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GladiTimor

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  1. Like
    GladiTimor got a reaction from Ridaz in Saved Game for Russian campaign after 3rd mission   
    here you go:
    https://easyupload.io/l366d3
    password is ASD.
     
  2. Like
    GladiTimor got a reaction from ZackTactical34 in What the actual hell is this game?   
    Well, it's a hard pill to swallow (was for me also), but the game is right in principle, although one guy defeating two US squads is a bit extreme. IRL doing FISH with "tacticool" swat\coin like room clearing tactics against a prepeared\entrenched opfor will end in disaster for your troops. You always want some fire from the outside, especially of the explosive type that can go inside the building to do its job.
  3. Like
    GladiTimor got a reaction from George MC in What the actual hell is this game?   
    Well, it's a hard pill to swallow (was for me also), but the game is right in principle, although one guy defeating two US squads is a bit extreme. IRL doing FISH with "tacticool" swat\coin like room clearing tactics against a prepeared\entrenched opfor will end in disaster for your troops. You always want some fire from the outside, especially of the explosive type that can go inside the building to do its job.
  4. Like
    GladiTimor reacted to agusto in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  5. Like
    GladiTimor got a reaction from BarendJanNL in GILL ATGM is broken   
    True and I guess that's how it works in CM. The current problem with advance ATGMs in CM is that the pixeltruppen prioritize the reloading animation which means that you can't make them really fire and forget, rather: "shoot, wait 20 second for the gunner to reload and get killed, then order his assistant gunner to buddy-aid his corpse later"
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