Jump to content

ncc1701e

Members
  • Posts

    669
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by ncc1701e

  1. 1 hour ago, Bil Hardenberger said:

    Otherwise I appreciate how thoughtful you are being with your tactics in this game, scouting, maintaining a reserve, I'm so proud  [sniff].  I won't give any advice while the game is ongoing., but I am watching and reading

    Thank you. In fact, I try to think as if it was real life and that I could lose it.

    2 hours ago, Bil Hardenberger said:

    it's nice to see you doing some effective scouting.  How many scout teams do you have out front?  

    Only two - there is a specific scout team and a two-man team from one squad.

    1 hour ago, Bil Hardenberger said:

    Upon reading a little closer, it appears like you are using one two-man scout team.  A bit of advice.. scouting is most effective using a split squad, each alternating movement, so you always have one team stopped and listening, also if they get into trouble, a full squad can get out of it easier than a two-man team.  I almost never use two-man scout teams... I'm pretty sure that I cover this on my blog.

    Yes it is cover in your blog. In fact, as you can read above in minute 3's report, the third squad has been splitted into two teams and I am using the bounding overwatch technique with them as described here: http://battledrill.blogspot.com/2013/08/bounding-overwatch-alternating-this.html

    I am experimenting the two methods. 🙂

  2. MINUTE 4

    My scout team is in position actively searching for the enemy.

    eVymL.jpg

    A second squad is arriving at the edge of the woods. Its two men scout team opening the way. I am planning to merge them next turn to create two teams.

    XgZ29.jpg

    The last squad is still in reserve but I will move them a little forward to be ready for supporting the others.

    wL31D.jpg

    Here is the overall situation of my troops.

    dkm77.jpg

    Contact! The enemy has been spotted by my scout team just near the end of this turn. I expect the first shots next turn.

    NaL9K.jpg

  3. 5 hours ago, Oliver_88 said:

    I consider another benefit to the orange axis compared to the green/red to be the existence of the road. You have not stated what the initial ground conditions are but from the images does at least seem to be raining. So that road could maybe be some use for the armoured car that he is going to be reinforced with. I am thinking about the possible risk of bogging that asset down when going via the red or green axis instead.

    Does not appear as though you have any road routes for when you are reinforced with yours?

    Indeed, you are completely right. I have forgotten the road. Still learning... 😕 On my side, I have no roads at all. Hope my armored car won't face a problem.

    It is raining but the briefing is empty. Is there any way to check the ground conditions while the game is on going?

  4. MINUTE 3

    The A team of third squad is arriving at the edge of the woods. First houses of objective one is in sight.

    Na2kP.jpg

    The scout team is also in the area. Advancing carefully toward the houses.

    Pnkad.jpg

    4kq2P.jpg

    The rest of the third squad are catching up.

    2wOPp.jpg

    So far, there is still no contact with the enemy. I have just send my orders to @JoMc67 for next turn. Now, this is really a DAR. Any advice for next turns, guys? Any comment on my above analysis?

  5. MINUTE 2

    Applying what I have read on @Bil Hardenberger's blog (http://battledrill.blogspot.com/2015/03/rifle-platoon-leader-platoon-scouts.html), I am moving a scout team to contact with the rest of the squad behind.

    VaGLA.jpg

    The overall situation at the end of the turn. The progression is slowly on going. I am taking my time not rushing toward the houses. Perhaps it will be a mistake, will see. So far, I have no sign of the enemy.

    a9bVE.jpg

  6. TERRAIN ANALYSIS (2/2)

    And this is where it becomes interesting. If you are looking at objective number two from objective number one, one could notice that objective number one is a little higher than number two.

    Y9w3d.jpg

    J5dpy.jpg

    Also, looking at the house facades, it is important to see that approaching objective number two from objective number one, there are absolutely no windows in objective number two that can covered the route and, as such, a potential avenue of approach using the road to go from objective number one to objective number two.

    RGa1m.jpg

    On the other hand, the reverse is not true. Looking at objective number one from objective number two, there are plenty of windows to watch and potentially suppress the road with direct fire.

    vwG13.jpg

    I do have my own conclusion. Objective number one has two main advantages compared to the other one plus a two-story building. This is the one I will select as my priority target. And, if the enemy is doing the same terrain analysis, I guess he will also choose objective number one. This is explaining my preference over AOA1 (Orange axis) as the preferred enemy avenue of approach.

  7. 7 minutes ago, Majick said:

    I'm still not clear what happens for those of us who are buying the Shock Force 2 bundle totally fresh with no upgrade.  Do we get a digital download initially which will be followed by an update for British and NATO

    All the modules will be delivered, all scenarios even those of the modules. You will just have British campaign and the three NATO campaign later. This is how I understand the following quote: 

    On 10/17/2018 at 6:23 AM, Battlefront.com said:

    Instead, we're moving towards releasing all the stand alone scenarios, the Base Game campaign (TF Lighting), and the campaign for Marines (Semper Fi!) in one go.  That's a couple hundred hours of entertainment right there, not to mention what QuickBattles adds to the mix.  That should keep you busy while we finish reworking the British and three NATO campaigns

     

  8. ENEMY AVENUES OF APPROACH

    Studying carefully the map, I agree with @domfluff. Enemy will advance to contact on one of two objectives or both. I bet that the enemy will not split its forces and will choose one objective only. I have just to guess which one.

    pZkjq.jpg

    AOA1 (Orange axis)

    The orange axis is the best approach axis in my opinion. Here is the view of AOA1 from the enemy side on the map. Two houses to hide on the left plus a wood on the right. I also think this is the best axis for another reason I will detail later in a little terrain analysis.

    RGa3Y.jpg

    AOA2 (Green axis)

    The green axis has the advantage to be masked by the ridge as well as by woods. It could be perfectly used as well.

    vwG9o.jpg

    AOA3 (Red)

    From my point of view, the terrain is too opened in the middle to utilize it as an avenue of approach. For this reason, I do not consider it as a possible approach.

    73Wdr.jpg

  9. 1 hour ago, Erwin said:

    The problem is if you want to TARGET LIGHT an objective that your leg units are attacking danger close.  If the vehicle opens up with a main gun (anything over 50 cal IIRC) it can wound or kill your own men.  

    Not sure but I remember having understood at a given point that with TARGET LIGHT, you could not inflict friendly casaulties. Am I mistaken?

  10. MISSION

    This is a meeting engagement. My mission is simple, my main goal is to hold the two objectives located in my zone.

    ENEMY

    Intel is indicating that I am facing troops from Commonwealth most probably a Reinforced Infantry Platoon followed by one armored car at turn 10.

    TERRAIN

    The two objectives are two small towns separated by a small farm in the middle. The two towns are linked together by a road. A ridge follows roughly the path of the road. This allows my setup zone and the enemy setup zone on the other side to be hidden from each other when the battle starts.

    wL7ny.jpg

    TROOPS

    At my disposal, I have a Reinforced Infantry Platoon almost all men are "green" soldiers. I am expecting an armored car in 10 minutes.

    TIME

    I have really 20 minutes (this time) to reach both objectives plus 5 minutes extra possible.

  11. 18 hours ago, JoMc67 said:

    Your Title should have read:  Newbie DAR\AAR 2: ncc1701e vs JoMc67...Oh, and what's with this JoMc67D thingy, lol

    Typo, my mistake sorry...

    18 hours ago, JoMc67 said:

    Don't forget to use the 'Mods' I have sent you...I want to see them in your DAR\AAR Screenshots

    Yes, @JoMc67 kindly send me a compilation of all the mods he is using. You will see them in the screenshots of course.

    18 hours ago, JoMc67 said:

    Anyways, I will not visit here again until Games End

    Yes, what are doing here !? 😃

    18 hours ago, JoMc67 said:

    Good Luck and Good Gaming 🙂

    Same to you

  12. 10 hours ago, domfluff said:

    Steve has said there are no intentions to release anything further for CMSF 2, but... 

    How many times has Steve changed his mind? No drones, oh drones. No new module, oh wait. I can't believe we won't see battle packs with the potential of CMSF2.

  13. I know this is not a good moment. All the eyes are on the Syrian front now with the release of CMSF2 demo. Anyhow, here is our second game with @JoMc67.

    The scenario is named Meet Small Village QB-287.btt. This is again a meeting engagement with two objectives that are closed to each other. Both sides is having a Reinforced Infantry Platoon to start with. But, this time we have decided to increase the scenario's duration to 20 minutes plus 5 minutes extra possible.

    Also, we have changed a little bit our house rules as follow:

    1. No Pre-Planned Arty (or Area-Fire from Ground Units) on Turn 1 of a Meeting Engagement, or from Defender. Player will need to Call-In Arty normally (Attacker in Attack/Defense Games are exempt and can use Pre-Planned Arty).
    2. Players will let the Computer AI choose what Targets to shoot at (player can't choose Targets, but can still use 'Area-Fire'). Player can still use Smoke at anytime and any Location on the Map.  
    3. Units can check LOF (line of Fire, and thus Area-Fire) at two locations per turn...Once before Movement (exact location of Unit at beginning of turn), and at the  first Waypoint (doesn't matter how short or long the Waypoint is)...However, if you check LOF at that Waypoint, then you must keep that Waypoint w/o any alteration (can't delete or change it until next turn).
    4. Area-Fire has to be roughly within 2x Action-Spots (360 degrees) to the Enemy Unit/Icon (this includes Direct HE fire from Onboard Arty...Smoke can still be anywhere on map)...Arty called in by an HQ or FO is exampt and can be conducted anywhere on the Map.
    5. Players Can't click on Enemy Icons or Units during a Game.
    6. Vehicle Smoke Dischargers (not Smoke Shells) is controlled by the Computer AI, and not by the Player.

    This will be a DAR hoping to receive advices from the readers and applies them during the battle. 🙂

×
×
  • Create New...