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About The Scenario This is one for the modern ‘Tread heads’ amongst you! This is a revised version updating the orginal to CMSF2, so you will need the base game CMSF2 to play this. Revised AI Plan using triggers; tweaked map using new CMSF terrain features and updated OOB for both Syrian Army and Rebels. This is SF2 version 2 which has a slightly reduced mission time based on player feedback. The actual scenario is very loosely based on events in Daraya, a suburb of Damascus where rebels from the Free Syrian Army (FSA) have attempted to create a stronghold near Damascus centre. In August 2012, the Syrian Army defeated the rebel forces and took control of the town. After the failed rebel offensive in late July 2012 ,the Syrian army started a campaign against rebels in the Damascus suburb. This, the 2nd Battle of Darayya, is the ongoing battle between the Syrian Army and the rebels in the Damascus suburbs of Darayya. In mid-December when the Army intensified their attacks with heavy shelling and Tanks raids into the city. This scenario depicts an armoured raid, typical of the tactics used by the Syrian Army to seize control of Daraya. You can view the video which shows these raids using footage (often filmed whilst under fire) shot by the rebels Syria - Men versus Tanks in Daraya - The Powerful T-72 Raids So your scenario looks like the scenes in the above film I’d suggest modding your game using the following excellent mods links are to CMODS: Longleft Flank’s Shot up Building; Pete Wenman’s ‘Squalor’ mod; Pete Wenman’s BlackSea favour objects for CMSF2 Map and Scenario Size This is a fairly small map although it’s very built up. Map Size: 720m x 512m Forces: Syrian Republican Guard armour Vs Syrian rebels (combatants and fighters) Best Played As Can be played RT or WEGO. This is best played Blue Vs Red AI or H2H only. There are two RED AI Plans. If playing H2H it is recommended the more experienced player takes the RED side. The scenario is NOT playable as Red VS Blue AI. You can grab it from TSDIII at the following link: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf-2-daraya-tank-raid/ Acknowledgments Many thanks to Buzz, Erwin and Snake Eye at the BFC forum who played through the early Blue Vs Red versions and provided a lot of feedback. Thanks to Lethaface and Sublime who played this H2H and provided excellent feedback in this regard. Thanks also to Slysniper who took the SF2 version for a spin and provided some useful feedback. Cheers Guys! Any comments etc you can email me at firstname.lastname@example.org
Branching out a post from my Ramadi thread into a separate topic. It's partly general interest, but will also include musings on how CM handles urban combat and urban terrain. I promise not to use the Ignore button lol.
Good evening all, @BFCElvis has granted permission for some preview pics to be shared with the community of the upcoming Dutch Campaign revamp. (The remaining CMSF campaigns haven't been forgotten ). Dutch Campaign revamp for CMSF2 is being handled by @Imperial Grunt and Ithikial_AU. Some of the key changes from CMSF1 version (slight spoilers) - Reworked briefings to provide more narrative flavour around the Dutch effort and it's role in the wider conflict. - Lowered campaign difficulty to be more accessible to players of varying skill levels. (Don't worry I don't think having to undertake MOUT missions with a small Company(+) force will be considered "easy"). There was an initial 15% casualty rule in the old campaign, equating to automatic scenario and potentially campaign loss - this was considered pretty harsh. Some hunting around archive forum posts on the Battlefront forums helped identify issues. We were also aware the CMSF engine had evolved since the original release, with automatic weapons now being much more lethal making this parameter difficult for players to meet. - Victory conditions and campaign script reworked for some scenarios to reflect their close timing and geography between battles. For example, shared support assets, no ammunition resupply, the next missions time of day dependent on the outcome of battle before etc. - Infantry replenishment added at key points of the campaign. - Maps tweaked to take advantage of new map features (water, bridges, fortifications etc). Some urban maps have been cratered/ruined to reflect the timing of the campaign in the wider conflict. - Changes to AI plans to take advantage of new features introduced since CMSF’s release. - Joint ops for all. (You'll have to play through the campaign to know what that means). So I guess the cat is out of the bag. I was asked to come on board to help out earlier in the year and the first task I got was helping out on this one. Most of the work is done with scenarios individually tested and tweaks made. We're just waiting on briefing graphics and final blind runs through the entire campaign to see how it plays. Obviously R2V has priority at the moment but for the modern war fans there's something around the corner. Cheers Ithikial "MOUT again?" Tweaked mission conditions and maps. The Syrians get some new toys. Your air support is no longer invincible. Reworked maps. In this MOUT engagement the city isn't as pristine as it once was.
Ok. So steep learning curve. I am well versed in urban combat however not in the mechanics of it in this game. I suppress I smoke and assualt. My guys get hammered once inside every time. I tried using the hunt command but they keep stopping in the roads. You veterans at this how do you best utilize the game commands to get positive results. If there is any resources on this please link. Again I have the tactics of it down but the way I am employing them ingame doesn't seem to be having positive results. thanks in advance.