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Everything posted by Khalerick

  1. Now this fight club, I'm vaguely aware of its rules, but how do I get in?
  2. Is this the Marines campaign like around 4 or 5 where there's a bunch of Syrian tanks? Not sure why I'm asking, it's just a trench yet I get deja vu from it
  3. Balconies got at least five or six of my guys shot dead. Eventually you work them into your scouting: is an enemy here, and is there an enemy balcony here
  4. I streamed this battle awhile back for anyone interested. Took 5ish hours to complete. Elite difficulty, turn-based, and trying to play fast of course leads to mistakes as does actual mental exhaustion of streaming and talking while playing, which CM isn't really tailored for (ordinarily, I'd play a single scenario across a week or two, not one sitting). Nevermind doing this after working but hey, here it is. Highlight: Combat Mission Shock Force 2 - Breaking the Bank, Heavy Urban Environment - Twitch My own approach and of course ~ Minor? SPOILERS ~ First thing I looked at in the battle was that I did not have enough soldiers to tackle the whole town. Second thing was that the middle areas were an obvious, Cannae-shaped kill zone and should be avoided. With that in mind, I chose the left flank for attacking and held one platoon on the right. The idea was to have the advancing element swing through most of the objectives including the 'bank', and at that point I would then start moving the right flank up to complete a total pincer on the final objectives, but this ended up not being necessary. A few things caught me offguard, including the surprise counter-attacks that spawn right on top of your guys which I of course whined about. I also found the culdesac entrance was indeed a killing zone as a grenade launcher managed to easily wound or kill a few of my men the second they showed their faces. One squad died to an ATGM as well which was quite unfortunate. Tactically, the map plays by the book, and if you just be careful it can be done as you can largely use the urban environment to dictate the firefights. You're guaranteed to eat losses in places just by the nature of urban combat, though, and I certainly had my share. My main operating assumption is that there is an enemy in every building and to act according to that principle. The scenario does give you oodles of vehicles to use, but I was too scared to deploy most of them heh. That said, if a vehicle was in combat range, it was shooting: either at enemies or where I assumed enemies were. Unused ammo is of no use, so better use it. Some of my assets went unused or underutilized but that comes with the territory of approaching scenarios blind. I also tried to not demolish every structure possible to maintain some LARPing value as a prop'er British bluefor heh. I believe I got lucky in some regards and unlucky in others, so it all evened out. The luckiest factor was the map simply ending when it did, instead of requiring me to greenlight the 2nd offensive into the rightflank. There was a solid contingent of Syrians left on that flank, and in the back of the map a smattering of elite Syrian soldiers still lingering around. They were inflicting damage, too, right up until the end of the map. I personally don't think it was the 'victory' the game gave me, but hey I'll take it. ~ SPOILERS end? ~ All in all, it's a tough map. I think one of the toughest out of SF2's catalog as it punishes mistakes and over aggression with force-deleting measures.
  5. War, Economy and Society, 1939-1945 by Alan Milward. Not exactly a thrilling book by any means, but an enjoyable one for those who like to look at modern warfare as more or less extensions of flexible industrial capacity. I might be a bit biased though as I'm a full believer in certain deterministic aspects of WWII tailored mostly to the economic strengths of the fighting nations. The Redundancy of Courage by Timothy Mo Basically a fictional book about the non-fictional war in East Timor. I reference it because it's exceptionally well written, yet largely unknown.
  6. That's a great picture. Really restored my constitution after seeing the sparkly T34's.
  7. I had two of these happen in the same turn in a PBEM match. Mine was from Shock Force 2, a bullet caromed off a building, crossed the street, hit a wall there, then dipped into a hidden insurgent spy who died instantly. Sometimes it just has your name on it. Elsewheres, the same thing happened to a Syrian soldier hiding behind a destroyed VIED, was less dramatic though, mostly just a quick pingpong that nailed him. I've moved countries but if I ever get around to setting up I'll fetch the videos (looks like streamable took them down). Yours is extremely dramatic cause it looks an NBA play haha. I actually think it might happen more than we realize, but the shooting is so chaotic (a given) that we probably don't even notice half the time. The craziest 'ricochet' I've seen was actually a Panther's round that skipped off a Sherman's glacis and spiraled way over the battlefield and hit a crop of trees, instantly killing an entire mortar team I had moving beneath it. They weren't even close to the action so I was initially befuddled as to how they disappeared from the map. You can imagine my unraveling the mystery in reverse like some wayward battlefield Columbo heh.
  8. By Fall... wouldn't there be another in the CM lineup being released on Steam at that time?
  9. British tanks are offensively ugly. Most look like first cousins to field tractors.
  10. I mostly use snipers for spotting with restricted firing arcs. I think the way it depicts their accuracy in actually hitting targets is fairly on point. I did have a PBEM game where I setup an Elite US marksman squad in a forest to spot out of, and it got bumrushed by Syrians. They peeled back to a cozy spot just before exiting the treeline and ended up shooting over a dozen Syrians coming through the brush. Not even sure they ever missed, but the lethality from what was basically a couple guys was pretty shocking. My opponent also never could make a spot on them despite the close proximity. The .50cal rifles I'll let them shoot now and again. In SF2 they can sometimes penetrate BMPs. The conversational ricochet with its occupants is usually enough to make abandonment an agreeable choice.
  11. Once you get past like 1943 the up-gunning is winning the armor battles to the point where getting hit at all is pretty bad for your health and things like fire control, range finding, accuracy, etc. begin to take primacy. I think it was in one of Glantz's books where he stated by that year the T34 was getting penetrated something like 90% of the time at ordinary ranges whereas earlier in the war it was more like 30%, then 50%. So if it's late war my choice would be one of the American tank destroyers, as the doctrine was typically fire support & counter-attacking instead of head on mano y mano. The M18 also looks sexy, if we're going by which metal coffin is most aesthetic.
  12. Likely, but the U.S. military does seem to have a growing import placed upon mobility, speed, flexibility, etc.
  13. Interesting... the obstructiveness of destroyed vehicles isn't simulated quite right. Here's another thread where tank-rounds are going through the destroyed vehicles: As far as the soldiers themselves, this can happen sans-vehicle. The AI will sometimes do this with the attached grenade launchers so they do seem rather cavalier at times with their explosive content. Example: https://streamable.com/pthird I'm assuming they ran out of ammo and the AI prioritizes the target over reloading and ends up blasting a grenade round at pointblank. (IMO, the bigger point here is they need melee combat back in there...)
  14. I sense PaperTiger's aura in this post.
  15. IMO, sandbags and similar static defenses should be even easier to spot ...
  16. Patch what, exactly? Constructed defenses are very visible by design. There are still ways to obscure them and keep them in keyholes and the like, but if an attacker is just staring across the field it's not like a big stack of sandbags is going to go unnoticed.
  17. 500m+ is very, very far. Considering people who are shooting at each other are usually doing so from prone positions and/or behind cover, I can't imagine the targets to hit being particularly easy. My understanding is that they learned very quickly during WWII that such engagements weren't worth the effort. As the fire support tech got really advanced, it became extremely problematic for defenders to engage at such ranges. After all, if you shoot at someone at 500m, and that someone has a radio who can chit-chat with a guy who has a much, much larger gun than yours, or perhaps even an airplane or jet, then you should probably not take that 500m potshot. And so all those visible fortress networks which dominated defense budgets leading up to 1940 quickly fell out of use by the time 1945 rolled around. With static bunkers going the way of the dodo, defensive engagements turned into close-range ambushes or fluid skirmishes meant to draw attackers into counter-punches. As someone who just plays Normandy & Shock Force 2, the primary thing I notice is that the lethality of ambushes has ramped up considerably (which I think is what you're referring to about guys being minced very fast). However, I think you might be running into a smaller scale instead of sheer lethality by itself. Getting shot at in the open is bad for your health whether it's an MG42 or an M249, and the end result as a basis of time when being ambushed by WWII tech or modern tech is mostly a matter of seconds. SF2 feels particularly punishing because the assets on hand aren't so 'epic.' You probably feel the sting of those short-range firefights because you're often operating within the constraints of a smaller engagement, as opposed to Normandy where a typical battle has you maintaining large tactical reserves just cause there's so many bodies available. After all, it's extremely common for SF2 bluefor objectives to be, in essence, don't lose a squad. This is actually why I find the Cold War setting rather appealing -- because we'll basically be seeing those two elements being smooshed together. So instead of fearing lethality, I'm curious about lethality + large peer-to-peer engagements. My opinion, of course.
  18. Would it shock you guys to say I also have a video clip of ricochets causing casualties https://streamable.com/scffu2
  19. To clarify, I was speaking to CMx1 and that it as you say not modeled at all in CMx2.
  20. I believe CMx1 paid attention to speeds on muddy terrain? IIRC, it's not going around fast that prevents it, but going slow. If you go too fast in mud you actually grind yourself into the earth. If you're in a regular vehicle it's one thing to fly over mud with some momentum, but a tank is too heavy so you have to go carefully. That was my understanding, anyway.
  21. @Chibot Mk IXit's the caliber of the round. I frequently run into buildings being shot up for suppression and do not suffer casualties -- if I'm doing it with small arms. However, if you are shooting large caliber rounds then it can kill your own guys. .223, .30, etc. won't do it, but .50, I mean that's something that can punch holes in concrete. To prevent the above, give them a target arc so they're not opening up with your own friendlies in the firing lane. This is true of a lot of stuff. In one of my previous PBEM games I was the assaulting force in an urban enviro. Friendly fire was almost as big of an issue as contending with the enemy itself. But sometimes it's also just... acceptable to eat some friendly fire. (Don't tell the troopers that.) I actually have an example just like yours to show. In this case I'm using irregulars to look for contact. They make said contact, but all the US forces standing by were basically free to fire. What ended up happening was the guys running to the building side got lit up by a humvee's .50 and I believe one got killed by a 25 or 30mm cannon round. Base of fire POV: https://streamable.com/5lgg4p Irregulars POV: https://streamable.com/6dnp34
  22. If I have my troops in awkward, hilly positions where their profile is low and enemy armor is either on an even plane or downhill, I've seen tanks sail shots over their heads and generally have a hard time dialing it in. This is true in SF2/BS as well. However, I have noticed that if tanks have the higher ground they tend to be remarkably accurate with the shot placements.
  23. Same pathline, though a bit earlier as I rotated to CM with that demo it had back in I think 1999. I wanna say it was a on a PC Gamer disc, can't quite remember. Also wish CM shared Close Combat's eye for operational stuff. A Bridge Too Far's resource balancing was a particular favorite of mine.
  24. Displace/egress order would be nice. For PvP, it would be a massive buff for defenders. I think it would most benefit the irregulars from Shock Force -- imagine being able to shoot an RPG and then get the hell out of dodge ASAP instead of evaporating instantly in the face of BlueFor's reaction.
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