Jump to content

chuckdyke

Members
  • Posts

    5,126
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by chuckdyke

  1. Parameters the US has a lot of planes, armor, artillery etc. German tanks should be expensive as there were a few of them around. A GI knew if he lost a battle life would carry on as usual in the US. A German soldier realized his mom, kid brothers and sisters could be in serious danger. The game should reflect this. A German soldier could turn into a fanatic when the sense of despair increases. Combat stress should work differently, combat effectiveness as a rule goes down, but in some instances it could increase. You still can have a very playable game which is more realistic. Loss of a Sherman tank affects the morale of US infantry, it increases the morale of German infantry. The other way out a Panzer 4 comes with a veteran crew a Sherman tank as they have more, more crew will be green.

  2. You must understand the editor. The person who makes the scenario how many battle-plans he used for his scenario? Some games are just not suitable I have no experience playing as Syrian whatsoever. I found the AI horrible as an attacker and the Syrian army is not equipped to be an attacker. They will use the Iraqi solution let the high-tech invader enter their territory and burn up their resources inside the cities. Hot-Seat is the most enjoyable way to play this game, next attack as blue against a well-designed scenario. To attack as Syrian would be a suicide mission at best. I would as Syrian not move and let NATO attack. My human opponent plays as Syrian and he usually withdraws his troopers in time. I need to mask my spotting artillery with harassing barrages for example. Against the AI you don't need to do it.   

  3. Just agree to disagree I just contributed a method which seems to work in a few games. The sniper's spotting data goes to the company commander and the contact is displayed in time as a sound contact. The company commander liaises with the TAC team assigned for this operation who calls in the airstrike and paint the area for the aircraft to operate. As the sniper maintains his visual at least he confirms the destruction of the target. At least his Laser and PDA makes the communication far more efficient than radio alone. Otherwise, there is no point to be equipped with it. I didn't see a need for a TAC team to give their position away unless necessary.  If you know the location of more than 1 vehicle an area is more efficient. Snipers and Javelin teams have better optics than ordinary scouts. Kind regards. 

  4. The area of operations is in Combat Mission typically 2km by 2km which is crossed in a matter of seconds. They were static targets and therefore camouflaged. (It takes the boots on the ground several turns to spot it after they had pre operations intelligence. A visual observation is unlikely, I have strong reasons to believe the PDA's of troops on the ground is integrated. I include the Cockpit of an Apache Gunship I imagine the Harrier has similar equipment. 

    apache-cockpit-1024x692.jpg

  5. Well, it worked you don't need direct LOS between the spotter and the target if a ground unit with the communication has LOS. I just run out of time so it is a tactical victory. It is like my phone at home and the internet. The manual needs to be updated because the C2 has become the C4. The company spotter could draw the area for the Harriers the Snipers had LOS but didn't plot anything. The Laser and the PDA is best seen as a weapon the algorithm of the computer will take care of it. I don't think the same rules applies as it does with radios. Kind regards I am surprised the computer gave me a Victory at all. 

    Armoured Assault.jpg

  6. In the game UK Armoured Assault the observer of D Company 4th Scots, Observer of the Sidi Rezegh Bat Artillery (Pardon my spelling) and the 2 D company snipers have the sophisticated Laser Pointers. I would imagine that it makes sense that with their PDA's they connect to the software of the Harrier fighter bombers. The game results suggest this, but the manual doesn't explain it fully. The result of Three dug in T55's brewed up in 2 minutes suggest that the laser pointers played a roll. I use DOPE Data Of Personal Equipment. It is worthwhile that the result of an airstrike can be observed. The D Company Observer spotted one T55 the Sniper who took the position of the scout the other 2. DOPE is what a sniper does when he updates his bible in real life. Against the AI I never played Syrian I imagine as defender is the way to go. It is not a force to attack a technologically superior enemy. I run out of time with the UK Armoured Assault. That makes it a loss. 

  7. I found when troopers spot an object and are equipped with laser pointers the aircraft called by the forward TAC controllers who don't have LOS themselves will take out the enemy reliably. It is like Vietnam in this regard you called out airpower and direct napalm or other ordnance. FO rarely had LOS on the enemy, he only got reference by radio, now 50 years later I suppose PDA's etc. are far more efficient. A Harrier Fighter Bomber overshoots the target in a matter of seconds. I don't have experience with PDA's but I imagine the military has its own network. The troopers can key in references on the network in seconds. It appears to work like this in the game. 

  8. Combat Mission stimulates teamwork, FPS as a rule the hero takes all. I like camera 5-9 as maps and in modern warfare digital display. Camera position 1 like an FPS inside a vehicle or looking through the gunsight. Camera 2 third person shooter. More standing patrols prior the start of a game. In a Campaign establish a patrol program. Standing, raids ambushes, recon etc. 

  9. I found when troopers spot an object and are equipped with laser pointers the aircraft called by the forward TAC controllers who don't have LOS themselves will take out the enemy reliably. It is like Vietnam in this regard you called out airpower and direct napalm or other ordnance. FO rarely had LOS on the enemy, he only got reference by radio, now 50 years later I suppose PDA's etc. are far more efficient. A Harrier Fighter Bomber overshoots the target in a matter of seconds. I don't have experience with PDA's but I imagine the military has its own network. The troopers can key in references on the network in seconds. It appears to work like this in the game. 

  10. WeGo you don't have to sit by for a minute. 45 seconds pause and the last 15 seconds is often a wise move to make. I am 70 now and people would be bored watching my game. I achieved no body bags only twice. I really enjoy large and huge scenarios and yes, it is on Iron and WeGo and place myself in the shoes of a scout or assault team. Today I will run out of time I am afraid, but I had fun. Kind regards play the game as you would do it for real and you can't go wrong. The important thing is you have fun and if it is on RTS good luck. Squad level decisions camera position 1, the FO read his PDA and I use Camera position 5-9. Plotting moves Camera Position 2-3   

  11. I can't see how you can play Real Time in medium, large, or huge scenarios. I play on Iron and need every little piece of intelligence. Check every single trooper you spot. Some moves are just too risky to allow a full minute, pause a unit for 45 seconds before rushing to attract fire for example. I managed with 3 Challengers to shoot an ATGM out of the sky. Just by plotting till the last 15 seconds enabled me to make the defensive measures at the start of the next turn. A huge game can take days, I am a junior member. In this game teamwork is the essence FiST, FO's, TAC and Snipers work as a team. Play the game with the parameters of Norman Schwarzkopf one body bag is one too many. 

  12. Fighter Bombers: Various units have LOS with various targets, see which units have Laser Pointers eg snipers, among others. The FO-has data with which he can determine the area of operations for the fighter bombers. He doesn't need a LOS himself you will see the fighter bombers will take out the targets spotted by others. This tactic worked with 'UK Armoured Assault. The water tower is a dilemma it is an excellent position for the Syrians to place an FO it makes also an excellent reference point for your FO to plot Area of Operations for your air assets. 

  13. Works only with choppers, fighter bombers are a different story. If you give them an area it is as good as. Three different units spotted various Syrian armored units. I gave the spotter an area and the Harriers took out the armor. The forward observer didn't spot any tanks, but he was able to stipulate the area. I play on Iron and I would say this was taking the PDA's into account. The scenario was UK Armored Assault.  

  14. On 11/23/2020 at 8:32 AM, Erwin said:

    That's good to know re "Danger Close" use for FiST.  Thanks.

    Something else if you have gunships you don't need LOS from your BFiST Bradley.  1 or more units spot various AFV's you call in your gunships on heavy inside an area. It makes sense as all your troops have PDA's. It worked in my last British game with 2 Harriers they took out 3 T55's dug in this time just with a. FO

  15. Use the Snipers Logbook aka DOPE Data Of Personal Equipment. See what works and what doesn't. First the buildings in Combat Mission are hypothetical. Real buildings have more rooms and even cellars some soldiers in real life, line the walls with sandbags and even dig trenches. Binh Ba Vietnam the drill 105 mm Centurions breach the walls of dwelling with HE followed with Cannister after a section will approach the building. 51 years later in Combat Mission try to do the same with 120 mm Abrams no HE and Cannister that was frustrating lol. It is a game if I see an Bradley outside with a squad debussing I will hide. 

  16. Passage at Willcox.

    The 'MOUT Phase' was expensive. I used the scouts to read the terrain, the interior of the buildings etc (they don't need to move at all). Abrams they don't have canister or conventional HE! The FiST Bradley was perfect for MOUT operation. Approach Platoon of Bradleys and the FiST Bradley on the far left take the barrier near the mosque (Lost a Bradley) You need engineers to clear it. The Abrams used for breaching buildings the Kornet's were no problem, they tell you in the briefing where they are. The scouts already did their work. I need some tips for MOUT in this scenario as I had only a tactical victory. Next time I would use the Javelins against buildings. One scout team recon the far right for in case enemy was located there. (They were not). Once at LOA the FiST Bradley can call the artillery to assist with mopping op. 

  17. On 10/29/2020 at 12:07 AM, akd said:

    None of those other units have thermal weapon sights.  They all have NVGs.

    Read my post above again regarding information sharing.

     

    It has a thermal weapon sight for the M249.

    Yes, it has a much more powerful thermal imager than the weapon sights carried in the rifle squad.

    The squad as a whole will be better because it is observing with 3x thermal sights instead of just one.

    I think your conceptual problem here is that the thermal weapon sights are tied to the individual weapons and are not shown in the special equipment panel, whereas NVGs (light intensification, not thermal) are shown.  That's why I said the issue was obscure, because it is not readily apparent and takes careful testing to understand.  Possibly we could address this via a mod by denoting the thermal capability on the weapon icon itself?

     

    You need to look at the right direction, I find a cover arc useful. Squad A spots a T55 in a static position, the nearby Javelin team as usual doesn't. By giving the Javelin team a cover arc and let him probe in the right direction on the 'Hunt Command' solves usual the problem. Had a sniper spotted a bunker but the air controller team hiding 25 mtrs away doesn't. I fail to understand when 2 experts with state-of-the-art PDA's can't pass on information. Certainly the PDA has a topographic map with the required reference points. 

  18. On 10/29/2020 at 9:41 AM, Erwin said:

    Am encountering all three types in a CMSF mission.  They all have the same symbol and quick arty call times.  What is the difference and are they employed differently?  

    It has to do with 'Danger Close' during a MOUT operation inside a BFiST Bradley you can call arty in relative safety. Also, you can employ inside an armored formation.  LOS is quickly lost during the game Key Terrain is relative. 

  19. 8 hours ago, Erwin said:

    If this gets confirmed I will add it to the list of things that should be addressed (eventually):

    Note: Some of the items are only pertinent to modern titles and other items are relevant to all titles.

    Re CMSF2 (so far):1)  Spotting issues.  A two man scout team with no binoculars can spot enemy units at close to 3,000 meters much better than an FO (with super dooper optics tech) or an HQ with binocs.  Folks have opined that it's because one of the riflemen has a "Thermal Imager" attached to his rifle and that is why they spot so well.  However, if that is accurately simulated in CM2 then why don't all RL units have thermal imagers and scrap the expensive and heavy laser designators and other high-tech optics that seem so inferior in the game?

    2)  Related to item 1) Once can have a scout team, an FO, an HQ, a Jav team etc all in the same location, literally lying on top of each other.  The scout team sees an enemy units - but even after many minutes the other teams cannot see it - they do not communicate.  There is something wrong with the C2 system.  Again... apologists say that in RL they often cannot see what their buddy can see.  However, since the Thermal Imager is so much more effective, wouldn't they simply borrow the rifle with the Thermal Imager so they could see for themselves and then line up their super dooper optical gear on the target so they could finally see it?

    3)  The M1046 TOW Humvee crew can dismount and take the TOW launcher and missile with them.  According to the UI it takes something like 1.7 minutes to deploy the TOW and a lot longer to pack up.  But it never seems to deploy. 

    4)  Related to item 2) It is very very hard to use any vehicle mounted ATGM in CM2 as "hull-down" doesn't mean that only the vehicle optics on the roof are exposed.  Instead the top of the vehicle is exposed and can be easily seen and fired at and destroyed.  Without being able to dismount the TOW in this example, it's usually suicidal to attempt to fire the TOW even from a hull-down position.

    5)  Same is true for the M707 Humvee and other "Arty Spotting vehicles" with Laser and other high hech on the roof.  All of these cannot be safely used in CM2 "hull-down" as they can be easily seen and destroyed.

    6)  The M1114 AGL (Automatic Grenade Launcher) Humvee crew can dismount with the AGL.  However, it must be a spare from the trunk as an AGL remains mounted on the Humvee and can be crewed and operated by another crew or inf team.  Is it correct that the M1114 carries two AGL's?  (Note that the crew of the M1114 with the 50 cal can also dismount and operate it, but in this case the Humvee no longer has the 50 cal mounted.)

    7)  HQ's in CMSF2 cannot spot for arty or air.

    😎Heavy arty falling on top of enemy troops often doesn't incapacitate them.  While it's true that shrapnel may miss, the shock wave of a large explosion alone is usually deadly as it can liquefy one's innards.

    9)  Several vehicles (including the M1046 TOW Humvee) have quantities of regular ammo eg: 5.56mm etc.  But it seems impossible to acquire any of it.  The crew cannot acquire it, and if you dismount em and mount an inf team, they also cannot acquire any ammo.

    10) LOS issues.  While CM2 is supposed to be WYSIWYG it often doesn't work that way.  One can get down to level one and eyeball a situation.  But, what one sees from a location often is not what a unit will see at that same location.  Eg: The AI can see pixel-wide gaps in what human examination considers completely blocked LOS.  A related issue is that one can eyeball a situation like a road in town and there is no obstruction down a street to target a building.  But one finds that when one places a unit in that location, it cannot see or shoot at the building.  

    11) Another LOS/LOF issue.  Frequently we find that a crew served weapon can see and target an enemy only to discover that it's only the 3rd ammo loader who can see the enemy, not the main gun/gunner.  However, it is usually impossible to move the MG or gun a few inches to a position where it can see and fire the primary weapon at the enemy.  

    12)  Finding Hulldown positions is often problematic.  Some folks seem to like the "Hulldown Assist routine" available in the game.  But, often it simply leave the vehicle with no LOS to the desired target and one has to waste another turn (in WEGO obviously) manually moving the waypoints to get a hull-down position.  So, one may as well do it manually from the start.  The additional problem is that in the scenario am playing right now it is common that vehicles go from having "No LOS' to "Partial Hull Down" with no "Hulldown" option being able to be located in between.  One can spend many minutes dicking around with moving waypoints the shortest possible distance in this, that or the other direction to find a hull-done position (relative to the desired target), but one can only find either "No LOS" or "Partial Hulldown" positions.  It's unclear if this is an issue with the map, (maybe the terrain is strange), or the LOS routine.

    13) Some vehicles like Bradleys when targeted vs a building don't use the desired weapon - their cannon - but instead fire their missiles - which often makes no sense.  (Target Light makes em use their MG's.)

    14) SMOKE and buildings...  Smoke acts as if there are no obstructions or walls and will drift through a building as it is made of wire.  This is actually very helpful when one is attempting to assault a multi-room building.  But, doesn't reflect RL.

    15) When one orders a SMOKE artillery strike and run out of SMOKE, the battery obviously still has all its HE rounds.  However, if you first order HE, when all shells are gone the battery has no SMOKE rounds left - they seem to have been used up as HE.

    16) Some SNIPER teams in CMSF2 carry 50 cal rounds, even though they possess no weapon that can use 50 cal rounds.  

      

     

    21 hours ago, Cpl Steiner said:

    *** Potential Spoilers ***

     

     

     

     

     

     

     

     

     

     

     

    I am convinced IED's do not work in version 2.04. Example: Start Abu Susah scenario as US and fast move a Stryker down the left flank along the road into the ville. It will get shot up but if you're lucky at the end of the turn you can cease fire and see that it drove straight over an activated IED within LOS of the spotter. I actually found IEDs aren't working in the second mission of the German campaign. I must have driven 16+ vehicles over 2 activated IEDs in LOS of a non-panicked spotter on the tarmac road down the right flank. I was actually disappointed to discover this when the AI surrendered, as it would have made for a more fun mission getting owned by the AI for that reckless flanking maneuver. Has anyone seen the AI successfully detonate an IED in v2.04?

     

    IED don't work in WeGo against the AI, you need a human player in RTS who pauses the game and triggers the device at the precise moment. They shouldn't be included in a Campaign better to substitute a mine.  

×
×
  • Create New...