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zigzag109

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  1. Upvote
    zigzag109 reacted to IICptMillerII in Combat Mission AAR: MSR Titan   
    The Bridges (Cont.)
    Then the infantry make contact. An enemy radioman is spotted moving between the buildings of NAI 6 up on the ridge. A Bradley from 2nd platoon spots the movement and pumps some 25mm HE rounds into the area.

    As 1st squad cautiously advances closer to the buildings of NAI 12, they draw fire. A casualty is suffered, and the squad goes to ground and begins returning fire.

    A sharp firefight breaks out. The infantry returns fire as tanks are brought up to pump coax and .50 cal fire into the buildings. A few enemy RPGs are fired at the tanks, but none hit. It’s a race to see who can build fire superiority and win the fight.
    A fire mission is called in on the buildings up on the ridge on NAI 6 to help suppress/destroy the enemy infantry there.

    Abrams along the MSR pump HEAT rounds into the buildings of NAI 12 and quickly help me gain fire superiority.

    With the enemy forces near the MSR either destroyed, suppressed, or under direct observation, I move 2 Abrams across Bridge 32 to strongpoint the other side. They take no fire and encounter no obstacles on the bridge or the far side. I now have possession of both Bridge objectives.
    I’ve spoken too soon. Scout team 2 moves up along the left (North) side of the bridge, only to discover what appears to be an entire infantry platoon in foxholes down in the gully directly next to the bridge.

    The scouts take a casualty before returning fire. This is a curious threat. It doesn’t pose any direct threat to vehicles moving across the bridge, though I can’t just leave it be. The enemy infantry could mount a suicidal yet potentially damaging attack from this position so it must be dealt with.
    The scouts Bradley moves up to put direct fire down into the enemy foxholes. It is only able to get a few bursts off before it is hit and knocked out by an RPG. Luckily, the crew survives and are able to bail out. Further, the Bradley is not on fire, so there is little risk to the scouts in close proximity.

    A moment later, the scouts return fire with their javelin, vaporizing one of the enemy foxholes.

    I decide to risk moving a tank forward to put fire into the gulch. I have the tank move forward just enough to only spot one of the enemy foxholes and give it a pause command of 20 seconds. After which the tank will reverse. The maneuver pays off, the tank is able to lay down coax fire and causes a casualty before reversing to safety. No RPGs are fired.

    The tank repeats this maneuver and is soon joined by a wingman. The wingman performs the same maneuver but from a different vantage point. They fire both coax and main gun rounds into the foxholes down in the gulch.

    1st squad, 2nd platoon takes up a position overlooking the enemy in the gulch. They add their fire to the two tanks, and the enemy position is quickly destroyed.

    2nd platoon continues to slowly advance on the buildings of NAI 12. A few enemy infantry make their presence known, but they are quickly bombarded by both small arms and 25mm fire from my infantry and Bradleys. One of the Bradleys fires a TOW into a building, destroying it. The resistance in NAI 12 is rapidly diminishing and the area is soon cleared.

    Some stragglers are seen milling around NAI 6 and are sporadically engaged by both Bradleys and infantry. The stragglers appear to be shellshocked and disoriented, wandering around with little semblance of order. At this point I think it is safe to assume that any threat posed by enemy units on NAI 6 has been neutralized. As final insurance, another short but sharp fire mission is called in on the rubble of NAI 6.
  2. Upvote
    zigzag109 reacted to MikeyD in Setting vehicles with no crew   
    There's only few vehicles in the titles that the AI allows to be driven by a different unit Humvee, Taxi, some NATO vehicles I think.  A rule of thumb is if you have to 'bail' the driver instead of 'dismount' then you probably won't be able to swap out drivers.

  3. Upvote
    zigzag109 got a reaction from MOS:96B2P in Setting vehicles with no crew   
    Thanks for all the help, I’ll definitely have to look into everything and see what I can do. Also can’t wait to see what you’ve been working on @MOS:96B2P
  4. Upvote
    zigzag109 reacted to Sgt.Squarehead in Setting vehicles with no crew   
    TBH, my usual cop-out is to attach a rag-tag mix of other Combatants to my Blue TOE and call them 'Local Guides', 'Interpreters' etc. etc. (as you probably knew). 
    @zigzag109  Truth to be told, the game's a bit inconsistent on the re-crewing front.....It's much easier to put ISIS in a HMMWV than it is to put an ODA Team in a pickup.  Experimentation is always the best bet, and don't restrict yourself to just the smaller formations, sometimes disassembling and de-crewing an entire battalion can be the simplest option! 
    Really? 
    That's annoying.   
     
  5. Upvote
    zigzag109 got a reaction from MOS:96B2P in Setting vehicles with no crew   
    Well I’ll definitely have to give that a try and hope it doesn’t destroy the vehicle hahaha 
    on a side note you three have put out some awesome content, @puje your valley campaign is great! @MOS:96B2P coup is extremely cool what you’ve done to make that mission, and @Sgt.Squarehead I just downloaded your large rural map and I love it!!! So thanks guys I know it doesn’t need to be said but great work.
  6. Like
    zigzag109 got a reaction from Sgt.Squarehead in Setting vehicles with no crew   
    Well I’ll definitely have to give that a try and hope it doesn’t destroy the vehicle hahaha 
    on a side note you three have put out some awesome content, @puje your valley campaign is great! @MOS:96B2P coup is extremely cool what you’ve done to make that mission, and @Sgt.Squarehead I just downloaded your large rural map and I love it!!! So thanks guys I know it doesn’t need to be said but great work.
  7. Upvote
    zigzag109 reacted to Sgt.Squarehead in Setting vehicles with no crew   
    That, I'm afraid, cannot be done.....The closest you can get is to dismount the pickup driver in game and then mount the US squad (who will be able to drive it as normal AFAIK).
    Note.....This does not apply to armed Technicals (AFAIK).
  8. Upvote
    zigzag109 reacted to puje in Setting vehicles with no crew   
    No you can't delete the crew directly. I have often wondered why they didn't include it in this game. But you can remove the driver and place him somewhere else. So in your example, unless you're okay with some friendly uncons on the map, I don't see how you could do it. But maybe you could say he is from a friendly militia or something...
    I believe the only vehicle that has a strictly removable crew are the humvees in the Supply Platoon.
  9. Like
    zigzag109 got a reaction from Sgt.Squarehead in Uncons not using ieds or vbieds.   
    @MOS:96B2P I will definitely go in and try to set something up! thanks!
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