Someone else mentioned the glitchy shaders already. The shaders look really bad on my computer sometimes (especially if the scenario is foggy or hazy or at dawn or dusk) and I often play with them turned off. Those are only cosmetic issues though and don't affect the gameplay. I would much rather have the artillery system be more involved and realistic.
  7. Like
    Bozowans got a reaction from Desertor in What the actual hell is this game?   
    I just tried the House Cleaning scenario again as well. I played it way back years ago and got slaughtered. I still remember it from the Shock Force 1 days. The map is too small, you get little room to maneuver, and you're within RPG range right from the deployment zone, and it sucks only getting one .50 cal machine gun Stryker.
    I played it for a few minutes, took a bunch of casualties right away and saw a very lucky RPG hit take out the .50 cal gun on the Stryker from all the way across the map, all within the first few minutes.  So I restarted and then tried to play it much more slowly and carefully. It took me a while but I ended up really surprising myself and got a total victory, clearing the entire hospital with only 2 dead and 5 wounded. So it IS possible to beat it with pretty minimal loss.
    I beat it by concentrating almost my entire force on the right side of the map, trying to focus on taking the hospital in smaller pieces. I had the 40mm Strykers blow some holes in the boundary wall so more of my guys could shoot into the compound, and then had the infantry advance in short bounds just a little bit at a time across the open ground. There was a pretty fierce firefight and all 7 of my losses were taken on the advance to the hospital. Miraculously I took zero during the final assault and room clearing process.
    Your Strykers can drive right up to the boundary walls and shoot over without really exposing themselves at all, which is very helpful. To the enemy they look like this:

     
    After about 20-30 minutes I had completely cleared the entire right side (east side) of the hospital all the way to the back of the map. The left side (west) was mostly untouched and still filled with enemies. Once it got quiet again, I had my infantry rearm and regroup themselves with the Strykers and then mass together for the final assault on the other side. The main hospital building is five stories tall, so I tried putting one full squad of infantry on each floor at the corner nearest my side of the map, then had them rush over to the enemy side all at the same time. 
    Nearly my entire force was concentrated all on one building tile. Having five full US infantry squads all shooting at the same time from the same building section completely overwhelmed the opposition on the other side. Then I had the five squads (about 40 guys) start moving down the length of the main hospital building on the enemy side, stopping at each building section along the way so they could area fire into the next one for a while before storming into that section en masse. It doesn't really seem to matter what floor you're on when there are enemies in the adjacent building section. I saw guys on the fourth floor shooting down at guys on the first floor for example. So each enemy squad hiding in the back areas of the hospital had 40 guys all come charging into view all at once, guns blazing on floors above them and below. It was like a big wall of death moving down the length of the hospital. 24 enemy troops got wiped out in a couple of minutes. After a few more minutes of mopping up it was over.  49 enemy dead, 59 wounded, 17 captured.
  8. Like
    Bozowans got a reaction from Lethaface in What the actual hell is this game?   
    I just tried the House Cleaning scenario again as well. I played it way back years ago and got slaughtered. I still remember it from the Shock Force 1 days. The map is too small, you get little room to maneuver, and you're within RPG range right from the deployment zone, and it sucks only getting one .50 cal machine gun Stryker.
    I played it for a few minutes, took a bunch of casualties right away and saw a very lucky RPG hit take out the .50 cal gun on the Stryker from all the way across the map, all within the first few minutes.  So I restarted and then tried to play it much more slowly and carefully. It took me a while but I ended up really surprising myself and got a total victory, clearing the entire hospital with only 2 dead and 5 wounded. So it IS possible to beat it with pretty minimal loss.
    I beat it by concentrating almost my entire force on the right side of the map, trying to focus on taking the hospital in smaller pieces. I had the 40mm Strykers blow some holes in the boundary wall so more of my guys could shoot into the compound, and then had the infantry advance in short bounds just a little bit at a time across the open ground. There was a pretty fierce firefight and all 7 of my losses were taken on the advance to the hospital. Miraculously I took zero during the final assault and room clearing process.
    Your Strykers can drive right up to the boundary walls and shoot over without really exposing themselves at all, which is very helpful. To the enemy they look like this:

     
    After about 20-30 minutes I had completely cleared the entire right side (east side) of the hospital all the way to the back of the map. The left side (west) was mostly untouched and still filled with enemies. Once it got quiet again, I had my infantry rearm and regroup themselves with the Strykers and then mass together for the final assault on the other side. The main hospital building is five stories tall, so I tried putting one full squad of infantry on each floor at the corner nearest my side of the map, then had them rush over to the enemy side all at the same time. 
    Nearly my entire force was concentrated all on one building tile. Having five full US infantry squads all shooting at the same time from the same building section completely overwhelmed the opposition on the other side. Then I had the five squads (about 40 guys) start moving down the length of the main hospital building on the enemy side, stopping at each building section along the way so they could area fire into the next one for a while before storming into that section en masse. It doesn't really seem to matter what floor you're on when there are enemies in the adjacent building section. I saw guys on the fourth floor shooting down at guys on the first floor for example. So each enemy squad hiding in the back areas of the hospital had 40 guys all come charging into view all at once, guns blazing on floors above them and below. It was like a big wall of death moving down the length of the hospital. 24 enemy troops got wiped out in a couple of minutes. After a few more minutes of mopping up it was over.  49 enemy dead, 59 wounded, 17 captured.
  9. Like
    Bozowans got a reaction from Freyberg in Fighting in woods   
    I'm always torn on whether to try rushing the enemy en masse or not. On one hand, sometimes it can end up with me taking enormous casualties, but on the other, sometimes it works fantastically well and I end up completely overwhelming and overrunning the opposition while taking minimal loss. Each enemy soldier can only shoot at one guy at a time, so it is very difficult for them to deal with lots of guys rushing them from multiple directions, running over and through their positions and alongside their flanks as well.
    If you try engaging the enemy on a 1:1 basis, like having one fireteam creeping through the woods until they run into an enemy fireteam face to face, you are gonna lose. If you have an entire full-strength platoon aggressively and suddenly rushing that one enemy fireteam all at the same time, then things might be different. Of course, that doesn't mean you just wanna mindlessly charge into the woods though. You still wanna have an idea of where the enemy is and in what strength, so you wanna send in scout teams first, do small probing attacks, area fire into the woods in front of you for a while, and THEN charge in for a final assault once you have a good picture of the enemy positions.
    It reminds me of urban combat sometimes. I don't want to split my squads up into smaller teams all the time and spread them out inside urban areas. Instead, I want a much higher soldier density than normal in order to completely and ruthlessly overpower the opposition at close range.
  10. Like
    Bozowans got a reaction from John1966 in Fighting in woods   
    I'm always torn on whether to try rushing the enemy en masse or not. On one hand, sometimes it can end up with me taking enormous casualties, but on the other, sometimes it works fantastically well and I end up completely overwhelming and overrunning the opposition while taking minimal loss. Each enemy soldier can only shoot at one guy at a time, so it is very difficult for them to deal with lots of guys rushing them from multiple directions, running over and through their positions and alongside their flanks as well.
    If you try engaging the enemy on a 1:1 basis, like having one fireteam creeping through the woods until they run into an enemy fireteam face to face, you are gonna lose. If you have an entire full-strength platoon aggressively and suddenly rushing that one enemy fireteam all at the same time, then things might be different. Of course, that doesn't mean you just wanna mindlessly charge into the woods though. You still wanna have an idea of where the enemy is and in what strength, so you wanna send in scout teams first, do small probing attacks, area fire into the woods in front of you for a while, and THEN charge in for a final assault once you have a good picture of the enemy positions.
    It reminds me of urban combat sometimes. I don't want to split my squads up into smaller teams all the time and spread them out inside urban areas. Instead, I want a much higher soldier density than normal in order to completely and ruthlessly overpower the opposition at close range.
  11. Upvote
    Bozowans got a reaction from c3k in Shock Force 2 Unofficial Screenshot And Video Thread   
    I take too many screenshots. From "House Cleaning":
     
    Assaulting the compound:

     
    Firing squad:

     
    Platoon HQ pokes their heads out to fire into the compound:

     
    The Charge:

     
    And here is my absolute favorite shot. Here is your action movie poster:

  12. Like
    Bozowans got a reaction from BarendJanNL in Informal Poll Winner - Engine Update   
    If I could only pick one thing, it might be an overhaul of the artillery system. 
    There should be a "repeat" function for fire missions. If you want to call in another barrage on the exact same spot you did before, you should be able to do it without having to wait for spotting rounds and doing that whole lengthy cycle all over again. They should already have the information necessary. You should be able to adjust the length and intensity of barrages on the fly. For example, say I have a battery of four off-map howitzers. I call in a long fire mission with low rate of fire (harass) using only one of the four guns just to get some rounds flying near a suspected enemy position. Eventually I realize that the rounds are landing right near a huge group of enemies I didn't spot before. I should be able to quickly bring the other 3 guns into the barrage and then raise it up to a high rate of fire. All it should take is the observer yelling into the radio to "shoot faster!". But no, you have to cancel the entire mission and then call a new one and go through the whole agonizing process of waiting for spotting rounds (which the observer might not even see) all over again. You should not be so limited by the spotter's LOS to the target. For example, as it is now, you cannot call artillery onto the middle of a forest because the spotter can only see the edge of it at any one time. In reality it would be a simple matter. You can just call spotting rounds onto the edge of the forest where you can see them, and then once they are on target, you tell the battery to adjust to 100 meters back or whatever and then fire for effect. In reality, artillery observers sometimes walked rounds onto the target by sound instead of sight. I read a WW2 memoir a ways back where the author did exactly that. He walked rounds onto a target in the middle of the night when he couldn't see anything. He just knew Germans were assembling out there somewhere in the dark (engine noises), and then walked some artillery onto them by ear. He ended up hitting something too, evidenced by the loud boom and column of flame and smoke shooting high into the air. Artillery explosions are obviously extremely loud. It's not like you wouldn't be able to tell if a shell landed behind that building over there on the left if you didn't see the explosion yourself. You can also hear the shells loudly screaming through the air overhead and sometimes even see them, like little black sausages in the air. Soldiers tend to pick up pretty quickly whether artillery is incoming or outgoing, and experienced soldiers can often tell if a shell is going to land near them or not just by the sound of it in the air. It should not be that hard to call artillery onto targets outside of LOS. I kinda wish they would go back to the way it worked in the CM1 engine, where you can call artillery anywhere on the map, but it's just not as accurate if it's outside LOS. Or perhaps they could make it so you're not allowed to do the "point target" or "linear target" functions outside of LOS, and only allowed to do really wide area targets or something. The point is that being outside LOS should not matter if you just want to saturate a huge area (like a town or forest) with shelling. OK rant over. That ended up being longer than I thought it would be. Anyway, there are plenty of little nitpicks in these games that I can rant about. I would love graphics and sound improvements too. Someone else mentioned the glitchy shaders already. The shaders look really bad on my computer sometimes (especially if the scenario is foggy or hazy or at dawn or dusk) and I often play with them turned off. Those are only cosmetic issues though and don't affect the gameplay. I would much rather have the artillery system be more involved and realistic.
  13. Upvote
    Bozowans got a reaction from George MC in Shock Force 2 Unofficial Screenshot And Video Thread   
    I take too many screenshots. From "House Cleaning":
     
    Assaulting the compound:

     
    Firing squad:

     
    Platoon HQ pokes their heads out to fire into the compound:

     
    The Charge:

     
    And here is my absolute favorite shot. Here is your action movie poster:

  14. Like
    Bozowans got a reaction from A Canadian Cat in Shock Force 2 Unofficial Screenshot And Video Thread   
    I love those videos.
    The new patch is really good so far too. The only complaint I have is that they still haven't fixed the trench bug, where unspotted enemy trenches are still clearly visible to the player. That's annoying, but I am really loving the way the AI works now so far.
    I just finished one scenario where you get a company of British light infantry attacking a small town held by a full battalion of poor quality green Syrian Army troops. Aside from some air support, I didn't get a lot of heavy weapons to blast them out of their buildings, so it mostly came down to classic fire and maneuver tactics and assaulting the enemy up close. With the AI now being more reluctant to just run away only to get mowed down in the open, the Syrians defenses were mostly just static, with the men cowering in place and putting out sporadic fire until I got close enough for them to surrender. I took a LOT of prisoners, more than 100 altogether, which I'm pretty sure is more prisoners than I've ever taken in any CM scenario I've ever played. I probably could have taken more but the extreme heat slowed down my advance considerably.
    It did feel more realistic than the way the game played before, with my troops slowly advancing from house to house, engaging in brief firefights before dragging out another big group of prisoners, sometimes full squads at a time. Then on to the next house. Some of the fighting in the town was very bloody and difficult though, with stubborn pockets of resistance here and there. The enemy was just so numerous that I had a lot of difficulty at times. It seemed like nearly every building had guys in it. I lost about a quarter of my men, with 12 dead and 30 wounded compared to 200 Syrian dead and wounded alongside the 100+ prisoners. I've never seen an entire 1/3rd of an enemy force surrender before.
    And because this is the screenshot thread:

    This was one of the more deadly streets. There were multiple Syrian squads down at the end of the street, some with good keyhole positions putting out deadly fire for quite a long time, including RPG fire that caused a lot of casualties among my men. I couldn't get close enough to deal with them. At one point I brought up a sniper team to take shots at them, but my crack sniper lost a duel with some guy with an AK. 
     
     

    The scenario ended with a bang. On the final turn of the scenario, I dropped a 2000lb bomb directly onto the roof of a small one-story building at the end of that street with an RPG team inside. Miraculously, one of the guys survived. After the boom, I saw him pop up out of the rubble and take off running toward the rear. He didn't make it far before he was shot. Then the enemy force surrendered. In the end, I only got a minor victory because of all the casualties I took. I was supposed to be below 25% casualties, but I ended up taking 26%. 
  15. Like
    Bozowans got a reaction from A Canadian Cat in Shock Force 2 Unofficial Screenshot And Video Thread   
    I take too many screenshots. From "House Cleaning":
     
    Assaulting the compound:

     
    Firing squad:

     
    Platoon HQ pokes their heads out to fire into the compound:

     
    The Charge:

     
    And here is my absolute favorite shot. Here is your action movie poster:

  16. Like
    Bozowans got a reaction from Splinty in Shock Force 2 Unofficial Screenshot And Video Thread   
    I take too many screenshots. From "House Cleaning":
     
    Assaulting the compound:

     
    Firing squad:

     
    Platoon HQ pokes their heads out to fire into the compound:

     
    The Charge:

     
    And here is my absolute favorite shot. Here is your action movie poster:

  17. Like
    Bozowans got a reaction from Bulletpoint in Informal Poll Winner - Engine Update   
    If I could only pick one thing, it might be an overhaul of the artillery system. 
    There should be a "repeat" function for fire missions. If you want to call in another barrage on the exact same spot you did before, you should be able to do it without having to wait for spotting rounds and doing that whole lengthy cycle all over again. They should already have the information necessary. You should be able to adjust the length and intensity of barrages on the fly. For example, say I have a battery of four off-map howitzers. I call in a long fire mission with low rate of fire (harass) using only one of the four guns just to get some rounds flying near a suspected enemy position. Eventually I realize that the rounds are landing right near a huge group of enemies I didn't spot before. I should be able to quickly bring the other 3 guns into the barrage and then raise it up to a high rate of fire. All it should take is the observer yelling into the radio to "shoot faster!". But no, you have to cancel the entire mission and then call a new one and go through the whole agonizing process of waiting for spotting rounds (which the observer might not even see) all over again. You should not be so limited by the spotter's LOS to the target. For example, as it is now, you cannot call artillery onto the middle of a forest because the spotter can only see the edge of it at any one time. In reality it would be a simple matter. You can just call spotting rounds onto the edge of the forest where you can see them, and then once they are on target, you tell the battery to adjust to 100 meters back or whatever and then fire for effect. In reality, artillery observers sometimes walked rounds onto the target by sound instead of sight. I read a WW2 memoir a ways back where the author did exactly that. He walked rounds onto a target in the middle of the night when he couldn't see anything. He just knew Germans were assembling out there somewhere in the dark (engine noises), and then walked some artillery onto them by ear. He ended up hitting something too, evidenced by the loud boom and column of flame and smoke shooting high into the air. Artillery explosions are obviously extremely loud. It's not like you wouldn't be able to tell if a shell landed behind that building over there on the left if you didn't see the explosion yourself. You can also hear the shells loudly screaming through the air overhead and sometimes even see them, like little black sausages in the air. Soldiers tend to pick up pretty quickly whether artillery is incoming or outgoing, and experienced soldiers can often tell if a shell is going to land near them or not just by the sound of it in the air. It should not be that hard to call artillery onto targets outside of LOS. I kinda wish they would go back to the way it worked in the CM1 engine, where you can call artillery anywhere on the map, but it's just not as accurate if it's outside LOS. Or perhaps they could make it so you're not allowed to do the "point target" or "linear target" functions outside of LOS, and only allowed to do really wide area targets or something. The point is that being outside LOS should not matter if you just want to saturate a huge area (like a town or forest) with shelling. OK rant over. That ended up being longer than I thought it would be. Anyway, there are plenty of little nitpicks in these games that I can rant about. I would love graphics and sound improvements too. Someone else mentioned the glitchy shaders already. The shaders look really bad on my computer sometimes (especially if the scenario is foggy or hazy or at dawn or dusk) and I often play with them turned off. Those are only cosmetic issues though and don't affect the gameplay. I would much rather have the artillery system be more involved and realistic.
  18. Like
    Bozowans got a reaction from jtsjc1 in Shock Force 2 Unofficial Screenshot And Video Thread   
    I take too many screenshots. From "House Cleaning":
     
    Assaulting the compound:

     
    Firing squad:

     
    Platoon HQ pokes their heads out to fire into the compound:

     
    The Charge:

     
    And here is my absolute favorite shot. Here is your action movie poster:

  19. Like
    Bozowans got a reaction from Zveroboy1 in Shock Force 2 Unofficial Screenshot And Video Thread   
    I take too many screenshots. From "House Cleaning":
     
    Assaulting the compound:

     
    Firing squad:

     
    Platoon HQ pokes their heads out to fire into the compound:

     
    The Charge:

     
    And here is my absolute favorite shot. Here is your action movie poster:

  20. Upvote
    Bozowans got a reaction from IICptMillerII in Shock Force 2 Unofficial Screenshot And Video Thread   
    Yeah something does seem fishy there. I also had a ton of guys around that building, some of them only 30m away but none of them were phased by the huge explosion. I was afraid that I would cause friendly fire casualties but it didn't matter at all.
     
    Thanks! To sing more praises, the scenario "Ambush at Al-Fubar" now works properly as well. I always thought that the previous version of the game had kinda broken that scenario. It starts with an ambushed Stryker platoon caught in a tight space surrounded by insurgents at close range, with shooting breaking out on turn 1. One of the US teams will always end up taking a bunch of fire at the start, and with the previous AI, they would always try to fall back immediately by running out the back door of their building. Since the position is surrounded though, they would always end up running out into the street in a single file line right in front of a huge group of insurgents, and the entire 5-man team would get mowed down one by one like a bunch of lemmings. Now they shelter in place like they should.
     
    Random screenshots:


  21. Like
    Bozowans got a reaction from John1966 in Informal Poll Winner - Engine Update   
    If I could only pick one thing, it might be an overhaul of the artillery system. 
    There should be a "repeat" function for fire missions. If you want to call in another barrage on the exact same spot you did before, you should be able to do it without having to wait for spotting rounds and doing that whole lengthy cycle all over again. They should already have the information necessary. You should be able to adjust the length and intensity of barrages on the fly. For example, say I have a battery of four off-map howitzers. I call in a long fire mission with low rate of fire (harass) using only one of the four guns just to get some rounds flying near a suspected enemy position. Eventually I realize that the rounds are landing right near a huge group of enemies I didn't spot before. I should be able to quickly bring the other 3 guns into the barrage and then raise it up to a high rate of fire. All it should take is the observer yelling into the radio to "shoot faster!". But no, you have to cancel the entire mission and then call a new one and go through the whole agonizing process of waiting for spotting rounds (which the observer might not even see) all over again. You should not be so limited by the spotter's LOS to the target. For example, as it is now, you cannot call artillery onto the middle of a forest because the spotter can only see the edge of it at any one time. In reality it would be a simple matter. You can just call spotting rounds onto the edge of the forest where you can see them, and then once they are on target, you tell the battery to adjust to 100 meters back or whatever and then fire for effect. In reality, artillery observers sometimes walked rounds onto the target by sound instead of sight. I read a WW2 memoir a ways back where the author did exactly that. He walked rounds onto a target in the middle of the night when he couldn't see anything. He just knew Germans were assembling out there somewhere in the dark (engine noises), and then walked some artillery onto them by ear. He ended up hitting something too, evidenced by the loud boom and column of flame and smoke shooting high into the air. Artillery explosions are obviously extremely loud. It's not like you wouldn't be able to tell if a shell landed behind that building over there on the left if you didn't see the explosion yourself. You can also hear the shells loudly screaming through the air overhead and sometimes even see them, like little black sausages in the air. Soldiers tend to pick up pretty quickly whether artillery is incoming or outgoing, and experienced soldiers can often tell if a shell is going to land near them or not just by the sound of it in the air. It should not be that hard to call artillery onto targets outside of LOS. I kinda wish they would go back to the way it worked in the CM1 engine, where you can call artillery anywhere on the map, but it's just not as accurate if it's outside LOS. Or perhaps they could make it so you're not allowed to do the "point target" or "linear target" functions outside of LOS, and only allowed to do really wide area targets or something. The point is that being outside LOS should not matter if you just want to saturate a huge area (like a town or forest) with shelling. OK rant over. That ended up being longer than I thought it would be. Anyway, there are plenty of little nitpicks in these games that I can rant about. I would love graphics and sound improvements too. Someone else mentioned the glitchy shaders already. The shaders look really bad on my computer sometimes (especially if the scenario is foggy or hazy or at dawn or dusk) and I often play with them turned off. Those are only cosmetic issues though and don't affect the gameplay. I would much rather have the artillery system be more involved and realistic.
  22. Upvote
    Bozowans got a reaction from c3k in What the actual hell is this game?   
    I just tried the House Cleaning scenario again as well. I played it way back years ago and got slaughtered. I still remember it from the Shock Force 1 days. The map is too small, you get little room to maneuver, and you're within RPG range right from the deployment zone, and it sucks only getting one .50 cal machine gun Stryker.
    I played it for a few minutes, took a bunch of casualties right away and saw a very lucky RPG hit take out the .50 cal gun on the Stryker from all the way across the map, all within the first few minutes.  So I restarted and then tried to play it much more slowly and carefully. It took me a while but I ended up really surprising myself and got a total victory, clearing the entire hospital with only 2 dead and 5 wounded. So it IS possible to beat it with pretty minimal loss.
    I beat it by concentrating almost my entire force on the right side of the map, trying to focus on taking the hospital in smaller pieces. I had the 40mm Strykers blow some holes in the boundary wall so more of my guys could shoot into the compound, and then had the infantry advance in short bounds just a little bit at a time across the open ground. There was a pretty fierce firefight and all 7 of my losses were taken on the advance to the hospital. Miraculously I took zero during the final assault and room clearing process.
    Your Strykers can drive right up to the boundary walls and shoot over without really exposing themselves at all, which is very helpful. To the enemy they look like this:

     
    After about 20-30 minutes I had completely cleared the entire right side (east side) of the hospital all the way to the back of the map. The left side (west) was mostly untouched and still filled with enemies. Once it got quiet again, I had my infantry rearm and regroup themselves with the Strykers and then mass together for the final assault on the other side. The main hospital building is five stories tall, so I tried putting one full squad of infantry on each floor at the corner nearest my side of the map, then had them rush over to the enemy side all at the same time. 
    Nearly my entire force was concentrated all on one building tile. Having five full US infantry squads all shooting at the same time from the same building section completely overwhelmed the opposition on the other side. Then I had the five squads (about 40 guys) start moving down the length of the main hospital building on the enemy side, stopping at each building section along the way so they could area fire into the next one for a while before storming into that section en masse. It doesn't really seem to matter what floor you're on when there are enemies in the adjacent building section. I saw guys on the fourth floor shooting down at guys on the first floor for example. So each enemy squad hiding in the back areas of the hospital had 40 guys all come charging into view all at once, guns blazing on floors above them and below. It was like a big wall of death moving down the length of the hospital. 24 enemy troops got wiped out in a couple of minutes. After a few more minutes of mopping up it was over.  49 enemy dead, 59 wounded, 17 captured.
  23. Like
    Bozowans got a reaction from 37mm in Shock Force 2 Unofficial Screenshot And Video Thread   
    I love those videos.
    The new patch is really good so far too. The only complaint I have is that they still haven't fixed the trench bug, where unspotted enemy trenches are still clearly visible to the player. That's annoying, but I am really loving the way the AI works now so far.
    I just finished one scenario where you get a company of British light infantry attacking a small town held by a full battalion of poor quality green Syrian Army troops. Aside from some air support, I didn't get a lot of heavy weapons to blast them out of their buildings, so it mostly came down to classic fire and maneuver tactics and assaulting the enemy up close. With the AI now being more reluctant to just run away only to get mowed down in the open, the Syrians defenses were mostly just static, with the men cowering in place and putting out sporadic fire until I got close enough for them to surrender. I took a LOT of prisoners, more than 100 altogether, which I'm pretty sure is more prisoners than I've ever taken in any CM scenario I've ever played. I probably could have taken more but the extreme heat slowed down my advance considerably.
    It did feel more realistic than the way the game played before, with my troops slowly advancing from house to house, engaging in brief firefights before dragging out another big group of prisoners, sometimes full squads at a time. Then on to the next house. Some of the fighting in the town was very bloody and difficult though, with stubborn pockets of resistance here and there. The enemy was just so numerous that I had a lot of difficulty at times. It seemed like nearly every building had guys in it. I lost about a quarter of my men, with 12 dead and 30 wounded compared to 200 Syrian dead and wounded alongside the 100+ prisoners. I've never seen an entire 1/3rd of an enemy force surrender before.
    And because this is the screenshot thread:

    This was one of the more deadly streets. There were multiple Syrian squads down at the end of the street, some with good keyhole positions putting out deadly fire for quite a long time, including RPG fire that caused a lot of casualties among my men. I couldn't get close enough to deal with them. At one point I brought up a sniper team to take shots at them, but my crack sniper lost a duel with some guy with an AK. 
     
     

    The scenario ended with a bang. On the final turn of the scenario, I dropped a 2000lb bomb directly onto the roof of a small one-story building at the end of that street with an RPG team inside. Miraculously, one of the guys survived. After the boom, I saw him pop up out of the rubble and take off running toward the rear. He didn't make it far before he was shot. Then the enemy force surrendered. In the end, I only got a minor victory because of all the casualties I took. I was supposed to be below 25% casualties, but I ended up taking 26%. 
  24. Upvote
    Bozowans got a reaction from Heirloom_Tomato in Shock Force 2 Unofficial Screenshot And Video Thread   
    I love those videos.
    The new patch is really good so far too. The only complaint I have is that they still haven't fixed the trench bug, where unspotted enemy trenches are still clearly visible to the player. That's annoying, but I am really loving the way the AI works now so far.
    I just finished one scenario where you get a company of British light infantry attacking a small town held by a full battalion of poor quality green Syrian Army troops. Aside from some air support, I didn't get a lot of heavy weapons to blast them out of their buildings, so it mostly came down to classic fire and maneuver tactics and assaulting the enemy up close. With the AI now being more reluctant to just run away only to get mowed down in the open, the Syrians defenses were mostly just static, with the men cowering in place and putting out sporadic fire until I got close enough for them to surrender. I took a LOT of prisoners, more than 100 altogether, which I'm pretty sure is more prisoners than I've ever taken in any CM scenario I've ever played. I probably could have taken more but the extreme heat slowed down my advance considerably.
    It did feel more realistic than the way the game played before, with my troops slowly advancing from house to house, engaging in brief firefights before dragging out another big group of prisoners, sometimes full squads at a time. Then on to the next house. Some of the fighting in the town was very bloody and difficult though, with stubborn pockets of resistance here and there. The enemy was just so numerous that I had a lot of difficulty at times. It seemed like nearly every building had guys in it. I lost about a quarter of my men, with 12 dead and 30 wounded compared to 200 Syrian dead and wounded alongside the 100+ prisoners. I've never seen an entire 1/3rd of an enemy force surrender before.
    And because this is the screenshot thread:

    This was one of the more deadly streets. There were multiple Syrian squads down at the end of the street, some with good keyhole positions putting out deadly fire for quite a long time, including RPG fire that caused a lot of casualties among my men. I couldn't get close enough to deal with them. At one point I brought up a sniper team to take shots at them, but my crack sniper lost a duel with some guy with an AK. 
     
     

    The scenario ended with a bang. On the final turn of the scenario, I dropped a 2000lb bomb directly onto the roof of a small one-story building at the end of that street with an RPG team inside. Miraculously, one of the guys survived. After the boom, I saw him pop up out of the rubble and take off running toward the rear. He didn't make it far before he was shot. Then the enemy force surrendered. In the end, I only got a minor victory because of all the casualties I took. I was supposed to be below 25% casualties, but I ended up taking 26%. 
  25. Upvote
    Bozowans got a reaction from George MC in Shock Force 2 Unofficial Screenshot And Video Thread   
    I love those videos.
    The new patch is really good so far too. The only complaint I have is that they still haven't fixed the trench bug, where unspotted enemy trenches are still clearly visible to the player. That's annoying, but I am really loving the way the AI works now so far.
    I just finished one scenario where you get a company of British light infantry attacking a small town held by a full battalion of poor quality green Syrian Army troops. Aside from some air support, I didn't get a lot of heavy weapons to blast them out of their buildings, so it mostly came down to classic fire and maneuver tactics and assaulting the enemy up close. With the AI now being more reluctant to just run away only to get mowed down in the open, the Syrians defenses were mostly just static, with the men cowering in place and putting out sporadic fire until I got close enough for them to surrender. I took a LOT of prisoners, more than 100 altogether, which I'm pretty sure is more prisoners than I've ever taken in any CM scenario I've ever played. I probably could have taken more but the extreme heat slowed down my advance considerably.
    It did feel more realistic than the way the game played before, with my troops slowly advancing from house to house, engaging in brief firefights before dragging out another big group of prisoners, sometimes full squads at a time. Then on to the next house. Some of the fighting in the town was very bloody and difficult though, with stubborn pockets of resistance here and there. The enemy was just so numerous that I had a lot of difficulty at times. It seemed like nearly every building had guys in it. I lost about a quarter of my men, with 12 dead and 30 wounded compared to 200 Syrian dead and wounded alongside the 100+ prisoners. I've never seen an entire 1/3rd of an enemy force surrender before.
    And because this is the screenshot thread:

    This was one of the more deadly streets. There were multiple Syrian squads down at the end of the street, some with good keyhole positions putting out deadly fire for quite a long time, including RPG fire that caused a lot of casualties among my men. I couldn't get close enough to deal with them. At one point I brought up a sniper team to take shots at them, but my crack sniper lost a duel with some guy with an AK. 
     
     

    The scenario ended with a bang. On the final turn of the scenario, I dropped a 2000lb bomb directly onto the roof of a small one-story building at the end of that street with an RPG team inside. Miraculously, one of the guys survived. After the boom, I saw him pop up out of the rubble and take off running toward the rear. He didn't make it far before he was shot. Then the enemy force surrendered. In the end, I only got a minor victory because of all the casualties I took. I was supposed to be below 25% casualties, but I ended up taking 26%. 
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