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ncc1701e

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  1. Like
    ncc1701e got a reaction from Bil Hardenberger in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 3
    The A team of third squad is arriving at the edge of the woods. First houses of objective one is in sight.

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


    The rest of the third squad are catching up.

    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?
  2. Like
    ncc1701e got a reaction from Hardradi in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 3
    The A team of third squad is arriving at the edge of the woods. First houses of objective one is in sight.

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


    The rest of the third squad are catching up.

    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?
  3. Like
    ncc1701e got a reaction from Hardradi in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    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.

    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.
  4. Like
    ncc1701e got a reaction from SlowMotion in Demo Feedback   
    Will the UI remain untouched until release? I mean in CMBS there are Artillery Support / Air Support and Drones. In the current CMSF2 demo, Air Support and Drones are merged. I do not know yet what is better, just asking... 🙂
  5. Like
    ncc1701e got a reaction from Bulletpoint in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    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:
    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). 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.   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). 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. Players Can't click on Enemy Icons or Units during a Game. 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. 🙂
  6. Like
    ncc1701e got a reaction from domfluff in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    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:
    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). 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.   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). 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. Players Can't click on Enemy Icons or Units during a Game. 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. 🙂
  7. Like
    ncc1701e reacted to contrails in Shock Force 2 Unofficial Screenshot And Video Thread   
    cool little cinematic scene
  8. Like
    ncc1701e got a reaction from Fizou in CMSF2 scenario depot at Few Good Men   
    Just seen this: http://www.thefewgoodmen.com/tsd3/combat-mission-shock-force-2/
  9. Like
    ncc1701e reacted to Combatintman in Source for current Libyan civil war   
    No worries, here's some more to keep you going and I'll probably leave it at that:
    Maps (although most of the Guardian ones are now dead)
    https://legacy.lib.utexas.edu/maps/libya-2011.html

    Progress of the conflict for the first few months:

    http://archive.nytimes.com/www.nytimes.com/interactive/2011/02/25/world/middleeast/map-of-how-the-protests-unfolded-in-libya.html
    Uppsala Conflict Database:
    http://www.ucdp.uu.se/#/exploratory
  10. Like
    ncc1701e reacted to Combatintman in Source for current Libyan civil war   
    Daily NATO updates – some are pretty bland but others give locations (city name) of strikes.

    https://www.nato.int/cps/en/natolive/news_71994.htm

    Mapping the Libyan Conflict – fiddly interface but some good stuff

    https://www.yumpu.com/en/document/view/28217294/mapping-the-libyan-conflict-insct-syracuse-university

    RAND Study on Airpower

    https://www.rand.org/pubs/research_reports/RR676.html

    You might get scenarios out of these three:

    http://unosat-maps.web.cern.ch/unosat-maps/LY/CE20110220LBY/UNOSAT_LBY_CE2011_Zawiyah-8MAR11_REPORT_v2_HR.pdf

    http://unosat-maps.web.cern.ch/unosat-maps/LY/CE20110220LBY/UNOSAT_LBY_CE2011_AbuKammash-14MAR11Report_v1_HR.pdf

    http://unosat-maps.web.cern.ch/unosat-maps/LY/CE20110220LBY/UNOSAT_LBY_CE2011_AbuKammash-5MAR11Report_v1_HR.pdf

  11. Like
    ncc1701e reacted to Erwin in HQS 3.0 SOUND MOD for CMSF2 (+)   
    http://cmmodsiii.greenasjade.net/
    by WACLAW.
    The only problem is that currently the links say: "too many requests".
  12. Like
    ncc1701e reacted to L0ckAndL0ad in Hasty AAR: Rahadnak Valley Search (USMC)   
    Nope! I'll announce the answer to our little quiz upon completion of this Nasty AAR!
    Sitrep @ 9:33
    1st Platoon is making itself useful! Not only did they manage to spot an enemy sniper, moving to a new position, but they also skillfully supported 3rd Platoon's movement! I love when my pixeltruppen actually do what I wanted them to.
    Enemy sniper is a High Value Target in my book, so his location was targeted by a Javelin missile strike. And a focused fire by several vehicles. Time to surgically destroy another building.
    So 1st Platoon's successes... Right, right. I set them along the Obj Drake border to support 3rd Platoon moving into Obj Phelps (*smooth jazz tune slowly increases in volume*).
    1st Platoon had to do just one thing, and one thing only. Watch out for any signs of trouble. The alleys across the bridge were still and silent, and only barely noticeable desert wind kept the men aware by throwing small pieces of sand into their tired, wary faces.
    - Come to me, darling, - Sergeant broke a brief moment of silence. - I ain't no detective, but I WILL get to you. Aren't you tired of running?, - he spit into the sand and continued thoughtfully gazing into the far reaches of the valley ahead.
    So, the 1st Platoon was watching. Watching.. And suddenly, the shots erupted, sounding from the other side of the bridge. An RPG team appeared on a rooftop, barely noticeable for the Marines. Then came more shots, and another team of armed men appeared on a distant roof. The Sergeant awoke from his short moment of quaint absence and started shouting orders to the men: - Two o'clock, three hundred meters, rooftops! Light them up, boys!
    One after the other, the 1st Platoon Marine teams, beaten but still very much trigger-happy, acquired their respective targets and started firing. The whole valley awoke with loud noises of a firefight. The Marines managed to successfully suppress the enemy, giving time to several distant vehicle crews to figure out they also have to tune into this chaotic rumble of death and destruction.
    Ahem.. Yeah, I got carried away a little. Wink. Wink. So.. 1st Platoon reacted good! More info to come..
    Enemy sniper changes his position:

    2nd Platoon awaits for the smoke screen before entering the enemy compound. Also, just a weird scene.

    1st Platoon covers 3rd Platoon's movement:

  13. Like
    ncc1701e reacted to IICptMillerII in Shock Force 2 Unofficial Screenshot And Video Thread   
    Screenshots from an upcoming video I'm working on showing off the Syrians in a more favorable light than the first showcase vid. Note: These tanks have modded skins done by myself, but in the video they will appear with stock textures.



    Speaking of mods, I've put a few quick things together:
    My own silly take on Syrian uniforms

    And a retexture of US infantry to wear multicam (taken from CMBS) part of the 3rd Infantry Division:

    Not quite happy with the multicam models yet though. The velcro patches are a bit too light for my tastes, so consider the pic to be WIP.
  14. Like
    ncc1701e reacted to Bearstronaut in More drama in Ukraine--Sea of Azov   
    That was Millennium Challenge 2002. The OPFOR was led by retired Marine Corps Lt Gen Paul Van Riper. https://warontherocks.com/2015/11/millennium-challenge-the-real-story-of-a-corrupted-military-exercise-and-its-legacy/
  15. Like
    ncc1701e got a reaction from Sandokan in CMSF2 scenario depot at Few Good Men   
    Just seen this: http://www.thefewgoodmen.com/tsd3/combat-mission-shock-force-2/
  16. Like
    ncc1701e reacted to Sgt.Squarehead in Reduction of Ghouta   
    I reckon CM:SF2 would be a great candidate for a very novel vehicle pack. 
    T-55 with KMT-5 mineroller, T-72 Shafrah (Gillette), T-72 & ZSU-23-4 Adra (cage armour above), T-72BM, T-90, T-90A, TOS-1 Buratino, Terminator and about a million random vehicles with assorted HMGs or cannon strapped to them.....And that's just the good guys! 
  17. Like
    ncc1701e reacted to Lethaface in SF2 demo game engine enhancements?   
    All set to best (apart from high prio process and vertical sync, vsync irrelevant due to gsync). I just captured the vids in nvidia and posted on youtube, without messing with any video quality options. I just double checked the settings in both CMBS and CMFB and I'm pretty sure they have always been like that:

  18. Like
    ncc1701e reacted to MOS:96B2P in Squad Level Drones   
    Both KIA (brown base) and WIA (red base) can receive buddy aid (buddy aid also serves to recover some ammo and equipment).  After the completion of buddy aid both the KIA and WIA casualties disappear from the map.    
    @SlowMotion just some more information that came from the below forum topic:
     
     
                                                                                                                                                    
    WIA (red base) can turn to KIA (brown base) from additional hits.
    Buddy Aid is one on one however a team can treat multiple casualties in the same A/S concurrently.
    A team administering Buddy Aid will recover ammo including ammo for weapons they do not have in the team.
    Buddy aid on KIA (brown base) was about 15 - 35 seconds. On WIA (red base) about 1 minute – 2 minutes 30 seconds.
    Casualties only disappear if they receive Buddy Aid. I tested 2 KIA & 2 WIA for 1½ hours game time. They never disappeared.
    Experience of the teams administering buddy aid did not affect the length of buddy aid or the amount of equipment recovered.
    Lightly wounded (yellow base) are not counted as casualties on the AAR screen.
    To share ammo recovered in buddy aid the medic team must be part of the unit (“highlighted” unit) needing the ammo.
    During testing on average about 2 grenades and 170 rounds of ammo were recovered per casualty. I know from playing the game other                                equipment (radios, binoculars, some weapons etc.) can also be recovered but I did not try for that in the experiments.
    WIA (red base) incapacitated wounded are not counted in Parameter/Condition but are counted in Parameter/Casualties.
    Buddy aid does not make a difference to the score in Quick Battles or in Scenarios.
    Buddy aid does not make a difference to the score in a Campaign.
  19. Like
    ncc1701e reacted to Wicky in Reverse slope/grazing fire.   
    IIRC This German infantry support gun in game can both fire directly and indirectly - I think it features in a scenario with probing Greyhounds in drizzle on a longmap with flanking options.
     
  20. Like
    ncc1701e reacted to Kaunitz in Reverse slope/grazing fire.   
    Some additional info: In the link posted as post scriptum in my previous post, MOS:96B2P quoted official sources that there are 5 heights in the game: prone, kneeling, standing = small vehicle, tall vehicle, very tall vehicle. According to Vanir Ausf B's addition, reverse slope height extends to "very tall vehicle" height (so it's taller than a man). LOS aimpoint height is 1m above the ground.
    I've also rediscovered my own video, showing some MG grazing fire action: 
    The MG can only area-target a spot at 180m distance. Tiles at greater distances are in reverse slope areas (LOS gets blocked by cumulative tall grass tiles that at some point act like a wall that casts a LOS-shadow/dead zone) and therefore can't be area-targeted. However, as the angle between the muzzle (prone height) and the area-targeted tile's aimpoint (height = 1m) is suitable and the terrain beyond the area-targeted tile is flat, the MG's bullets travel on much further at a dangerous, effective (suppress/kill) height.
  21. Like
    ncc1701e reacted to Shorker in CMSF2 Demos Released!   
    FEEDBACK ON THE DEMO:
    The demo is absolutely great! I'm enjoying it so much! Finished the Alamo scenario yesterday and now playing the marines landing on the beach:
    Flashes and tracers blitzing everywhere! It's so AMAZING!  Having so much fun - this is probably one of the best weekends in my life! 😄
     
    TECHNICS:
    I'm running the demo under Windows 10 in resolution 2560 x 1600,  with no problems. The game and models are looking great!
    Machine: i7 - 7700 CPU Quadcore, 3.6 GHz, 16 GB RAM, NVIDIA GeForce 1050 Ti. 💻 
    Just an honest, not too overpowered, average machine that does the job very good, bought for under 1000.00 Euros on Amazon.
     
    DREAMING OF THE FUTURE:
    Hopefully there will be a Shock Force 3 one day, another HYPOTHETIC war scenario, of course, but based on/inspired by the events in Syria (plus Iraq) from 2011 - 2018 with Russians, Americans + other NATO countries, several Islamistic Rebel Factions like Al-Nusra etc.,  Syrian Army, Turks, Kurdish Peshmerga etc. There could be endless modules.
    I also would like to have more modules for CMBS (especially NATO), because modern warfare, today's armoured vehicles and weapon systems are the OBER HAMMER! 😉 😃
     
  22. Like
    ncc1701e got a reaction from Lethaface in Demo Feedback   
    Great the CMSF1 music has been kept!
  23. Like
    ncc1701e got a reaction from Blazing 88's in Demo Feedback   
    Great the CMSF1 music has been kept!
  24. Like
    ncc1701e reacted to Combatintman in New Scenario - Assault on Port Cros   
    Port Cros harbour

  25. Upvote
    ncc1701e got a reaction from A Canadian Cat in Newbie AAR: ncc1701e vs JoMc67   
    MY CONCLUSION
    At the beginning, my goal was to destroy the enemy avoiding a costly direct assault. I was thinking @JoMc67 will do about the same. Thus, my flank moves to 1) counter his possible moves 2) do a double envelopment to destroy the enemy.
    I have just forgotten three things:
    1) The objective. I was looking after the enemy and, for me, the objectives had no values. But, at the end, my panicking team has cost me lots because no other teams were in the vincy of Obj1. Thus, my sudden death...
    2) Time. My METT-T was wrong on the time. I had only 15 minutes (not 20) plus 5 minutes extra possible.
    3) Concentration of forces. As already pointed out by others, no squad was able to support the others. And, I think I was willing to do too much with too little men.
    Thus, at the end, thank you and congratulations to @JoMc67. I really enjoy PBEM. Much more entertaining than playing a computer. 🙂
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