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US Army and Marines Train for Underground Warfare


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This is a major trend for both the US Army and the Marines. As such, I believe it deserves to be here as something to be at least considered as the CM game system evolves. We had simplified sewer movement as far back as CMx1, but what's discussed here is so granular that even CMx2 may not be able to handle it. Even so, am of the opinion and belief BFC, if not already aware, and the CM players in the larger sense, need to be aware of this. There are some 10,000 known underground complexes outside of the US, which gives some idea of the magnitude of the problem. Most of these are not DUMB (Deep Underground Military Base) type zones, but rather, sewage, utility, transport and communication tunnels under cities, any of which can be a nightmare for attacking troops. Ground seized above will never be secure if what lies beneath isn't.

https://www.militarytimes.com/news/your-army/2019/02/26/the-subterranean-battlefield-warfare-is-going-underground-into-dark-tight-spaces/

Regards,

John Kettler

 

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                    The squad leader games featured sewer movement even in its most basic form. maybe an underground set of levels in the editor could do this dimension in cm2. the troops would move into a building perhaps and be given the option to go to level -x making where the troops go show clear to who has los in a given location.

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3 hours ago, grungar said:

                    The squad leader games featured sewer movement even in its most basic form. maybe an underground set of levels in the editor could do this dimension in cm2. the troops would move into a building perhaps and be given the option to go to level -x making where the troops go show clear to who has los in a given location.

although it´s just an expedient one can drop down multi story building into -3m ditch locked AS. With some the leveling terrain types around (pavement i.e) the buildings then shows leveled/even with surounding terrain more or less. With the buildings basement level then below ground the second story then serves as new ground level. Editing window/door layouts for modular buildings one also achieves halfway convincing looks and functionality. Adding balconies (with or without railing) also allows exiting the building via that balcony, but not entering unfortunately. Entering is still at the now below ground level which holds true for any other building placed like this. If BFC finds ways to mold such structures into the ground mesh and same time adapting the pathing nodes I don´t see major difficultiies to at least allow certain below ground structures like this beeing implemented. Maybe easier said than done but mentioned method proofed working in my games.

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