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Found 8 results

  1. Hi everybody, I started compiling a document of the best tips I came across in these forums. They mainly relate to CMBS but many of them are applicable across all CMx2 games. Then I realised these might be of use to other players. It is a bit ad-hoc but I hope everyone is credited for their good ideas and sage advice. So here it is: https://www.mediafire.com/file/ytpps4p2fcwall7/Treasure_Trove_CM_Tactics_Info_V1.4.docx/file It is a docx so you can add your own tips or edit as you wish. (if you want to suggest other places I should put it then do so. I'm going to upload it to A Few Good Men too)
  2. 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?
  3. 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.
  4. So being new and naive I thought I'd play some short scenarios to teach myself. Enter "NATO Stolz von Bayern". Approx time to finish 10 minutes. I've spent around 4 hours on it, playing as a blue, turns, veteran. Results - getting my ass kicked, repeatedly. Trouble is a very high concentration of red troops in overwatch/concealed positions, they have BMPs which has a MG which smokes German Fuchs for breakfast. So, I need to rely on Panzerfausts. Trouble is that a) BMPs shred my anti tank units quicker than I can kill them. b) there is one immediate overwatch position available for Blue side,, but because of angles/LOS an effective position for a shoot is in a building. Which gets immediately compromised by BMP cannon. I've tried various "tactics", sneaking in, coordinated attack (to disable all BMPs) after very careful recon etc. Nothing works. I can somewhat get halfway there, but at very high cost in causalities. This is not how I play, I don't throw my personnel into a death pit What I didn't try is cat&mouse trick to lure these BMPs from cover/concealment to get a good shot. I am afraid I have nothing to play the mouse without being squished immediately. My instinct would be to call a couple of Tornados in for a CAS quick cleanup, but none available. I start to think it's one of these "the HQ forgot about us" moments, where 50% of your troops die. Any thoughts?
  5. I'm playing the first campaign, and over a dozen times, I've had people run away the moment fire starts to be exchanged. Why is this?
  6. Do you guys split your units often? Perhaps to have many people occupying buildings at the same time for area control? Only time I've actually used it wasn't a real combat situation, but during the training exercise. It does make people useful for scouts at least. Speaking of which, can buildings be used as scouting locations once you shorten the targeting cone? I'm trying to learn about every tactic I can use to my advantage, this game is really tough, even on the training difficulty.
  7. I know this is a pretty loaded question so let me break it apart. I'm watching Armchair General's tutorial on Battle for Normandy, and he said that the most important thing is fire superiority. This question is going under the assumption that this is 100% fact, so it can be used as a universal unit of trade. So, first, because it's 4am and I'm bored, let's define just what fire superiority is so we are all on the same page. Essentially, it is the measurement of Delta between you and your opponent's firepower; the bigger difference between them, the more superiority is had. On to the first part of the tactical conundrum: how do you spend firepower efficiently so you gain superiority? So, to elaborate on what I mean a little, let's start with "spending firepower. The reason I call it spending firepower is because everything you do in combat has the opportunity of making you weaker. Moving your units around the map, shooting at a target, firing artillery, all has a chance to limit or reduce your firepower, or reduce your resources. So, the question becomes how can you do this to your opponent, before they do it to you? How can you control the loss of your military to your advantage? The next part of my question applies to when you are already licking your wounds. How do you regain fire superiority once it is already lost? Now, I don't mean necromancy, bringing forces back from the dead, but instead how do you deal more damage with less firepower in order to turn the tides of battle?
  8. So, after getting this game yesterday, I'm having a hard time with it. I'm loving the game regardless of my failures, but I just have to ask, why do tactics fail here but succeed everywhere else? In most other games, there is the general idea of, "push first, and push hard" in order to capture your objectives. While I attack with what I believe are "overwhelming odds" (although without any intel to support this), by the time the battle ends, it was a horrific, bloody draw. In my current game, the first campaign mission, I've gained control of multiple areas, but barely nobody is alive to continue the attack, with most of the units written down as casualties (also, learning how to heal people would be great). So, making my attacks at least somewhat more efficient than a Skaven bumrush would be very useful information. My next question would be about artillery. I find myself completely dry halfway through the battle, which I wouldn't mind if I knew that it was being used effectively. My first targets at the beginning of the match are the objectives, in this case I bombard the school, or other clumps of buildings with hope to suppress or just wipe out many squads at once. What fire modes do you guys use under what situations? In exchanges of fire with other infantry, I tend to use light fire for short periods of time, and for groups like machine guns and infantry in buildings, I would use heavy for short as well. I don't use Long much because I'm worried that the fir will continue long after we push upwards into the location. Something someone posted that got me curious was to "always leave units in reserve". Does this help? Won't your attacking forces just get overrun immediately without strength in numbers? My last qustion is, how can you preserve the health of your units, and how can I reduce the number of times they just drop what they're doing to run away? It feels like the moment a fight begins, a unit is running away, and their fear level is difficult to manage.
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