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IICptMillerII

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  1. Like
    IICptMillerII got a reaction from nathangun in Combat Mission AAR: MSR Titan   
    DOWN THE MSR
    After the violent exchange, a momentary calm comes over the battlefield. A few enemy crewmen are seen fleeing away from the carnage, and there are a few pops and bangs from cooking off ammunition. I wait a turn or two to make sure there are no late surprises. When its clear there aren’t Task Force Miller begins to cautiously creep forward again.
    Some of the tanks that were covering the infantry clearing the woods on NAI 1 are repositioned to move up and help cover the move on NAI 11.

    The calm persists as infantry from 2nd platoon cautiously approach the buildings on NAI 11 and begin to enter and clear them.

    The infantry clear the buildings without incident, discovering the corpses of what looks like an enemy infantry squad deployed in a scout role.
    On the other side of the MSR, the situation is repeated. Infantry from 1st platoon clear the remaining buildings on NAI 3, discovering only corpses and the two burned out BMP-2’s.

    The final T-72 in the reverse slope killsack is destroyed. That makes 10 tanks, an entire tank company. There don’t appear to be any other fortifications or enemy units in the area.

    Back at NAI 1, the infantry are slowly making their way through the woods, trying to avoid making contact with the enemy dug in there. On the left, there is a small opening in the tree cover, looking down slope into a clearing. There are a lot of vehicle sound contacts in this clearing. I decide to move a tank over to help cover the infantry and spot for enemy vehicles.

    This quickly pays off. Just a few moments after the tank gets in position, a BMP-2 is spotted. The Abrams fires, destroying the spotted BMP-2.

    A second BMP that was unspotted but unfortunately positioned between my tank and its spotted target is killed when the sabot first passes through it on its way to its intended target. The vehicle itself remains unspotted, but a plume of smoke begins to rise into the sky, marking its location.

    A team of infantry from 3rd platoon, currently making their way through the woods over to the position the tank has taken, set up in a shallow trench next to the Abrams and immediately spot another BMP-2 in the clearing.

    The AT-4 flies true and hits the BMP-2, destroying it. The crew of the stricken vehicle bails out and are quickly greeted by a hail of bullets. Also spotted are some foxholes with a lone enemy infantryman crawling next to them.

    As suspected, this entire area looks like a fortified hornets nest. For now, I’m trying to stay along the periphery and engage opportunity targets as they appear, while trying to avoid getting sucked into a slug match in the woods.
    I spoke too soon. The infantry spot another BMP-2 and attempt to engage it with the Javelin. However, this time the enemy sees me as well, and the BMP fires first. Casualties are caused, including the javelin gunner.

    This is an example of how deadly close range forest fighting such as this can be, and something I’m trying to avoid. My tank, mere meters away from this infantry team, cannot see the enemy BMP. Sight line geometry in environments like this are a nightmare.
    I quickly pull the infantry back, trying to disengage from the situation. The entire platoon is able to move away without drawing any fire, though the team in the woods next to the tank takes an additional casualty and is pinned down.

    To help cover 3rd platoon by NAI 1, NAI 11 is reinforced with more infantry from 2nd platoon, as well as some tanks and Bradleys.

    NAI 11 provides good lines of sight across NAI 1, and forward along the MSR.


    The goal will be to use NAI 11 as another forward base of fire as I advance further down the MSR towards the bridge objectives. If any enemy units in the woods on NAI 1 decide to make a break for it or try to flank my units as they advance on the bridges, NAI 11 should be able to spot and interdict them.
    Back on NAI 3, 1st platoon moves forward and clears the woods to their front. The road leading up to NAI 5 climbs in elevation, and has a ditch running along it. I place some infantry teams in the ditch to provide overwatch, armed with a javelin. From their position, they can see the bridge objectives, which appear to be clear of the enemy and obstacles.

    Scout team 1 moves up in its Bradley to get a better view into the back of NAI 1. The team dismounts and sets up on a berm, covered by their Cavalry Fighting Vehicle just behind them.

    Moments after setting up at the berm, the scouts spot a BMP-2.

    However, the BMP has also spotted the scouts Bradley, and the Bradley has not spotted the BMP. The javelin takes around 20 seconds or so to acquire a good lock on a target before the missile can be fired. In that time, the BMP-2 is able to fire an AT-5a at the Bradley.

    The enemy missile zips overhead and hits the Bradley, destroying it instantly, though both crewmembers survive and bail out.

    A few seconds later, the javelin is fired and the BMP-2 is destroyed. The 1:1 trade of vehicles is a bad one, especially for cavalry scouts who are generally supposed to avoid engagement if possible.
    After the BMP is destroyed and no further contacts are spotted, I decide to push out the perimeter around NAI 11. Two tanks, the Company XO and 2nd platoons platoon leader, bound forward in a pair.

    They establish overwatch positions along a lightly wooded berm that can directly observe both bridge objectives, as well as the far side down the MSR. Nothing is spotted either on the Bridges or on the far side.

    With this area looking clear, more vehicles are moved up to expand the perimeter of NAI 11 and prepare an initial push for the Bridge objectives.
    Back on the right at NAI 1, the bulk of 3rd platoon (infantry) are disengaging from the woods and moving across a field to an assembly area. There they will remount their Bradley’s and be moved forward to assist in the capture of the Bridge objectives. However, there are still unrecovered casualties from A Team, 3rd Squad. To help recover the casualties, B Team moves up to the shallow trench. Number 3 tank from 1st platoon is still in position trying to provide cover to the pinned down infantry.

    As soon as B Team arrives, they take fire from a BMP. 30mm HE rounds tear through the foliage and explode around the team, causing another casualty. A SAW gunner equipped with the teams AT-4 stands up through the withering incoming fire and takes aim.

    This act of bravery is rewarded. He fires his AT-4, and his aim is true. The BMP-2 is hit and destroyed.

    With this BMP-2 destroyed, all incoming fire ceases. After making sure the coast is clear, 3rd squad begins the task of recovering its casualties.

    The casualties are recovered, and the infantry and tank fall back away from NAI 1. As they clear the area, a fire mission is called down on the NAI. The mission will be a steady rate of fire for a long time (7-10 minutes) to keep anyone left in the woods pinned down.

     
  2. Upvote
    IICptMillerII got a reaction from A Canadian Cat in Combat Mission AAR: MSR Titan   
    DOWN THE MSR
    After the violent exchange, a momentary calm comes over the battlefield. A few enemy crewmen are seen fleeing away from the carnage, and there are a few pops and bangs from cooking off ammunition. I wait a turn or two to make sure there are no late surprises. When its clear there aren’t Task Force Miller begins to cautiously creep forward again.
    Some of the tanks that were covering the infantry clearing the woods on NAI 1 are repositioned to move up and help cover the move on NAI 11.

    The calm persists as infantry from 2nd platoon cautiously approach the buildings on NAI 11 and begin to enter and clear them.

    The infantry clear the buildings without incident, discovering the corpses of what looks like an enemy infantry squad deployed in a scout role.
    On the other side of the MSR, the situation is repeated. Infantry from 1st platoon clear the remaining buildings on NAI 3, discovering only corpses and the two burned out BMP-2’s.

    The final T-72 in the reverse slope killsack is destroyed. That makes 10 tanks, an entire tank company. There don’t appear to be any other fortifications or enemy units in the area.

    Back at NAI 1, the infantry are slowly making their way through the woods, trying to avoid making contact with the enemy dug in there. On the left, there is a small opening in the tree cover, looking down slope into a clearing. There are a lot of vehicle sound contacts in this clearing. I decide to move a tank over to help cover the infantry and spot for enemy vehicles.

    This quickly pays off. Just a few moments after the tank gets in position, a BMP-2 is spotted. The Abrams fires, destroying the spotted BMP-2.

    A second BMP that was unspotted but unfortunately positioned between my tank and its spotted target is killed when the sabot first passes through it on its way to its intended target. The vehicle itself remains unspotted, but a plume of smoke begins to rise into the sky, marking its location.

    A team of infantry from 3rd platoon, currently making their way through the woods over to the position the tank has taken, set up in a shallow trench next to the Abrams and immediately spot another BMP-2 in the clearing.

    The AT-4 flies true and hits the BMP-2, destroying it. The crew of the stricken vehicle bails out and are quickly greeted by a hail of bullets. Also spotted are some foxholes with a lone enemy infantryman crawling next to them.

    As suspected, this entire area looks like a fortified hornets nest. For now, I’m trying to stay along the periphery and engage opportunity targets as they appear, while trying to avoid getting sucked into a slug match in the woods.
    I spoke too soon. The infantry spot another BMP-2 and attempt to engage it with the Javelin. However, this time the enemy sees me as well, and the BMP fires first. Casualties are caused, including the javelin gunner.

    This is an example of how deadly close range forest fighting such as this can be, and something I’m trying to avoid. My tank, mere meters away from this infantry team, cannot see the enemy BMP. Sight line geometry in environments like this are a nightmare.
    I quickly pull the infantry back, trying to disengage from the situation. The entire platoon is able to move away without drawing any fire, though the team in the woods next to the tank takes an additional casualty and is pinned down.

    To help cover 3rd platoon by NAI 1, NAI 11 is reinforced with more infantry from 2nd platoon, as well as some tanks and Bradleys.

    NAI 11 provides good lines of sight across NAI 1, and forward along the MSR.


    The goal will be to use NAI 11 as another forward base of fire as I advance further down the MSR towards the bridge objectives. If any enemy units in the woods on NAI 1 decide to make a break for it or try to flank my units as they advance on the bridges, NAI 11 should be able to spot and interdict them.
    Back on NAI 3, 1st platoon moves forward and clears the woods to their front. The road leading up to NAI 5 climbs in elevation, and has a ditch running along it. I place some infantry teams in the ditch to provide overwatch, armed with a javelin. From their position, they can see the bridge objectives, which appear to be clear of the enemy and obstacles.

    Scout team 1 moves up in its Bradley to get a better view into the back of NAI 1. The team dismounts and sets up on a berm, covered by their Cavalry Fighting Vehicle just behind them.

    Moments after setting up at the berm, the scouts spot a BMP-2.

    However, the BMP has also spotted the scouts Bradley, and the Bradley has not spotted the BMP. The javelin takes around 20 seconds or so to acquire a good lock on a target before the missile can be fired. In that time, the BMP-2 is able to fire an AT-5a at the Bradley.

    The enemy missile zips overhead and hits the Bradley, destroying it instantly, though both crewmembers survive and bail out.

    A few seconds later, the javelin is fired and the BMP-2 is destroyed. The 1:1 trade of vehicles is a bad one, especially for cavalry scouts who are generally supposed to avoid engagement if possible.
    After the BMP is destroyed and no further contacts are spotted, I decide to push out the perimeter around NAI 11. Two tanks, the Company XO and 2nd platoons platoon leader, bound forward in a pair.

    They establish overwatch positions along a lightly wooded berm that can directly observe both bridge objectives, as well as the far side down the MSR. Nothing is spotted either on the Bridges or on the far side.

    With this area looking clear, more vehicles are moved up to expand the perimeter of NAI 11 and prepare an initial push for the Bridge objectives.
    Back on the right at NAI 1, the bulk of 3rd platoon (infantry) are disengaging from the woods and moving across a field to an assembly area. There they will remount their Bradley’s and be moved forward to assist in the capture of the Bridge objectives. However, there are still unrecovered casualties from A Team, 3rd Squad. To help recover the casualties, B Team moves up to the shallow trench. Number 3 tank from 1st platoon is still in position trying to provide cover to the pinned down infantry.

    As soon as B Team arrives, they take fire from a BMP. 30mm HE rounds tear through the foliage and explode around the team, causing another casualty. A SAW gunner equipped with the teams AT-4 stands up through the withering incoming fire and takes aim.

    This act of bravery is rewarded. He fires his AT-4, and his aim is true. The BMP-2 is hit and destroyed.

    With this BMP-2 destroyed, all incoming fire ceases. After making sure the coast is clear, 3rd squad begins the task of recovering its casualties.

    The casualties are recovered, and the infantry and tank fall back away from NAI 1. As they clear the area, a fire mission is called down on the NAI. The mission will be a steady rate of fire for a long time (7-10 minutes) to keep anyone left in the woods pinned down.

     
  3. Like
    IICptMillerII got a reaction from Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    It looks like you have well established positions that dominate the likely avenues of approach that Ian could use against you. Very excited to see how the battle develops. It looks like push will soon come to shove. I also really like the gifs you've been including in your AARs. I tried it myself but couldn't get it to work. They really help to show off cool action moments, and save a lot of typed explanation as well.
    I can't wait to tell an FA buddy of mine this. It's always nice to remind the redlegs that there is more to a battlefield than cannon cocking! 😁
  4. Upvote
    IICptMillerII reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    Thanks, I'm looking forward to hearing how your play test goes. 
  5. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Minute 10
    Axis Bravo
    I had moved one of my infantry teams (RPG) to the roof of the Farm House to get a better view on @IanL's approach... quickly they uncovered two BMP-2s ...

    They quickly took aim at one of the BMPs and.. well, here is the result...

     
    The picture is getting clearer on this approach... my team on the roof can now spot three BMP-2s sitting on the far Red Ridge, the two mentioned above to their right (one less now) and now.. a BRDM AT traveling with the two BMPs.  Nasty.  I am seriously outgunned on this approach.  Note that the BMP that was hit in the GIF above no longer has an icon.. proof that it has been knocked out.

     
    The infantry team did not, however, have long to live... the BRDM-AT lauched an ATGM at the Farm House...

     
    The missile flew true.. and I swear they rarely work that well when I'm commanding them   


     
    Following is an overview of the situation to this point... I have a pretty good grasp on Ian's force... the sacrifice of the infantry team was well worth it in my opinion.  Knowledge is king in battle.. not artillery.  There was no action this turn on Axis Alpha... but it will liven up very soon.

  6. Upvote
    IICptMillerII got a reaction from A Canadian Cat in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    Thanks for putting this together Bil!
    I like the tweaks and changes you've made. I agree with the others who said that allowing manual use of smoke dischargers on vehicles might be the best way to go. I know that on Soviet IFV's they were originally designed to be "offensive" smoke dischargers. The idea was that as the infantry was preparing to deploy and assault through the objective, the BMP would launch its smoke far forward, giving the infantry some extra space to maneuver behind the concealment. That said though, I can't seem to find that specific tactical reference at the moment, so please take it with a grain of salt. 
    I also remember reading about US Bradley's popping smoke to provide cover to dismounted infantry in urban environments, but again I can't recall where I read it.
    Regardless, I think these rules look great in their current form.I'll try to give them a playtest soon and provide some feedback but I'm a bit swamped at the moment so it might take me a bit to properly test them out. Still though, thanks for putting this together!
  7. Like
    IICptMillerII got a reaction from Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    Thanks for putting this together Bil!
    I like the tweaks and changes you've made. I agree with the others who said that allowing manual use of smoke dischargers on vehicles might be the best way to go. I know that on Soviet IFV's they were originally designed to be "offensive" smoke dischargers. The idea was that as the infantry was preparing to deploy and assault through the objective, the BMP would launch its smoke far forward, giving the infantry some extra space to maneuver behind the concealment. That said though, I can't seem to find that specific tactical reference at the moment, so please take it with a grain of salt. 
    I also remember reading about US Bradley's popping smoke to provide cover to dismounted infantry in urban environments, but again I can't recall where I read it.
    Regardless, I think these rules look great in their current form.I'll try to give them a playtest soon and provide some feedback but I'm a bit swamped at the moment so it might take me a bit to properly test them out. Still though, thanks for putting this together!
  8. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Minute 9
    We are starting to slow down now as the action heats up... maybe @IanL would like to give his thoughts on the opening move to contact.
    Axis Alpha
    The images below show that I have moved both the ZSU from my reserve force and one BTR to Blue Ridge (KT-1), both are hull down.  Another two BTRs are in the woods to the right of the ridge (also hull down).  Additionally, an AT-13 is in these woods setting up to overwatch any movement across the map in the Axis Bravo sector.  The top image, through the magic of Photoshop, illustrates my use of cover arcs to ensure my units stay focused and have good overlapping coverage of Red Gully.  The ZSU is mainly there to provide overwatch for any infantry movement over the Bridge.



     
    It didn't take long for the BTR on KT-1 to spot an enemy vehicle in the Red Gully... so these are BRDM recon vehicles, at least this one is.  I am guessing that the formation of four light armored vehicles moving through Red Gully toward the Gully Intersection is in fact a Recon platoon of four BRDMs. the good news is that my infantry will be better armed and more capable than the recon troops, but the bad news.. the BRDM has the same weapon system my BTRs do and they are as capable of killing me as I am them.

    The BTR opened and fired on the BRDM without hesitation... though I don't know the extent of any damage, the BRDM did in fact take at least one casualty and was hit and penetrated many times:

     
    Axis Bravo
    On Axis Bravo, I was a little incautious as I pushed my two Recon Squads forward in order to keep eyes as far forward as possible... I do pay for my cheek as I lose one complete team to what I suspect was BMP fire and the second takes one casualty.  However, their sacrifice pays off as I do identify at least one of the light armored vehicles moving into the open area to the right-front of the Farm House, an F-ing BMP 2.  I suspect both vehicles in this area are BMPs, with perhaps a third that I have yet to get a contact on (a BMP platoon has three vehicles).  We shall see...
    ...stay tuned, Axis Bravo may be coming to a tipping point!

  9. Upvote
    IICptMillerII reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    Okay, I have updated the initial post with the very latest rules.. I used images instead of the text as it was impossible to keep formatted correctly.  Click on the images to zoom in, or simply click on the PDF link, as that is also the latest version.  I appreciate all the input its been invaluable.
    Bil
  10. Upvote
    IICptMillerII reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    This thread is an offshoot of the Co-op AAR that @IanL and I have ongoing in the CMFS 2 forum.  In that game we tested a set of realism rules we called the Hard Cat Rules.
    Well I have been doing a lot of talking about perhaps adding some rule additions to that basic set and got some great feedback and ideas along the way.  What follows are my extended rules, my intent was to maintain ease of use, and the basic rules fit on one standard page, so they can easily be printed out and referred to during play.  My main goal was to create the feeling of Command and Control without overwhelming the players with spreadsheets or writing stuff down (like my previous attempt).  
    I am looking for feedback and suggestions with these, if you think they are too complex tell me why.. if they don't make sense to you  let me know, etc.
    Here are the basic rules - a formatted PDF Version available at this link This PDF includes all of the latest additions (version 2H) - UPDATED 01JUN22
    Click the image to see full size.

    The following Advanced or Optional Rules also fit on one page, they are on page two of the PDF linked above. 

    Click the image to see full size.
     
  11. Like
    IICptMillerII got a reaction from George MC in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Yes, that is the effect I was thinking of, and I agree that it is likely much more relevant in the modern titles than the WWII titles. My thinking didn't extend past area target commands, though I'm sure it could be extended to cover more, like the target arc rule you mentioned. 
    I also agree with @IanL and @domfluff that additional rulesets should be streamlined. They are right to point out that a single turn in CM can already take a while to tackle without additional rules/conditions applied on top. Though, I would point out that in the case of my area target idea, I don't think it would negatively impact either side that much. OpFor would require higher levels of leadership to do the same thing as BluFor, yes, but at the same time OpFor is meant to be played at a higher scale anyways. Platoons are more like large squads, and companies like platoons, in practical effect on the battlefield. If anything, the additional 'national characteristics' may encourage players to play more towards the doctrinal strengths of each side. An OpFor platoon that acts more as a single cohesive unit is more effective in combat than if they are split up and used like a BluFor platoon. I could go on but I don't want to belabor the point and distract from the AAR.
    That said, I do think the rules as they are are good, and I'm excited to see how they play out once both sides really come into contact. 
  12. Like
    IICptMillerII got a reaction from Josey Wales in Shock Force 2 Beta Showcase Video   
    Here is a second showcase video, this time showing a successful Syrian armored assault against defending Germans. This was taken from a modified version of the NATO scenario "Bier un Brezel." Some of the better Syrian equipment is on display here, such as the T-72AV equipped with the TURMS-T as well as the BMP-2. This should pain the Syrians in a more favorable light compared to the first showcase video. Hope everyone enjoys!
     
  13. Like
    IICptMillerII got a reaction from Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Yes, that is the effect I was thinking of, and I agree that it is likely much more relevant in the modern titles than the WWII titles. My thinking didn't extend past area target commands, though I'm sure it could be extended to cover more, like the target arc rule you mentioned. 
    I also agree with @IanL and @domfluff that additional rulesets should be streamlined. They are right to point out that a single turn in CM can already take a while to tackle without additional rules/conditions applied on top. Though, I would point out that in the case of my area target idea, I don't think it would negatively impact either side that much. OpFor would require higher levels of leadership to do the same thing as BluFor, yes, but at the same time OpFor is meant to be played at a higher scale anyways. Platoons are more like large squads, and companies like platoons, in practical effect on the battlefield. If anything, the additional 'national characteristics' may encourage players to play more towards the doctrinal strengths of each side. An OpFor platoon that acts more as a single cohesive unit is more effective in combat than if they are split up and used like a BluFor platoon. I could go on but I don't want to belabor the point and distract from the AAR.
    That said, I do think the rules as they are are good, and I'm excited to see how they play out once both sides really come into contact. 
  14. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    @domfluff interesting arguments... however we aren't talking logistics and unit organization limiting effects, but command and control as I'm sure you understand.  A western style unit in WW2; US, British, or German, had much better lower echelon control than did the Soviet and Italian armies. 
    In 1940 the Germans were far more tactically flexible than the French and this showed up most dramatically in the tank war where the Germans with their radio equipped tank formations could easily out fight the French even though in many cases the French had the superior tank designs.. same goes for the early war in Russia... the infantry war was similar, though I admit that in WW2 the armies on the Western front armies would not be too different from each other, other than the Italians..  however in the modern games (CMSF 2, and CMBS) the Russian or Russian proxy units would be far less flexible than the NATO and US formations.
    That is the type of effect that I am sure @IICptMillerII is interested in.. me too as it turns out.
  15. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    I wanted to make a quick note about this Area Fire example... the Mortar Squad had completed setting up prior to the Platoon HQ moving back into C2:
    The Mortar HAD a UI contact on Objective Red for several turns It could NOT Area Fire on that contact because: AF-Type 1 is used for firing into empty terrain (i.e Recon by Fire) (no enemy contacts by any friendly unit) - this obviously did not apply For AF-Type 2 to go into effect, this Mortar would have had to have been the only unit on the map with the contact, but this was not the case - many friendly units had that same contact  AF-Type 3 - It did not meet any of the criteria for this type of Area Fire until the Platoon Leader came back into C2 range (AF-Type 3 as shown) I know this all might be obvious, but thought a further explanation was warranted.  @IanL and I went back and forth for a long time before we had the language down so it covered all aspects of the Area Fire rule.
    Bil
  16. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    No, as a test this was as sophisticated as we wanted to go... however I do like the idea of limiting control based on national doctrine.  You would have to be careful though to make sure it didn't start to bog down game-play.
    I would however like to add one more layer of complexity for the next time: 
    Only a command element (Platoon Leader or higher) can designate fire controls (Cover Arc)  .. so a unit would have to be within C2 in order to assign cover arcs... or even that a Squad Leader can set only a basic cover arc and only a Platoon Leader (or higher) can assign anything more sophisticated, i.e. timed CA, armor CA You could get even more sophisticated and control that by doctrine (i.e. WW2 German can assign these at the squad level, however only a WW2 Soviet Platoon Leader can assign Cover Arcs) Bil  
  17. Upvote
    IICptMillerII reacted to Josey Wales in Shock Force 2 Unofficial Screenshot And Video Thread   
    Ha yessss!
    and
    yes either this or something by AC/DC
  18. Upvote
    IICptMillerII reacted to Splinty in Shock Force 2 Unofficial Screenshot And Video Thread   
    CMTV! Very cool, Mr. Wales.
  19. Upvote
    IICptMillerII got a reaction from nathangun in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    I'm really liking the area fire rules and their implementation. I especially like how it puts more emphasis on small unit leadership. Looking forward to what comes next!
    Has any thought been given to how different nations treat leader initiative? For example, a SSG in the US Army could have a greater leadership effect (himself being able to direct area fire with his squad) as opposed to the Syrians, who would require a LT to do the same. I think it could help add an additional layer of C3 realism that it looks like these rules are going for. Just a thought I had.
  20. Like
    IICptMillerII got a reaction from Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    I'm really liking the area fire rules and their implementation. I especially like how it puts more emphasis on small unit leadership. Looking forward to what comes next!
    Has any thought been given to how different nations treat leader initiative? For example, a SSG in the US Army could have a greater leadership effect (himself being able to direct area fire with his squad) as opposed to the Syrians, who would require a LT to do the same. I think it could help add an additional layer of C3 realism that it looks like these rules are going for. Just a thought I had.
  21. Upvote
    IICptMillerII got a reaction from George MC in Shock Force 2 Unofficial Screenshot And Video Thread   
    This is awesome! Careful though, you may now be contractually obligated to make a very cliche video featuring the song "Bodies" by Drowning Pool 🤣
    In all seriousness though, this is great! Always a joy to see another CM vid from you.
  22. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Minutes 6-8

    The above image is for terrain feature reference and orientation only.
    Axis Alpha
    The mortar fire over the next few minutes, though I can't tell if it caused any casualties, at least did its job.. Ian packed up and moved his two ATGM teams off that high ground.  So now I feel like I can maneuver some of my assets back to KT-1 to cover his movement down the Red Gully.


     
    The enemy movement is now pretty clear.. there are four light armored vehicles moving through Red Gully, and four more (as previously noted) across the road and in the woods opposite my Listening Post (LP).  Ian has dismounted several infantry teams and sent them over the bridge.. I saw one run immediately under the bridge when moving to my side.



     
    Second Platoon's HQ caused at least one casualty on the bridge from its overwatch position.  Most of the enemy teams however took no damage.  I am okay with this for now, as it is still early in the action and I am still in information gathering mode.  But it'll be heating up very soon!

  23. Upvote
    IICptMillerII reacted to Josey Wales in Shock Force 2 Unofficial Screenshot And Video Thread   
    The other day I heard the Beastie Boys' track Sabotage which I haven't heard for years and I thought to myself 'that would be a good accompanying track to a Shock Force 2 montage'. So I took some inspiration from the track's video and put this together. See what you think.
     
     
  24. Upvote
    IICptMillerII reacted to Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    It is worth repeating the following Area Fire rule as it comes into play in this turn:
     Axis Alpha

    Enemy contacts:  the image above shows two enemy groupings.. the one on the right of four light armored vehicles, and on the left of a single light armored vehicle.  These contacts and the ATGMs on Objective Red were the catalyst for my planned moves, shown below:

    In the image above, note that I am withdrawing my Company HQ BMP-2 off of Blue Ridge (KT-1), at least until I see those ATGMs withdraw from their strong Objective Red position.  Also the second BTR with one squad will also be moving out of the Blue Gully and to a position where it can provide some overwatch into the Red Gully.  My Listening Post is now manned by one team and the Command Squad from the Company HQ.  The other two BTRs are shown (left of the image), one at Objective Blue where it has loaded the AT-13 team, and the other on its way to Blue to collect another team. All of the assets gathered by these BTRs will move to the Listening Post position (shown on the right of this image).
    Area Fire Type 3 
    This is an example of Area Fire Type 3, note that the Platoon HQ unit has moved back to within C2 range of the Mortar team, it also has a UI contact on Objective Red, so it satisfies the rule constraints for Area Fire Type 3 (refer to the quote at the top of this post).  Over the next few turns the mortar will drop some rounds on Objective Red and hopefully force Ian to re-position those assets, if I'm lucky it might even cause some damage.  Note that on map mortars are not considered artillery so do not have to abide by the artillery rules, unless they are being used in an indirect call for fire type mission... this will be direct fire as targeted.

     
    Axis Bravo
    On Axis Bravo Ian area fired at my recon squad and the farm house... this fire came from the two light vehicles on the Far Red Ridge.  From the rate of fire and the size of the impacts this fire looks like it came from something like a BMP.  I suffered one casualty in the recon squad and Ian also took down the wall in front of the farm house... luckily my forward AT Team suffered no casualties and maintained their position... the recon squad does withdraw under this fire.

  25. Like
    IICptMillerII got a reaction from Lethaface in Combat Mission AAR: MSR Titan   
    Combat Mission Shock Force 2 PBEM AAR
    MSR Titan
    By IICptMillerII

    INTRODUCTION
     
    This is an after action report (AAR) of a play by email (PBEM) battle I recently concluded. The battle is in Combat Mission Shock Force 2 and features a combined arms task force attacking down a major highway against a near-peer opposing force (OpFor).
    The map is taken from the first mission of the excellent campaign “Forging Steel” by GeorgeMC. All credit goes to him for designing the superb map. I have modified the BluFor and OpFor, as well as their respective objectives, but otherwise the map remains untouched.
    This AAR features several mods. Chief among them are:
    Veins Smoke and Effects mod Drakenlords Fire mod Sahrani Liberation Army (SLA) by myself playing the OpFor US 3rd Infantry Division Multicam uniforms by myself A number of the graphics used in this AAR (mainly the maps and task force layout) are large image files and are best viewed in full size, with the ability to fully zoom in on them.
    All sprites of vehicles and soldier models used in the map and task force layout graphics are taken from the game “Armored Brigade” by Matrix Games and are slightly tweaked by me. All credit goes to the artists who created these sprites.
     
    MISSION
    Task Force Miller is ordered to assault down Highway 3, named Main Supply Route (MSR) Titan, in order to allow follow on forces to continue the attack.
    Mission Specific Tasks:
    Secure Bridges 31 and 32. Destroy any enemy forces in the vicinity of MSR Titan Do not suffer more than 30% casualties Desired End State:
    MSR Titan, to include Bridges 31 and 32 secured and not directly threatened by the enemy. Task Force Miller combat effective and capable of conducting follow-on operations.
     

     
    ENEMY
    S2 (Intel) indicates the enemy is present in battalion size and are made up of elements from the 16th Guards Tank Division. Specifically, elements of the 47th Guards Tank Regiment appear to be deployed to our front. S2 anticipates a mix of dismounted and mechanized infantry (mounted in BMP-2s) in battalion (-) strength supported by at least one company of T-72AV tanks. It is anticipated that at least one additional company of tanks, maybe more, could be present on the battlefield, possibly as a quick reaction force (QRF).
    The enemy is well equipped, well led, and well trained. They are expected to stand and fight and will not give ground easily. Entrenched enemy units not immediately threatening the MSR should be bypassed or be destroyed with indirect fires.
    The T-72AV is a very capable tank and is well crewed. It is capable of frontally penetrating our M1A1’s at combat ranges. It is not a threat to be taken lightly.
    Additionally, enemy infantry may be equipped with the AT-14 Kornet anti-tank guided missile (ATGM). This weapon can easily destroy our M2 and M3 Bradley/Cavalry fighting vehicles and can severely damage, disable, and even destroy our M1A1’s.
     

     
    TERRAIN AND WEATHER
    The weather is overcast, though rain is not expected. The Air Force has assured us that the weather will not impede their ability to support the task force.
    The landscape is a mildly arid temperate climate. The dominating terrain features are Hill 113, and the gorge that runs North-South, crossing under MSR Titan at Bridge 32. The gently hilled terrain is a mix of grassland, agriculture, and light forest. The forested areas are not expected to prohibit tracked vehicles, though caution should still be used if passing through.
    MSR Titan runs East-West along the 2240 Easting. It crosses two obstacles, unnamed gorges, at Bridges 31 and 32.
    Several settlements of varying size are scattered through the area of operations. Only one is named, Kronenburg. The rest are designated by named areas of interest (NAIs). The most significant of these are likely to be NAI’s 5, 8, 9 and 12. These are larger settlements located closest to the MSR.
     

     
    TROOPS
    Task Force Miller is a combined arms task force composed primarily of two companies, one mechanized infantry and one armored. The armor company is Alpha Company equipped with M1A1HC Abrams tanks. The mechanized infantry company is Charlie Company riding in M2A3 Bradley Fighting Vehicles (BFV). Neither the tanks nor BFVs are equipped with explosive reactive armor (ERA) packages, so they are more vulnerable to HEAT rounds, specifically modern tandem HEAT warheads. These units come from 1st Battalion, 64th Armored Regiment. The parent division is the 3rd Infantry Division.
    Also attached is 1st Platoon, Alpha Company, 5-7th Cavalry. The scouts operate the M3A3 Bradley Cavalry Fighting Vehicle (CFV).
    Supporting Fires:
    The task force’s Joint Tactical Air Controller (JTAC) is assigned to the headquarters element of Alpha Company, and rides in a Humvee. Charlie Company has its Fire Support Officer (FSO) in its Bradley Fire Support vehicle (BFIST), part of C Company’s headquarters.
    We have been given priority fires for the following assets
    Battery A, 1-41st Field Artillery. x6 155mm Paladin self-propelled guns 1 flight of AH-64D Apache Gunships (2 helicopters) Armed with: 30mm HEDP x1000 70mm HE Rockets x38 AGM-114 Hellfire x8 1 flight of A-10C Thunderbolt II’s (2 fixed wing aircraft) Armed with: 30mm APDU x1350 500lb bomb x4 AGM-65 Maverick x4  

     
    TIME

    The time is 0830. Task Force Miller has 2 hours to accomplish its objectives.
     
    INITIAL SCHEME OF MANEUVER 
    The initial scheme of maneuver, illustrated by this map, is as follows:

     
    Cavalry Scouts (White)
    Scout team 3 will advance to NAI 2 and establish overwatch positions North-East to screen the task force’s left flank. Scout team 1 (dismounted) will observe to it’s North-East to provide another set of eyes from a different location to spot any threats that immediately appear as the task force deploys.  
    Tanks (Red)
    3rd platoon will advance down the MSR and establish hull down overwatch positions that will allow observation down the entirety of the MSR and its immediate surroundings. 2nd platoon will advance forward into hull down positions and establish a base of fire position to cover the infantry 1st platoon will advance forward directly in front of NAI 1 in order to directly observe and engage any threats spotted there and allow the infantry to move up, dismount and begin sweeping the NAI.  
    Infantry (Blue)
    For now, all infantry platoons will remain mounted and stationary in defilade as the tanks and scouts move forward to their initial positions. Once the tanks/scouts are in position, the platoons will fan out and deploy against their respective initial objectives. 1st platoon is tasked with clearing any discovered threats in the immediate vicinity of MSR Titan. 2nd platoon is effectively the reserve element and will respond to developing threats as needed. 3rd platoon is tasked with sweeping NAI 2 if the enemy is discovered there.  
    Preparatory Fires
    1 section of 155mms (2 guns) will fire a light mission against NAI 1 to suppress any enemy forces deployed there that could threaten the initial deployment of the task force. The remaining 2 sections of the battery will be on call for fires.
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