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exsonic01

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Everything posted by exsonic01

  1. I agree that this mission is to teach how we need to use fire supports. Is the "backs to the wall" mission has two version? I didn't know that. What is different?
  2. I cleared with 100% after 2 tries. 1) Try to find good OP. I will not gonna spoil, but there are two good OPs IMO in the left / bottom of the map. JTACs and snipers need LOS to the enemy to lead the precise and efficient bombing runs and shelling. If you just command "area bombing" from anywhere without good observation, pilots will hit any targets on their HUD, which not always bring the best results. Pilots and JTAC/snipers need to communicate about what was their target, where do they go, and was that hit or not. So, ground operators need to hide in good position and see what is going on. 2) Snipe Russian AAs as much as possible before main Russian column appears. When new AA detected, cancel the missions, evade airs, and snipe that AA, then start bombing again. Tungu can eat up your birds for a lunch. 3) Try to kill tanks with Point command, to lead pilots to use their precious atgms to only tanks. If it is "Area", sometimes pilots spend their atgm to any vehicles on the map. Or, they just engage with vehicles using free-fall ammunition, not tanks. Make them prioritize to kill the tanks, since the t90s are the most expensive point holder in that mission. 4) Need to "lead" their speed. Tanks and vehicles move fast, specially when they recognized that they are being bombed. So, manage your UAV and bombing / shelling area/line in front of their path enough. Arty can modify their shot destination, but airs cannot. You need to cancel and re-order, which will cost 1~2min, so you also need to consider this factor. Hope this helps. This mission is a joke, once you know how to properly "use" the airstrikes and arty shells. But the next mission is really terrible, which reminds me of Alamo and the movie SPR's last battle in the town.
  3. Nozh is having hard time during recent Ukraine conflict, so I agree only with Nozh. Duplet, however, is different. But I also have only limited data about Duplet now, so I can't comment on that anymore.
  4. Oh, and someone told that American penetrator's "neutralizing" factor is not a fact http://www.tank-net.com/forums/index.php?showtopic=12714&page=22 A3 has been designed and upgraded from 1980s to win over ERAs with 1) Fast muzzle velocity + 2) Monoblock pentrators. Even with 1980's solild steel nose, it worked against Russian ERAs. And now we are using DU, instead of steel and tungsten. In addition, A3 has been continuously improved design, it is not a surprise that Kontakt5 will not a match against A3. Since A3 (and A4) uses its super-fast-velocity (1555m/s) as main factor of penetration, it does not need flexibility of sabot. Stabilization? It is super stable when it flies, and does not need to "sacrifice" its speed, and it is already proved over last 2 decades. A4? I don't even know how good it will be... It is a rumour, but I heard that the designers collaborated with Ukraine manufacturers, testing Nozh and Duplet to design / improve A3 and A4. I think A4 will be pretty awesome.
  5. I'm tired of this. This is overestimaion. I can't trust this one. I am, and I will, with the Hunnicutt and S Zaloga's expectation, which defined t90 defensive ability as 850mm KE and 1100mm+ (or 1200mm) CE INCLUDING ERA. Without ERA, 600mm is also quite overestimated value IMO. I almost expect 550mm for front turret without ERA, with cast + TiBDD. That is also confirmed and double-checked from the leaked data, During the explanation, he "accidentally" exposed the T90's defense capability to Russian new Czar. Of course this is ERA included data. And please, don't say something like "T90AM is GREATLY upgraded it is far far upgraded than MS ,it will be different" T90's basic design is not that different or upgraded. Wielded turret? That will NOT help this. I think you're Russian or Pro-Russian European, but whatever, try not to trust on China / Russia source, because they seemed to very generous for their products, while have dual-standard against western technology. Nah, I know you will not listen, so I don't know why I wasted my time here :/
  6. " Highway of death" in Ukraine 2017 Actually, it was not a highway but whatever
  7. Lol, Your "assertion" have so many wrong data, that I'm not even bothering with. The most funny part is "T-90's turret only wihout ERA have +850mm" I didn't even read anymore from this part. Are you sure about that? You better to check your reference clearly again, because if that is true, that T-90 is might be made up of XCOM alien materials. Even the most thickest part of CAST + Ti BDD turret have maximum around 600mm expected. So please don't bring your tank fantasy data to here. 850mm protection without ERA? What a fantasy tank it is. ERA included KE 850 CE 1100+ is the proper one.
  8. I never said "forever" http://defenceforumindia.com/forum/land-forces/39363-tank-guns-ammunition-23.html You can see how A3 contains its power w.r.t travelling distance, because Abrams can shoot ultra fast cannon. Remind that the KE penetration is proportional to the speed, A3 and A4 should be around decent level around 4 km distance.
  9. 1) Like I said, inside the lower hull front of the Abrams, there is DU fuel tank, which work as +200-300mm additional protection. It seems the game didn't considered about that. 2) x3 / x13 / x25 / x50 magnifying power allows M1A2 SEP to start engaging from at least 4km. If the gunner is experienced veteran, then it can be reached to 4.5~5km. M1A2 SEP is designed for that kind of long range out boxing. 3) I can tell about A3 sabot. Based on 2km range, A3 have 800mm penetration, and its 3-parted sabot core is designed to neutralize the reactive armour. Around 4km, penetration power might decrease to 500~600mm, but because A3 can neutralize the ERA, it could be able to at least damage / partial penetrate russian front armor. Now we have A4 in our hands, and it should work against Relikt nicely. I know "everything" can happens on the battlefield, but test is different thing. I also agree that we cannot say M1A2 must win every single battle, but references should be based on realistic representation. We all use those reference data when we make a battleplans.
  10. I'm surprised too. Maybe Lanchester’s law? 1) Relikt cannot stop A4 sabot, it could degrades its power, but impossible to stop at all. It should give partial (sometimes total) penetration at the first shot, or at least damage or spalling. If it were A3 sabot, I would agree with that result, but it is A4. It is something wrong. 2) T90's optics are not that good for +2km range battle, even with thermals. It has only x2.7 and x16 sight. If that was within 2km, then I would say there was a small room for Russians. However, it was out of 2km. Abrams SEP x50 magnifying MUST have long range advantage in accuracy. 3) Russian 2 piece KE shell cannot penetrate M1A2 SEP. M1A2 SEP have 960mm turret front (I used Steel Beast pro data) 600-700mm lower hull front. For lower hull front, there is DU(Yeah, depleted uranium) fuel tank inside that part, which works as an additional armor itself for lower hull front. M1A2 SEP's armor is greatly underestimated, or Russian 2 pieced KE is overestimated. Not sure what happened there. I will do the test by myself soon from 4.5km range, like 10vs10 or 12vs12 and 1:1
  11. Wow, thank you for detailed explanations. Those helped me a lot.
  12. I searched for the commands like 'Place TRP', but couldn't find. How can I place and use the TRP? (Is that possible? or is the TRP given by the scenario?)
  13. Hello Please give this noob a knowledge and wisdom about the airstrikes. 1) If I command "area" air strike, should I need to spot / observe all enemy units? Or, the planes and choppers will gonna automatically engage the enemy in the area, though spotter can't see them? I'm currently playing US campaign and it is the mission for joint fire works, but my planes seemed to be quite passive. To me, it looks they only hit units what spotters are seeing. Is this just my bad luck? Manual says direct spotting can affect the accuracy. Is this means that airplanes prefer the spotted targets in the area? 2) How long it takes for airplanes to operational after "empty / landed"? While Apaches reload and return pretty quickly, it seems my airplane pilots gone for lunch or bathroom after they landed. I looked for the manual but I couldn't find any references regarding this. How long should I need to wait for those bombers to become operational again? Or is that means the end of sortie for that mission? 3) What kind of 'Mission' should be chosen against Tank / Vehicles? (F16) Apaches seems obvious, since heavy mission brings more Hellfire (is this right?). F15E only have HE bombs, so mission does not matter. F16 however can choice between only bombs or bomb + atgm. For F16, "heavy mission" is for only bombs? or Heavy means atgm + bomb? 4) How can I place and use "TRP"? Manual says I can use TRP, but didn't tell me how can I place it. I look for all unit's commands, but I couldn't find the command like "set TRP". How can I place the TRP during setup phase or in-game, and how can I use them? 5) How can I beat AA? Like all other tactical / strategic games, SAMs and AAAs are real PITS, specially for the missions like that "fire work" mission. Whatever I do, I can't escape from losing all Apaches and 1~2 of 3 airplanes given to the mission. There are just too many AAs all over the map. I picked 5AAs (2 Tungu-M + 2 Strela-10M + 1 Igla squad) before I begun airstrike (with arty), but still I saw 4~5 trails from the ground to the air and one of them is Tungu's damn-plane-grinding-cannons. Any hints for this mission? I enjoyed wargame for a long time (from WEE), and I really love Tungu. But, of course, it is the best PITS for US campagin until now. Thank you Best,
  14. Debaltseve pocket is closed, and rebels took Redkodub as well, the town with some important crossroads near Debaltseve. 8000~10000 UA soldiers and civilians are surrounded. UA tried counter offensive to northern side of pocket line, but failed. See, how "economic sanctions" works here. Putin will never loose his grip to UA. Too sad for Ukrainians, their nation is now about to be divided like SK and NK.
  15. Thanks to let me know. Glad that beast is already in the game.
  16. Maybe recent sequester affected on the schedule? I also have no idea. This should be on M1A2 and Bradley in CBMS, instead of Trophy. I know trophy is excellent, already-proved-in-real system, but QK will bring much more protection, based on prototype results from Iraq and Afghanistan.
  17. I know those two items are under development IRL, but the game's time line is summer of 2017. Though I'm not sure how the schedules of those two items are, but I think there is a chance that we could see those units in 2017 in front line units. Quick kill system already proved its ability from middle east during 2008~current with prototypes. Quick kill has the best reaction time against any threats among any other APS systems, and able to defence top attack, and degrade KE threats. M829A4 will be next-gen APFSDS for 120mm smoothbore, can penetrate state-of-art Russian ERA. Initial supplies were already ordered during 2014. (Or, is the game already using M829A4? If it is, even Relikt could not defence the shell as Russians expected. ) I think at least one of the two should be in the game, since it is the year of 2017 in CM-BS world.
  18. Oh, I didn't knew that the T90AMs in this game equipped Relikt armor. (Thought it was Kontakt5 in game) Thanks to let me know. If that is the case, I agree that the power of "super sabot" would somehow degraded more or less. About optics, I thought T90AM and T90S have same system. If not, could you let me know how T90AM differs with source? Thank you very much.
  19. Reactive armors are not that helpful against KE shots. Kontakt-5 works nicely against HEAT shots, but can't provide enough protection against modern western APFSDS, such as m829a3. So I think this matters still with ERA bug, in case of tank battles.
  20. Within 2km. The closer, the better. For t90ams or t90s in the game, long range out-boxing style engage against M1A2 sep is just suicide. In real world, Russians T90 has inferior detect / observe ability and accuracy at long range like ~4km. (M1A2 sep has x50 optics, while T90's optics has only x2.7 mode and x12 mode. M1a2 can start engaging from around 4km or more, while T90s hardly could find the target from that range. This is great difference, you can also check that from Steel Beast Pro). T90s are suffering from lack of penetration power from at such long distance. (US m829a3 "super sabot" is truly a beast, while Russian two-pieced APFSDS is not enough for DU frontal armor) I think this game simulated this situation quite accurately. In my quick battle test, I managed T90s to approach within at least 2km from m1a2s, where the T90's optics is beginning to have same level of accuracy with M1A2's, and AP power increases enough to damage the m1a2's armour. Against m1a2, I think 2km is the maximum distance that you can do something with t90s.
  21. Thank you to let me know. But still, that means the complex move stack, including dismount in the middle, would be impossible in a single turn. (Like move -> move -> dismount (and infantry move from here) -> move and shoot -> move) Is this correct?
  22. I still don't know how to move and dismount. 'dismount' always deactivated after I command to move. How can I stack up "dismount" at the end of the waypoint?
  23. I found that I can control the size (= force adjustment point option) attackers only, while I can't control the defender's option. Are there anyway to modify defender side's force adjustment points? Thanks
  24. Thanks But I couldn't find the tracer mod in the CMBS mod forum. Could you give me a link? Thanks
  25. So close 125mm shell just between sensors and detectors. That Ukraine tank commander should listen Daft Punk's 'get lucky' BTW, are there any mods for shells / gun-launching atgm model? To me, they look like Apollo's lightning arrow or something Greek god magics.
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