Jump to content

lsailer

Members
  • Posts

    64
  • Joined

  • Last visited

Reputation Activity

  1. Like
    lsailer reacted to Badger73 in Is there anything that comes close to the CM games?   
    If I understand your questions correctly; I too have found no other game which captures a low level tactical battlefield gaming experience that comes anywhere close to the Combat Mission games.  As far as future evolution for Battlefront games, while people talk about the "next thing after" the current CMx2 application code, I doubt anything like the imagined CMx3 will be commercially available for the next five years or so.
    So, if you don't care for the Graviteam Tactics offerings or Matrix Games "Armoured Brigade", a purchase of any Battlefront CMx2 game will provide you several years of best available WW2 and later tactical war-gaming.  (In other words, "Just shut up and buy, my friend!"  You won't ever regret it . . . . 😁)
  2. Like
    lsailer reacted to LukeFF in Fire suppression from small arms discussion   
    This topic was a lot more interesting before the usual suspects starting making off-topic comments.
  3. Like
    lsailer reacted to Bulletpoint in What I'd like to see in CM3...   
    Revamp the way direct fire mortars work. Currently, they either fire very fast for a full minute, wasting many shells. Or they fire very slowly (target light), which takes forever to knock out the target.
    Instead, they could work like in real life: The mortar is given a target order; it then then fires a couple of rounds to get the range; then it rapidly fires three shells on target. The officer evaluates the effect and can then order another salvo. This time without the spotting rounds, as the mortar already has the range.
    Alternatively, it could work like this: Giving a Target Brief order, the timer would only start to count down once the mortar was done aiming and finding range, and had begun the fire for effect phase.
  4. Like
    lsailer reacted to Wodin in What I'd like to see in CM3...   
    I apologise. I never knew there where lots of similar threads.
  5. Like
    lsailer reacted to Bulletpoint in New issue in 4.02? Troops reluctant to fire on spotted enemies   
    Welcome, and thanks for replying to my thread.
    It's definitely one of the good parts of the game that there is some uncertainty about how troops will react in different situations. I think we all agree on that.
    However, when troops consistently refuse to shoot in certain situations, but immediately start shooting once I push a button to split or combine the squad, I think it's probably not a simulation of human behaviour, but an issue with the game code.
    I've been doing some more testing, and it mostly seems to affect squads with two teams and a small headcount - German recon units in this case.
    Is this important enough to look into? I don't know. I just bring it here in order to help improve the game.
  6. Upvote
    lsailer got a reaction from A Canadian Cat - was IanL in Hedgerow tactical/gamey advice   
    I found this on my own.
    https://combatmission.fandom.com/wiki/Tactics_for_Bocage
     
  7. Upvote
    lsailer got a reaction from A Canadian Cat - was IanL in Hedgerow tactical/gamey advice   
    I've been playing some battles for a few weeks, reading forums, manuals, etc etc etc.  CMBN 4.02.
    I seem to often hit a similar problem which I would like some advice about.
    Defenders behind a hedgerow:  I build up a base of fire, and pretty much suppress them.  Then I advance some unit(s) a bit to the side of the defenders (e.g. I flank them).  
    In some cases, there is a suitable hole in the hedgerow, but if I send units through it, the defenders often are still alive enough to shoot them up.  Another choice is to blast a hole through the hedgerow in a suitable place, but still, when units go through, they take fire.
    A third thing I've tried is to wait until units have reached the hedgerow, then change the suppressive fire to light (Y) and then hunt (U) the units that are on the hedgerow down toward the defenders without trying to cross to the other side. 
    In some youtube videos, I see units approach the hedgerow and throw grenades over, but I don't seem to have the knack to get my troops to do that (poor training, all my fault 8-).
    So, in short, any advice?  
     
  8. Like
    lsailer reacted to lanceh55 in Update on Engine 4 patches   
    Today I preordered the big bundle CMSF.  I have all of the old modules.  I paid full price because CM is the only games I play.  I hope the CM is a profit making operation.  I enjoy all of their games and hope they make even more.  Thanks CM gang.  
  9. Like
    lsailer reacted to Vergeltungswaffe in Update on Engine 4 patches   
  10. Like
    lsailer reacted to General Jack Ripper in A Hello from a new player to combat mission!   
    Now, now, Erwin, one can always type "Combat Mission Mods" into google...
  11. Like
    lsailer got a reaction from Mord in Something Very Wrong with LOS Through Trees   
    Being now a noob with about a month experience, CMxx really needs a long list of "pinned comments" that every beginner should read.  The proverbial FAQ.
    lee
  12. Like
    lsailer reacted to Josey Wales in Tactical use of splitting squads?   
    The danger of having a split squad is that each individual team will Rattle, Shake and Panic quicker when taking casualties than a combined squad. This is due to the percentages. 1 man KIA in a 4 man team is a 25% casualty rate, whereas 1 man KIA in a 12 man squad is...well you do the maths!
    There is a case to be made for keeping a squad intact for certain specific tasks. Although this increases the risk of higher casualties from explosives, it can be useful when you want that extra bit of punch and resilience.
    I will use a combined squad against a weakened position that I want gone but have no other means of getting it done other than to send in the grunts, and am confident that the position has been isolated.
    Additionally splitting teams in a green or conscript squad is the best way to ensure everyone runs away at the first sign of trouble. Also if you split a squad that is Nervous (when not under suppression), you will have 1 or 2 of the teams become Rattled when split.
    To add my 2 cents into the 'Fire and Manoeuvre' debate, I think that the concept would be clearer if the drill were renamed 'Fire, Fire, Fire, Fire & Manoeuvre'. The reason that this drill fails in game is typically because equal weight is given to each component. That is to say that a typical way of interpreting 'Fire and Manoeuvre' is to have 1st squad firing and 2nd squad manoeuvring (or 1 team firing and 1 team manoeuvring)
    If the 80/20 rule is used, then Fire and Manoeuvre becomes much more successful.
    Therefore;   'Fire, Fire, Fire, Fire & Manoeuvre'
     
     
     
     
  13. Upvote
    lsailer got a reaction from A Canadian Cat - was IanL in New issue in 4.02? Troops reluctant to fire on spotted enemies   
    I'm just a noob here.  But my take is, in life, other people often don't do what you think they should.  So it is in CM.
  14. Upvote
    lsailer got a reaction from Warts 'n' all in New issue in 4.02? Troops reluctant to fire on spotted enemies   
    I'm just a noob here.  But my take is, in life, other people often don't do what you think they should.  So it is in CM.
×
×
  • Create New...