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Showing results for tags 'armchair insurgency'.
Have been thinking a lot about Opfor in general (sucker for an underdog), and how to approach this with CMSF 2, particularly from a PBEM standpoint, and trying to be somewhat competitive. Doing some experimenting with CMSF 1: The heaviest option for civilians in CMSF will allow Combatants (not Fighters (Mujahideen), but the guys in camo and jeans), and possibly VBIED (but not taxis) to remain invisible until very close indeed - it seems like if these are Move-ing along city tiles, these won't be spotted until around 2 action spots away. VBIED seem to have some degree of stealth, but nothing like as much as that. Usually that doesn't matter, since they cover a huge amount of ground pretty quickly. They are not spotted directly, but the soldiers will still call out "SPOTTED AN ENEMY UNIT", etc. - so there's some contextual clues. Occasionally they might pop up with contact icons, but still nothing they'll directly fire at. Originally I thought this was a problem, but on further thought I think this might actually be okay - the manuals talk about spotting unusual behaviour in civilians, dogs etc., so this could be put down to that kind of observation. I was also originally of the opinion that this "stealth device" approach to modelling insurgents wasn't terribly great, but it does seem to match up to the tactical considerations quite well - hiding amongst civilians to get to point-blank range, etc. Combatants do not have the firepower to go into a straight fight with any Blufor squad, at least with small arms, and they're mostly equipped with small arms alone. This means that I suspect the correct approach is to force them into something other that a straight fight. E.g.: The mission is to attack a US squad, inside a police station. The plan is to use spies to discover their location, infiltrate (whilst holding fire!) to locations surrounding the building, then give them a really good reason to leave the building - ideally a VBIED, but perhaps an ATGM, mortar fire, RPG volley, whatever. The Combatants can then open up whist he US squad is fleeing the building, giving them the advantage that they need. Any technicals are ideal here as flankers - probably not engaging directly, but cutting off retreat routes. The TC 7-100 series are the recent OpFor guides for the US. 2 and 3 are of particular use: https://upload.wikimedia.org/wikipedia/commons/5/54/TC_7-100.2_-_Opposing_Force_Tactics_(December_2011).pdf https://upload.wikimedia.org/wikipedia/commons/e/e5/TC_7-100.3_-_Irregular_Opposing_Forces_(January_2014).pdf The interesting things here are how generic these are (the same basic concepts work for Syrian Mechanised infantry battalion assaults, or a fighter group ambushing a few HMMWV's). This generally splits a plan into three sections: Active Element - This is the element that will make the assault/carry out the ambush/manoeuvre onto the target. Security Element - Early warning for the approach of reinforcements, possibly delaying or preventing this. Typically this might just be an RPG team, but could include spies, IED's, mines, ATGMs, etc. Support Element - C2, Direct fires, Indirect fires and mobility. Direct fires will be MG's, RPGs and maybe an ATGM. Mobility is obviously civilian transport. The "C2" part of that is worth some thought. Irregular forces don't get much in terms of equipment, and I can't remember if there's much in the way of radios in CMSF. The Spy in Passage at Wilcox (CMSF 2 Demo) definitely has a radio, so there's that. I do wonder if it's worth using teams in taxis as messengers, sharing the spy spotting information horizontally? In any case, it's going to be important to pay attention to force (cell?) structure here, and a reasonable percentage of your force allocation should probably go on spies (or at least dedicated to spotting Combatants), since you'll need all the help you can get. This does leave the Fighters in a slightly odd position. Without the stealth of the Combatants, they're mostly useful for having better equipment (including ATGMs), usually a little better training, and higher motivation. Whilst that means that they're a good choice for the actual attack, they don't have the same ability to get close without some thought - I wonder if they're best used from concealment as the assault element, after the support element suppresses the target? That would leave Combatants in the Security and Support roles mostly, I suppose. E.g.: The mission is to attack a US squad, inside a police station. The plan is to use spies to discover their location, infiltrate RPG teams (whilst holding fire!) to locations surrounding the building, then fix them in place - unleashing a volley of RPGs and MG fire from multiple directions. The Fighters can then debus from civilian transport and storm the building directly. One idea I did read in the above manuals which I think could work well in CMSF is using taxis to form an impromptu roadblock - using them to block in either end of a street so that exits are impeded. The taxis will be destroyed, of course, but if it keeps the enemy in the kill zone longer, so much the better.