Gungalley Posted July 16, 2021 Share Posted July 16, 2021 I've been playing CMBN for almost a month now, so I know the basics of the engine and basic theory of tactics. I've only just recently got CMSF2 a week or so back, and not counting the training campaign, I've got less than 5 missions under my belt. I recently started the mission, Canadian Club. Seeing that its a tiny mission, I was expecting an easy mission, but this was not so, at least for my relatively inexperienced self. The challenges I faced were 1. The green canadian troops. They are bad at spotting, and get suppressed easily. 2. Lack of heavy weapons. Apart from the MMG on the G wagon, and mortars that come many turns later, its mostly small arms that have poor range. 3. Having to rely on the G Wagon for fire support. Related to point 2, since I've got no heavy weapons, I would need to rely on the G Wagon for enough firepower as my base of fire. But being a bigger target and not exactly bullet proof, they get shot really easily and the driver and gunner panics. I must be missing out on some key fundamentals in my tactics because I haven't had as much success in SF2 compared to CMBN. Any tips or guidance would be appreciated. Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Monty's Mighty Moustache Posted July 16, 2021 Share Posted July 16, 2021 I actually played this one last week and struggled with the same. They are a recon force so the key I think is to not get into any heavy firefights with them, I used them to get my scouts into position using their speed and then had a couple of them in hull down positions to engage anyone the scouts found on the low ground (I went straight for the big hill to have a look around) and call in mortars. I then used the engineers to attack the objectives once they arrived, but ran out of time and got a minor victory. Good little scenario. 0 Quote Link to comment Share on other sites More sharing options...
Gungalley Posted July 16, 2021 Author Share Posted July 16, 2021 8 minutes ago, Monty's Mighty Moustache said: I actually played this one last week and struggled with the same. They are a recon force so the key I think is to not get into any heavy firefights with them, I used them to get my scouts into position using their speed and then had a couple of them in hull down positions to engage anyone the scouts found on the low ground (I went straight for the big hill to have a look around) and call in mortars. I then used the engineers to attack the objectives once they arrived, but ran out of time and got a minor victory. Good little scenario. I tried the same too. Sent the units I started with to the big hill. My snipers got into a long distance skirmish and didn't really come off too, while the g wagons kept getting hit by pot shots. The mortars helped a great deal, but they came really late. Also, another difficulty I faced was clearing buildings with a predominantly recon force. I just don't have the fire power. 0 Quote Link to comment Share on other sites More sharing options...
Monty's Mighty Moustache Posted July 16, 2021 Share Posted July 16, 2021 49 minutes ago, Gungalley said: Also, another difficulty I faced was clearing buildings with a predominantly recon force. I just don't have the fire power. I used the engineers to take the objectives as they have much more firepower 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted July 17, 2021 Share Posted July 17, 2021 6 hours ago, Gungalley said: Also, another difficulty I faced was clearing buildings with a predominantly recon force. I just don't have the fire power. You need grenades for buildings a squad can hide in them and wipes out anything. KT is Tall Sara. I would send a scout and sniper there it is your call. The scout (Moving Quick) was receiving fire the range is 550 meters (A calculated risk) The sniper was on hunt he spotted the LMG there is also one more contact. Spoiler 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted July 17, 2021 Share Posted July 17, 2021 For the execution Mortars and the APC's were the key. Mortars on Airburst and the APC's for breaching walls buildings. For the scouts use their Guided Missiles they need to get out of the vehicle. The unconventional troops are green too, I didn't have that impression in the game. Airbursts are effective the only sidearm which had succes was the sniper five kills. Fire power is combined arms 'Observation and Fire Positions'. Small games are not the easiest this was harder than the last game which was 'The Thin Black Line.' 0 Quote Link to comment Share on other sites More sharing options...
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