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BTR

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Posts posted by BTR

  1. Well I wouldn't call it a full blown mod, but the tools are certainly superb. What I would call a mod is what I am working on right now - which is the 6B48 crew individual protection kit. Once it is done I will release it, the AKS-74U fix for Ru force and the 6Sh122 kitted infantry (like the pic above) all in one pack. While I was on the fence about the 6B48 initially as it is used only in several formations atm (all western MD but the arctic brigades) but there is no way to assign different crew models to different vehicles and the 6B48 provides something fresh for the game. 

    WIP

    pvuJwwh.png 

  2. 10 hours ago, Erwin said:

    Ditto here. 

    Altho' I always wonder what is a RL loadout?  In RL do squads take an extra 1000 rounds plus all the AT weapons they can carry?  My sense is that troops weighed down with so much extra weapons and ammo do not suffer sufficient movement penalties in the game (in any CM2 title).

    The broad answer is that it depends. Our recent and not so recent conflicts have demonstrated that taking twice or thrice the normative load outs is quite a regular occurrence. Naturally our latest wars have rarely been conventional mechanized and thus squads hoarded ammo for stationary checkpoint duty. No information is available on 080808, but the nature of warfare and the urgency with which the battle-groups were assembled tells me that no one carried 3x the normal load out, at least initially.   

  3. I can confirm that for a BMP squad of 6 (regular/fit) acquiring 2 RPG-26s to a total of 3, 1000 and even 2000 rounds of 5.45 does not disable quick or fast commands in CMBS on Elite or Warrior. Overall ammo levels are pretty accommodating. If you basically acquire nearly all available ammo from a BMP you will end up with squads carrying 3200 of 545mm, 1900 of 762mm, 20 or 40mm, 13 grenades, 6 HEAT rounds for RPG-7, 1 HE round for RPG-7 along with 3 RPG-26s. That squad will still be able to execute fast and quick commands. Naturally a BTR squad will be able to carry more than this and still be mobile due to its extra member, 

  4. 13 hours ago, Oleksandr said:

    Man most of the posts you've made had good sense and logic behind it. So even if you have a small thing to share - please do. By the way those are your reskins? I see thats a different pattern of EMR - I think VDV units of Western Military Okrug using them right? 

    Thank you and yes, those are my reskins of Vein's excellent Ru infantry reskins brought up to 2017 standard. 6Sh122 dual pattern overall is now standard issue to every soldier as a mid-season (autumn/spring) wearable. Our forces love them so much that they wear them throughout the exercises no matter the season because they provide better camo than regular EMR and because they are much more durable than issued EMR and thus help to save it from wear and tear.  

  5. Again not such a lifehack, but if you want to "infantry à la russe" consider always acquiring all the RPG-26s from purchased IFV or APC that are provides at your deployment phase. Originally discardable launchers were introduced as replacement to handled AT grenades so it is accurate to use them en-masse when they are available. MG team takes 1, sniper team can be loaded with 2, and platoon HQ can take 2 as well. A BMP squad can take 3 and BTR/MTLB squad can take a rather hefty load of 4. As such, a typical BMP load of 4 RPG-26s can be fully distributed between its most likely occupants of MG or sniper section and a squad (which already comes with 1 RPG-26 by default). If you split your squad into equal teams the team with RPG-7 operator will always get 1 RPG-26 and the rest of discardable tubes will go to the second team. 

    To illustrate how my infantry squads always try to look - 

    uP6Qths.png

  6. Do you not see the difference between solid painting the wheels which is fine and painting a shape on the wheels that spins like a kaleidoscope on the move? Former is a sound practice, latter is a marketing or pokazuha stunt. That said, I retract from discussing this here. Your mod - your rules and so forth. 

  7. On 22.10.2017 at 5:33 PM, IanL said:

    Because it was an awful feature. CM lets you play all the roles of leadership from the battalion CO down to the squad NCOs. While the command delays did a good job of representing high level command and communication issues it utterly failed at the squad level basic soldiering decisions.

    Imagine for a moment you have a squad crossing a street and they come under fire. Do you think it is reasonable for them to stand still in the middle of the street for 30s or a minute while they wait for direction? No way, thier Sargent would take action immediately to ensure his men's safety.

    Any time there was close action that needed low level leadership decisions command delays were a failure.

    I see. I suppose with the current TacAI there is no proper way to impement higher roles of leadership properly. That said, the fault of being stuck in the middle of the street for X seconds instead of getting out of the way to cover quickly is also somewhat present with current WEGO system. 

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