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Stefano Z

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Posts posted by Stefano Z

  1. 12 minutes ago, IanL said:

    True enough. I actually forgot this is BS forum. With the AT systems available in BS I very rarely do this. I have found my self doing a lot more of shoot and scoot in CMBS. Armour stays alive longer when someone else finds targets for it and the armour pops up shoots and goes away - preferably to a different location.

    Yes, that is crucial if your opponent has drones and precision arty - and/or Javelins...

  2. 7 minutes ago, IanL said:

    I do that all the time with vehicles. Move them back and forth a short distance to target multiple things. Three is a practical limit 15s or so for each target and some movement time and there is your one minute turn...

    The problem with this approach, in particular with the Russians, is that the driver is busy driving and not spotting and sometimes it ends badly.

  3. 7 hours ago, TimUA said:

     I would rather reask this quistion this way: is it possible to target different action spots in the same turn?

    Yes, it is possible, at least for infantry(not support weapons). Do next: 

    1. Give move order to the tile where you want to shoot from initally
    2. then give target order from this waypoint to the aimed area 
    3. then set the pause, to let your unit shoot during this pause
    4. then plot another move order to anywhere else.
    5 DRAG and DROP the second waypoint on the same tile where 1st waypoint located. The 1st waypoint will look like pyramide, the 2nd one will look like a ball.
    6. Choose the 2nd waypoint(the ball) and give target (or target light) order to another direction.

    This way your infantry will move to the 1st point, then shoot 1st aim during the pause you've set, then switch to another aim and shoot at it WITHIN one turn.

    I thought this would delete the previous waypoint, but never experimented, thank you!  Have you tried with vehicles?

  4. 10 hours ago, Kuderian said:

    I have nearly finished 'Honor' and have just started 'Fort Apache' both playing h2h Pbem against @IanL.

    There is 30 minutes on the clock left in 'Honor' and playing as the Americans I have yet to get across the river. My opponent has cunningly destroyed 2 out of the 3 centre bridges with substained artillery barrages'. I feel both sides have a good chance, the Americans with their Javelins and the Russians with their T-90's.

    Enjoying all of the BP so far. Many Thanks @Imperial Grunt!

    And Happy Julian New Year and Happy Orthodox New Year everyone!

     

    Warning, more spoilers

    ******

    Another PBEM player here, both scenarios on the US side...

    In Honor I stayed away from the bridges and went for the fords, so I was able to cross at ~30 minutes into the game but with the iglas knocking down the Apache life is not easy and I am not sure I'll be able to pull a victory off now that we are ~30 minutes from the end.  Should the Apache survive this would be a very difficult scenario for the Russian side.

    In Fort Apache I am having serious issues with my dismounted .50 cal and grenade launchers teams getting stuck in an action spot and not being abel to move.  I wonder whether this should be reported as a bug?

    Overall, the battle pack was great value!

    Stefano

  5. Hi all,

    I started playing the Fort Apache mission from the battle pack as a PBEM and realized that the Humvee crew is unable to deploy the vehicle-mounted M2 or Mk19 after dismounting.  One of the soldiers is carrying the weapon but the deploy command is not available in the UI.  In a different battle I played after upgrading to v2.10 the Humvee squads were able to dismount and deploy.  Has anyone noticed?  Mounted weapons are not very effective as the Humvee is difficult to hide so any advice on how to address this would be helpful.

    Thank you,


    Stefano 

  6. 38 minutes ago, sburke said:

    It is questionable how much suppression one unit can do in 60 seconds.  This has not been the first time this has been suggested on the forum and I always wonder what folks are thinking.  

    I was not even thinking about suppression.  In my limited CMBS experience even a 15 second-long HE 30 mm burst is sufficient to clear out an action square in a woodline.  Same thing with foxholes or trenches.  I do not play WW2 titles so I cannot comment on those.  I am aware of all the workaround/alternatives that have been proposed in response to my initial post but they all come with a cost.

  7. 1 hour ago, Erwin said:

    You would have to have movement paths and waypoints.  You could target from each waypoint and have a PAUSE at the first waypoint that would stop the unit from traveling to any additional waypoints.  Not sure what you are trying to achieve.

    I am trying to have a stationary unit targeting different action squares in the same turn.  Let's say a stationary IFV "walking" fire along a treeline, or targeting different buildings, to cover advancing infantry.  Mostly to avoid a vehicle getting bogged and minimize exposure to enemy fire.

  8. 6 hours ago, Erwin said:

    "...have a platoon take the place of each recce team, one left, one middle, one right."

    Recon SOP raises an issue I struggle with:  Is it better to use a single platoon and divide up all squads and use the entire platoon for recon - meaning that one platoon is spread all over the map - possibly out of C2, and not able to concentrate for combat.  Or, should one divide up one squad per platoon and use only that team for recon ahead of its platoon (staying in C2) - thus leaving the rest of the platoon combat ready?

    I'd say it depends on the terrain.  I tend to spread out a whole platoon when lines of sight are limited and just use a scout team with Javelins (they seem to spot much better then scouts or snipers) if I am playing on an open map.

  9. 21 minutes ago, MOS:96B2P said:

    I knew that only demo charges could be used against OpFor vehicles and not breach kits.  However I just tried to get troops (not engineers) with a breach kit to breach a barbwire fortification and they would not.  Not sure if this (breach kit vs barbwire) was always the case in CMBS and I just forgot or there was a change at some point.  But I thought I would mention it for the common good/knowledge.  

    Is the blast command unavailable or when you attempt to breach the barbed wire the blast command turns into a quick move?

  10. 9 hours ago, c3k said:

    Okay...something to possibly look into.

    I had an Oplot choosing missile vs sabot against a tank ~1.5 km away, same game I mentioned in the previous post.  As far as that game is concerned ~half the time the Oplot fires an ATGM against tanks... n = 2, I am aware it is not ideal.  At least selective pressure should weed out those ATGM-loving tank commanders fairly quickly...

  11. 3 hours ago, kraze said:

    Even in the latest version (2.10) BM Oplot uses ATGM exclusively to attack enemy tanks even at sub 300m distances - which makes these tanks useless (or outright easy prey in tank duels) since missiles tend to hit trees or completely miss due to a slower movement than SABOT even though the latter would almost certainly penetrate any tank at such distance. And this issue is here since the initial release. What gives? Why can't the game have Oplot use ATGM only at distances of 2km or above where it would make sense?

    Weird that it does not affect russian tanks

    I am playing a PBEM and had this happen in ~20% of my collective tanks shots.  The target in that instance was a Khrizantema, not a tank, it missed.  Two fragmentation rounds were shot at infantry and two APFSDS were shot at a tank and another Khrizantema.  I am not including area fire, but those shot seem to always be frag.  Game just started so things may change. 

    Stefano

  12. 1 hour ago, cbennett88 said:

    I have experienced that before, so I understand what you are talking about...but I am already half through the game (well past the appearance of the MBTs *spoiler alert!;)) and these squads just let the MBTs roll by. I watched them during the turn. They just stay in "spotting" status the whole time. None of them change weapons to the javelin (watching the side info box). In fact...even looking at the individual soldiers, I see their AT-4...but no sign of the javelin being carried... :o

    Lol! But these are listed as "crack" troops! 

    I see, how far are the MBT?

  13. 10 hours ago, cbennett88 said:

    Playing "Rolling on the River" against the AI. 

    Here's my question....I am well familiar with the much discussed "issue" of javelin teams remaining prone when you REALLY need them to be kneeling/ready to fire. Especially in wheat fields, high grass, etc. But...does any know if Stryker scout squads(not snipers) are coded/able to fire Javelins? 

    In this case, I decided to equip my scout squads with Javelin launchers & missiles b/c I was planning on pushing them well forward and I wanted something more powerful then the .50 cals and Mk19s that their Strykers come with. To do so, I had to "strip" the weapons out of the infantry stryker vehicles. But...no matter what they spot (tanks, BTRs, AFVs) they won't seem to use those javelins!! :angry:

    Am I assuming too much in thinking that, although not specifically given an AT gunner in the squad, no one knows how to use the javelin??

    I'm interested in hearing everyone's opinion... 

    Is it possible that you are just dealing with MT-LBs for now and the soldiers are just sparing the missiles for juicier targets?  What happens if you order to target the vehicle?

  14. 44 minutes ago, Oleksandr said:

    Village house Squad Placement.

    Spliting squad into elements and placing those close to one another can be a good idea while fighting in villages. While towns and cities providing us with multiple floor buildings - village is not. Usually you will buildings with 1 or maybe 2 floors avialable for unit placement. In situations like one you can see on following screenshots it was a nice idea to leave RPG team inside while MG team is cutting off infantry from outside. Yet it was done in such way becase there was a BTR-4E placed neard by. His turret was doing main job and infantry was simply collecting everything what left. If you would have no armor in your squad area you would need to do everything in exact opposite way by placing RPG team outside and MG team inside. Doing things this way will help to keep your forces alive a little longer. Try to use those grasslines for concealment purposes - it is highly effective against enemy soldiers. Basically they don see your otside team right away, they might even spot your indoor team first. Plus you can always retreat to that house under cover fire of your indoors team. Micro controll always pays off. If your soldiers are getting suppressed to the ground, if they covering longer than shooting - you might want to order them to retreat. Furthermore, placing your soldiers close to grasslines is perfect for ambushing your enemy. Use one element as a core and another element to expand your perimeter. 

    May I suggest to have the MG team in the building and the RPG outside?  The back blast from the RPG is going to suppress/pin the firing team in an enclosed space.

  15. 4 hours ago, Pericles said:

    Playing the new US campaign in the CMBS battlepack and my engineers are not able to Blast through walls. I issue the command and instead of a red line, a yellow line shows up and the engineers just run around the building through a door when I push play. Soldiers with breach kits do Blast through walls, so this is a problem only with engineers and/or demo charges. Anyone notice this bug before?

    There is a workaround for this.  Select the yellow line by left-clicking on it (it should become brighter and solid after selection) and then select the blast command from the interface.  The yellow line should turn red and the engineers will blast through the wall.

  16. 13 hours ago, Sgt.Squarehead said:

    Sorry fella, we've already done the 'Covfefe' gag, you were beaten to the punch by Chudacabra.....But you've made one decision for me, it's now definitely a hospital, just need a different name.  ;)

    PPACA Implosion Medical Center?

  17. 10 hours ago, Green Clutch said:

    I'm playing through the Russian campaign and have reached the big river crossing. I've got my amphibious platoons lined up on the bank and pathways designated for their move to the next back, my artillery plan is all laid in and I push the big red button. All goes smoothly until the BMPs hit the water. Some of the platoons follow the paths I laid out and some veer off at right angles to their designated pathway, some climb back out of the water and head off down the bank to who knows where.

    Is there something about planning movement across water I don't know about? I'm laying out Quick Move pathways that go all the way to the other bank. Do I need to add more waypoints?

    I had the same issue... then the game crashed and had to restart.. the second time around I gave a move command to the first action square in the water followed by a fast move to the other side of the river, and then did something similar but in reverse order for the landing.  No BMP misbehaved after that.

  18. Hello,

    Cannot find the information anywhere so I am asking here.  If you set a target armor arc for an atgm and the afv exits the arc before the missile is shot, or as it is being guided to the target (hopefully), will the gunner continue the engagement or abort?

    Thank you,

    Stefano

  19. In a recent game I lost an elite BFIST to an artillery strike.  The crew survived but is out of C2 as it does not carry any communication device.  However, the bailed out crew is still able to call in accurate artillery strikes in less then 5 minutes.  This is happening in the context of medium EW against the US side.  Is this realistic?

    Thank you,

    Stefano

  20. 21 minutes ago, Sgt.Squarehead said:

    (Big Spoiler Alert)

     

     

     

     

    You believe incorrectly.....The recon vehicles spawn at the map edge, the infantry spawn in the buildings. 

    Thanks for the correction.  What would have happened if I had decided to raze those buildings to the ground at the beginning of the scenario?  Would the infantry still be able to spawn?

    Stefano

  21. 48 minutes ago, Pericles said:

    Very interesting. One is forced to pretend that the enemy units that spawned in those buildings were hiding in the attics or basements or something.

    It would have been better if the units spawned on the map edges, simulating the movement of flanking units from off-map positions to on-map positions.

    Anyway, I took care of them and the mission is overall enjoyable despite the random and (in my opinion) unrealistic spawning event.

    I played the scenario recently and my mortars and a BMP2 crew were hiding in the patch of woods in the map corner at the setup zone.  My units spotted the enemy spawning from the map edge riding in a light recon vehicle and then dismount and take position in the village up the road.  I do not believe the spawning happens within the buildings.

    Stefano

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