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chuckdyke

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Everything posted by chuckdyke

  1. Spotting depends on how many eyes look. Out of a team of three, two hide at any given time and one spots. Unhide all three are spotting. The other option you may consider is a listening or standing patrol. They usually pick up sound contacts of AFV's you don't need to physically contact, often enough to confirm the presence of enemy.
  2. That should depend on weather conditions, or previous battles in a campaign. It forces the player to become efficient with waypoint stacking and splitting. Which is a good thing. You can move for most of a turn with some hunting breaks.
  3. It is good if the scenario is an assault. Imo an assault is the conclusion of an attack to be conducted when the required intel is there. Half an hour scenarios would be ok. Getting intel I found a worthwhile experience, having tentative contacts all over the place can be distracting. Especially if they are inaccurate too. Anyway thank you guys for all the input.
  4. Tiring is a warning next turn your scouts can't use the hunt command.
  5. Tired is not that bad it means you can't run fast Fatigued means you can't run fast or hunt. Exhausted means you can move or go slow. I found no evidence that it affects marksmanship. Your FO for example can crawl to his position as long as it takes. I gave up after five turns in an exhausted state. Yes losing the ability to hunt and run is not ideal for a combat unit.
  6. Scouts won't spot infantry; they don't even spot their own units. My tip is to play on Iron for improved situational awareness. The two men point teams will spot AFVs which is usually the smoking gun.
  7. Imo the two men are not for finding the enemy, but to find a route where the enemy is absent. I put the guys with binoculars and radios on station. Have a platoon moving to contact.
  8. Yes, it would be nice in the preplanning if you assigned a HQ to a Mortar Platoon and a Field Telephone Icon pops up. There could also be a caveat to deny any other HQs the indirect fire support. To write the code in the present engine may look easier than it is.
  9. The manual is very vague, in all honesty I must say the pre play analysis can take a lot of time. It varies from scenario to scenario. Take Hammersflank for example. The Regimental HQ has the only radio in its formation. The only way units can contact him is by the Company HQ mounting an SU76. But is this realistic? We have the hypothetical field telephone which enables a single guy HQ of the engineers to call of map mortars. The field telephone can pop up anywhere as the player sees fit. Reading plenty of books re Soviet Army WW2 preplanned is the only realistic way to go. I select usually one platoon to act as FO for the off map. On the map I have a very hard look for enfilade positions for direct fire. It is fine but a manual should be more detailed of how to play each game correctly.
  10. Leaders' recon is how I started the Road to Montebourg Campaign. The squad leaders can protect themselves by popping smoke the moment they receive fire. Two advantages the MGs knew where to set up in safety. Yes their radios by default are connected to their own C2 a mortar unit team must have their own radio who is connected to a FDC. Imo radios are not correctly modelled, you should be able to send your tentative contacts to another unit with a radio which is not in your C2.
  11. That is the issue not enough micromanagement something for Engine 5
  12. They can't go into the attic knock out some tiles for an OP. I think stuff like this is more important than a Pershing or Comet tank.
  13. Like in Save Private Ryan they had a marksman in the squad operating behind enemy lines. Having a marksman is not out of order I think, used for the lookout makes sense.
  14. I use scouts for pathfinding and snipers for observing or any other unit with binoculars and radio. My boyscout days, we were called pathfinders and the guy with the binoculars was called somebody else.
  15. When you use optics, you're legally blind, aka tunnel vision. Inside 100 meters everything is just about superior than a sniper's rifle. Any suggestions how to use this unit? Looks like they have sidearms too (9mm) They have a .50 anti materiel rifle, 7.62 sniper rifle and a 5.56 mm assault gun with a 40mm grenade launcher. They have a PDA and Radio, later in the battle UAV longrange spotting Mortar and Artillery support. Their PDA enables the UAV operator to put his drone in just the right location. Popping enemy with their rifles comes second. It is how I played this battle. BTRs and T90 became smoking hulks. Snipers first function as spotters. Snipers in the game miss 99% of the time when you give direct fire orders. Good luck playing I am open how snipers should be used in the game.
  16. You need to specify the game and the scenario. Soviets is very much pe planned what works in SF2 doesn't work in RT. Soviet WW2 Mortars need 9 minutes call in times using a Mortar Mission anything else will be denied even for Regimental HQ. Starting a scenario analyze the situation, often the Mortars don't have a FO. You need a HQ Unit to act as spotter. Use a Preplanned Mission and Move the Spotter HQ to an observation area. You need to secure this first. From there the spotting HQ can adjust the fire mission. Hypothetically he can communicate with a field telephone.
  17. This guy may give you some ideas what you can do. I understand he also plays CMPE.
  18. Snipers are first observers. Moving units don't spot camouflaged enemy units. The sniper has to do the spotting as he is stationary. The submachine gunners need to protect the sniper if his position gets attacked. Snipers in CM, I found they miss 99% of the time when you give them direct fire orders. It seems the AI calculate hits and misses by fire superiority. A bolt rifle has a low fire volume.
  19. Six weeks to train a Ukrainian tanker for Leopard 2 tank.
  20. If a squad has three teams, you find that only one team has full contact with enemy units. You find that out by splitting the squad. Also one RPG shell can destroy the morale of the squad by inflicting more than 30% casualties. Try to move in formations by splitting and keep distance from each other but stay in visual contact. Yes experienced players rather split but it means a little more work.
  21. I found splitting and merging bring morale back to ok albeit often only temporarily.
  22. The analogy of the Korean War is I think valid. It took around 25 years before relations with the West improved under Deng Xiaoping. It is the best we can hope for. In other words, don't hold your breath.
  23. Even though the unit has been exhausted for three more turns they keep going forward. Also, all the usual firing orders are available.
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