Jump to content

AAR Captain Kangaroo goes to war


Plugger

Recommended Posts

Note: This is a CMSF user made scenario called ‘Hammertime 3.0’ which I can highly recommend. It’s played on Elite level, real-time with the 1.04 patch. Believe it or not I haven’t played the scenario before and didn’t do any save/restore reruns. It is as it is. And no, I’m not a direct descendant of General Patton.

If you wish to play the scenario then feel free to read the first post below as it won’t give too much away but reading beyond would definitely be one big spoiler. If you’re keen, read the first post, play the scenario (available from CMMods) then come back and read the rest.

This AAR is written with an element of entertainment rather than a strict blow by blow account. As such it isn’t politically correct. Neither am I. Please don’t take offence as none is intended.

Cheers,

Plugger

Link to comment
Share on other sites

Like most recent American wars, Australia plays a part, albeit a small one. Circumstances found me, Major N. Kelly, a.k.a ‘Captain Kangaroo’, assigned to a heavy mech task force punching down route 66. Normally I’m there purely in an observatory capacity but circumstances (haemorrhoids, I think…) found me temporarily in charge of task force “Hammer”, on the day.

Given that I’m the only Australian south of the Sinai desert this presented a few curly cultural problems. The American military machine is not accustomed to being told what to do by foreigners. Fair enough, but I have talents that few others possess (I can drink a hell of a lot of beer in a short space of time) and given the sudden absence of Colonel Sandpaper-Ass, I’ve stepped up to the plate. For today.

Yep, they are ‘vectoring in’ some General from Iraq as fast as they can but heavy sandstorm activity down south has slowed his passage so I’m it until he arrives. Why do I see so many eyes rolling heavenward? Bugger me, don’t they know I can spell ‘tank’, backwards?

Clearly not.

Well, here we go. It’s 0600 and my - well temporarily mine, they tell me I’ll be kicked out of this job by lunchtime - scouts report entering the southern village. Today’s exercise in military might and muscle is to take down the town a click or two to the north. Shouldn’t be too hard. Here’s a quick sit-rep.

kangaroo1.jpg

There’s a canal running north/south to the east of the main road which seems to traverse irrigated fields. There is a darker swampy area roughly in the middle and the main approach road sits on a slightly elevated base to the surrounding terrain. The Battalion drones have all been grounded due to adverse climatic conditions (Don’t know why, this is a-day-at-the-beach weather. Perhaps it is all done on a need to know basis and I’m out of the loop?) so there is little in the way of intel. Satellite pictures are all out of date and, anyway, haven’t proven to be of much use to date as the Syrians have proven adept at camouflage. I’ll just have to wing it.

So basically some flat countryside with a bunch of mud brick dwellings at either end. The swamp is a concern. Snakes. Lots of snakes in swamps.

The scouts (a couple of Bradleys, a few hummers and some fleet-of-foot troops) are hunkered down in the village to the south, having their morning coffee and waiting for the word.

kangaroo2.jpg

So I give them the word, plus a few choice extras, and a certain Captain Houghton (He of the squinty eyes), in command (I’m yet to be convinced about that…) of the scouts, snaps to attention with a burr up his bum and high tails it up onto the roof of a nearby two storey building. He orders one of the Bradley’s to carefully hunt down the main road, careful being the operative word here.

kangaroo3.jpg

Almost immediately a Syrian RPG team is spotted to the left, lurking in an irrigation ditch. The lead Bradley pops smoke and lays down area fire while the second Bradley races forward to the edge of the smoke blanket to get into position to splat the bad guys. The Bradley’s see-through-the-smoke capability is good gear. Captain Houghton, man of action that he is, cautiously peeks over the roof wall and calls in the play to HQ on his radio. Damn, this is getting exciting.

kangaroo4.jpg

Link to comment
Share on other sites

I can almost smell the smoke from here. With all these palm trees around I could just as easily be back in the jungles of Timor. There’s an old jungle fighter’s saying – “Always sleep with your boots on”. Good advice that. Lots of creepy crawlies in the jungle. And snakes. I make a mental note to pass it on down the chain of command.

While we are on the topic of jungles I’d better own up and admit that the reason I’m on secondment to the US Army is that certain members of the Australian military establishment, psychologists and the like, i.e people who don’t know one of end of a gun from the other, are of the opinion that I’ve seen a little too much jungle and that a spell in the desert would serve to ‘actualise my potential’. Wankers.

A problem has arisen. The RPG team has decided to go to ground in their ditch, out of reach of the Bradleys. Sneaky bloody Syrians, stand up and fight you bastards! Unfortunately I can’t let them be as they are only 150m abreast our main route of advance. They’ll have to be rooted out and eradicated.

None of this namby pamby ‘neutralising’ bull****. We Australians don’t neutralise anything bigger than a can of paint. We ‘eradiate’ them. And if that doesn’t work we feed ‘em to the snakes. Did I mention the snakes? Had one fall on my head in Timor. One moment I’m sneaking through the jungle and the next I’m mortal combat with an evil hissing serpent trying to fang me in the carotiod. Hideous.

You won’t catch me standing under a palm tree. Or wading through the swamp. Jeez.

Hey, back to the job at hand. Focus, son, focus.

There are a couple of options for dealing with the RPG team. Cap H., undergoing a temporary blood surge to the brain, suggests disembarking the 2nd four man scout team from one of the Bradleys and have them race across the open field, jump into the ditch and kung-fu the bad guys. Or something. What a Wally.

It’s obvious to all and sundry that a four man team racing across an open field isn’t going to be anything other than fertilizer before they get half-way across. There is bound to a Syrian MG tucked away somewhere waiting for just such an occurrence.

We could do a charge of the light brigade with the Bradley’s but that’ll only put them broadside on to any ATGM sitting downrange. Nope, I’ve got a better idea.

Cap. H. hums and haws – squeaks and squawks is more like it - before reluctantly giving the required orders. Talk about flaky pastry. That boy is starting to get on my nerves.

kangaroo7.jpg

One hummer hangs back providing overwatch while another hoons up the nearby dirt track and goes for the jugular. The two Bradleys on the main road provide additional covering fire if required.

kangaroo6.jpg

In fact I’m so taken by this minor tactical vignette that I’m seriously considering taking notes and submitting it to the Duntroon Royal Military Academy back home as a case study on how to neutralise ditch dwelling deadbeats.

Mmmm… Maybe not. Once my point hummer reached a ‘hose down the ditch’ position I find out that it is a specialised recce unit, one not armed with an MG. Or anything. Whoops. Perhaps I should have listened to Houghton the mouse.

So my recce hummer turns up, burps, farts, takes incoming fire and then gets to hell out of dodge, rapidly reversing back the way it came. Not a good look.

I ponder plan B. Mortars. Five minutes, minimum, says the mouse. Too long, says I. “Get it fixed Houghton or you’ll be retrained as a tunnel rat!” Lots of squeaking on the radio. I offer some guidance. As his superior officer I feel obliged.

“Use the Bradley’s man, the Bradleys.”

One of my staff attendants turns the squelch on the radio up a notch so I don’t have to listen to slurs on my cultural background. Peering at the BLUTRACKER screen I see the rear most Bradley backtrack through the village before advancing halfway up the dirt road and disgorging its four man scouting team.

kangaroo8.jpg

Once they creep through the long grass in the field and pop up over the lip of the ditch, offset a little from the Bradley to avoid it’s covering fire, it’s all over red rover. Job done.

kangaroo9.jpg

Well how about that. It’s 0608 and I’ve won my first battle. If I keep this up they may let me stay in the saddle till dinner time. Unfortunately my scout team at the ditch radio’s in multiple OPFOR sightings, including vehicles. It’s about to get sticky.

[ December 26, 2007, 01:42 PM: Message edited by: Plugger ]

Link to comment
Share on other sites

I ask the Mouse to provide details of the sightings. The Mouse, who I suspect is flat on his belly and unable to see diddly squat, stammers out that he can see some infantry.

“Righto Houghton, call down some artillery on them.” That’ll keep him busy and out of my hair for a while.

“Who’s in charge of the scout team?” I shout at a lackey, back at HQ. “Sergeant Frizzle”, comes the almost instant reply.

At least somebody is on top of the situation.

I call the Frizz directly on the radio, bypassing the Mouse. Having a functional hierarchy of command is well and good but all it takes is one wimpy rodent and before you know it you are flat-lining.

Sergeant Frizzle, who sounds like a soldier should sound, i.e with a deep bass voice resonating from balls that must drag on the ground behind him, tells me that he’s currently hiding in the ditch and can’t see much. He adds that standing up to have a good look around might not be a life-enhancing decision either. I respect his judgement and together we decide that he should carefully creep down the full length of the irrigation ditch and take up an observatory position in the farmhouse to the north. I stress the need to see but not be seen and I get a fast comeback all about eggs and my mother.

I’ll wear that.

The Mouse, listening in on our conversation, interrupts and ‘strenuously objects’ to one of his scout teams being pushed so far out in front of the Bradleys. To ease his mind I order both Bradleys to creep forward a little and to shoot at anything that even looks like a Syrian. I then tell the Mouse to bugger off and play with his artillery and leave the thinking to me.

Annoying rodents to one side I have to admit that I’m having second thoughts about the farmhouse that I’ve ordered Sergeant Frizz to creep into. Yes it does have an excellent view over the next section of battlefield but it’s awfully conspicuous and if I was the Syrian in charge I’d be making good use of it one way or another. On the other hand I can’t think of a better plan other than pushing the Bradleys further down their respective roads which I suspect would not have a happy ending. I need to get a better idea of enemy dispositions before advancing further.

kangaroo10.jpg

So the farmhouse it is. Sergeant Frizz has got a covered route almost to it’s door and besides, aren’t scouts supposed to scout?

Link to comment
Share on other sites

Sergeant Frizzle, who sounds like a soldier should sound, i.e with a deep bass voice resonating from balls that must drag on the ground behind him, tells me that he’s currently hiding in the ditch and can’t see much.
Lol. I like to read that. smile.gif

Waiting for more to come. I dont understand every word because im from German and my Dictionary dont have them but i can guess what it means.

Great Effort!

Link to comment
Share on other sites

Good story but ...

“Given that I’m the only Australian south of the Sinai desert“

In case you have forgotten Syria is in fact North of Sinai.

In addition you seem to forget the guys in Sinai (OP Mazurka), those in the Sudan (OP Azure) as well as those deployed closer to home in Timor (OP Tower and Astute), the Solomons (OP Anode) oh yes and everyone in Australia all of which are “south of Sinai“.

Not sure we want you back after your attachment if you are that geographically embarrassed.

[ December 26, 2007, 08:39 PM: Message edited by: gibsonm ]

Link to comment
Share on other sites

Originally posted by Plugger:

To ease his mind I order both Bradleys to creep forward a little and to shoot at anything that even looks like a Syrian.

So they should fire upon anyone that appears swarthy? :cool:

I'm enjoying the read immensely. Thanks for posting it.

Link to comment
Share on other sites

Originally posted by gibsonm:

Good story but ...

“Given that I’m the only Australian south of the Sinai desert“

In case you have forgotten Syria is in fact North of Sinai.

In addition you seem to forget the guys in Sinai (OP Mazurka), those in he Sudan (OP Azure) as well as those deployed closer to home in Timor (OP Tower and Astute), the Solomons (OP Anode) oh yes and everyone in Australia all of which are “south of Sinai“.

Not sure we want you back after your attachment if you are that geographically embarrassed.

No, it is merely the way of his people to confuse North with South. Comes from walking around upside down down there, and from being descended from convicts who weren't deemed cunning enough to the Poms to be hanged at Tyburn. DO try to be more culturally sensitive in future. :cool:
Link to comment
Share on other sites

Originally posted by LongLeftFlank:

</font><blockquote>quote:</font><hr />Originally posted by gibsonm:

Good story but ...

“Given that I’m the only Australian south of the Sinai desert“

In case you have forgotten Syria is in fact North of Sinai.

In addition you seem to forget the guys in Sinai (OP Mazurka), those in he Sudan (OP Azure) as well as those deployed closer to home in Timor (OP Tower and Astute), the Solomons (OP Anode) oh yes and everyone in Australia all of which are “south of Sinai“.

Not sure we want you back after your attachment if you are that geographically embarrassed.

No, it is merely the way of his people to confuse North with South. Comes from walking around upside down down there, and from being descended from convicts who weren't deemed cunning enough to the Poms to be hanged at Tyburn. DO try to be more culturally sensitive in future. :cool: </font>
Link to comment
Share on other sites

Reports are streaming in from Brigade HQ of heavy fighting in Al Fud. Where the hell is that? Is it nearby? Do I need to worry?

I’m handed a map and I’m buggered if I can find Al Fud or Al anything. A nearby subordinate kindly suggests, in an overly loud whisper, turning the map the correct way up. Heads fast track sideways like guidance radars in my direction.

Damn. One good thing about being in the jungle is that everybody got lost, not just me.

“In the southern hemisphere, gentlemen”, says I. “That’s how it’s done”. Bull**** baffles brains but are they that gullible? Mmmm… They don’t look it. Better tell another snake story.

0610 and reinforcements arrive. Yahoo. The 1st Mech platoon (4 Bradleys and a full complement of troops) under the dubious command of one Captain Shelman (-1 rating and Regular. Probably a distant relative of the Mouse) turns up in the eastern part of the village while the 2nd Mech platoon (same size) fronts up in the village west. I take particular note of the 2nd Mech platoon. They are the battalion’s crack unit and are under one of the best commanders that Fort Bragg has produced, Captain Lewis (+2 rating).

I decide to keep Captain Lewis and his platoon of hit-men in reserve until the situation becomes clearer. Captain Shelman’s 1st platoon immediately swing into action, taking out a BMP-2 infantry carrier lurky between a couple of farm buildings to the east.

kangaroo11.jpg

Keeping the momentum rolling I order Shelman to move his platoon to the right, form up and then conduct a twin-pronged advance up the two eastern dirt tracks, A & B which constitute the boundaries of the canal.

kangaroo12.jpg

Both avenues of advance offer clear fire lanes for any Syrian ATGM’s that may lying in ambush. Shelman, hopefully, will exercise caution in both first approaching A (perhaps by sending a Bradley up the small connector road the joins into A at the edge of the village), and in crossing the bridge that leads to B. Is Captain Shelman up to the task? I’m not certain given his resume but seeing that I’m already having to micro-manage the Mouse’s men I’m not in a position to do anything other than have a little faith. Fingers crossed.

Link to comment
Share on other sites

O.K. A few minutes later and it appears that Captain Shelman has done well. He’s positioned one Bradley with good sighting directly up route A. The other three Bradleys are tucked out of sight at the village’s eastern edge.

I expect he’ll send one across the canal bridge and position it facing up route B before deploying the remaining two Bradleys.

Good man.

kangaroo13.jpg

Sergeant Frizzle, over to the west, has managed to work his way up towards the end of the irrigation ditch that leads to the farmhouse without being spotted – or being fanged by a snake. Excellent.

The Mouse has prepped mortar fire on a nearby Syrian infantry position.

The plan is to have Frizz and his team sit tight until the mortars start falling and then, and only then, make a dash across the small open space and into the farmhouse.

The two scout Bradleys are sitting tight, ready to open up on any visible threat. 2nd platoon remains in the village, uncommitted.

Link to comment
Share on other sites

In the midst of Shelman deploying 1st Platoon for their canal-side advance, another BMP-2 is spotted, north-west and a good 750 metres away. The lead Bradley on the eastern side of the canal opens up while the other Bradleys continue moving into position.

Splat!

kangaroo14.jpg

I’m starting to think that I’ve overestimated the potential threat. Fifteen minutes into the battle and we’ve taken out two enemy vehicles and an RPG team for no loss. Not even a thrown track or bogged Bradley.

Even the sceptics back here at HQ are beginning to crack the odd smile or two.

It wasn’t this easy back in the jungle. Did I mention the size of the snakes back in Timor?

kangaroo15.jpg

The Mouse’s mortar rounds finally arrive. Sergeant Frizzle and his scouts make a dash for the right-hand side building. The larger, middle one is the obvious place to go but I’m loathe to do the obvious.

The Frizz has had a full five minutes to examine the three buildings at close range and he has seen no indication of any Syrian presence.

Why, then, do I still have a bad feeling?

Link to comment
Share on other sites

Thats not true Taki, you can do two things to aid your entry into buildings. One is to stack up on an out side wall for 15 seconds or more. Second you can hunt into the building. I found stacking outside more effective, but the risk is MUCH higher.

If you go for the stack approach use some supprisive fire on any possitions that over look where you stack.

You are right that the spotting "on entry" is flakey but i think they did that to give defenders a chance of an ambush.

Link to comment
Share on other sites

kangaroo16.jpg

The Frizz makes it safely into the right hand building. He radios in that they can hear Syrian voices nearby but this could be coming from the close by infantry position that is currently taking mortar fire.

Not much can be seen from the building so Frizz moves his men up onto the roof. Several Syrian units are spotted but before the Frizz can put his binoculars on them a third BMP-2 is seen over to the north-east in the objective town.

I tell the Frizz to extract his men off the exposed roof quick bloody smart and to relocate to the western building before they start taking incoming fire from the BMP.

He asks for permission to enter the larger, middle building.

I’m reluctant to give it and hedge for time, asking him to check in with me once he’s relocated.

kangaroo17.jpg

Unfortunately I must have failed to make my orders clear. Or perhaps Sergeant Frizzle misunderstood my Australian accent.

Instead of moving downstairs and over to the next building via the concealed courtyard, Frizz goes via the exposed rooftops. The BMP opens up and a squad of Syrians behind a wall directly in front of the farmhouse spray bullets through the windows.

“Man down! Man down!” yells the Frizz, frazzled and teetering on the edge of panic.

“Fast movers, f’movers, N-O-W!” interrupts the Mouse in a rabid squeak, unhelpfully, on the radio net.

“We’re pinned down and taking heavy fire!” shouts the Frizz, overriding the rancid rodent.

“EVERYBODY SHUT UP” commands I, “HOUGHTON, SAY ANOTHER WORD AND I’LL SHOOT YOU” I add, to make it clear exactly who ‘everybody’ refers to.

Nothing worse than having everybody yelling and running around like a bunch of headless chooks. It’s bad for morale and besides, it takes me straight back to the time when I had the serpent wrapped around my neck. Somebody yelled up a storm then and it wasn’t the snake.

After a long moment or two the situation stabilises, more or less. Sergeant Frizzle, still with his head on the wrong side of frantic, calls for an immediate medivac, air support, back-up, anything…

The mouse, on the other hand, appears to have slipped into some kind of marsupial funk as all I hear are the occasional whimpers on the net. Good.

The tactical sit-rep as of now is that we have a four man scouting team, under Sergeant Frizzle, pinned down and isolated in the western-most building of the farmhouse. Two men are reported wounded and in need of urgent medical attention.

O.K. Time to get serious. We need to push a Bradley up to the farmhouse ASAP and evacuate our team. Provided the Bradley stays within the lee of the farmhouse, out of sight of the bad guys, with enough smoke we should be able to manage it.

It’s right about now that the door of the Command HQ bunker slams open and a buzz-cut, pea-brained, nose on legs (Check the size of that honker! You don’t get one of those in the standard issue kit. Must be Special Forces.) stomps in and informs me that, as of this moment, I’m no longer in command.

The Proboscis orders me out the door and into the chopper where I’m to be taken back to Brigade HQ for a ‘debriefing’.

Without a single ‘thank you’ or a ‘get me up to speed on the situation’ or even a ‘good morning to you’, I’m dismissed. Nobody looks in my direction. Eye contact is conspicuous by it’s absence. Out I go. Don’t call us, we’ll call you.

Bloody wonderful. Thanks a bunch.

Link to comment
Share on other sites

So the AAR is over here? Nooooo!

@Hev: There must be a Chance for a Spotting Unit to find enemys lying in an Ambush if you Spot there for a Few Minutes. But as it is RIght now you can look donw that Houses where you exspect the Ambush and never ever find the Enemy. That needs to be overworked as it is unrealistic.

Yes there should be some Chance for Ambush and there also should be a Chance of Spotting Enemey Units in Ambush Places even if they have there Heads down and waiting for your Units to come. They have to Look up sometime to see if you are comming ...

Link to comment
Share on other sites

i do agree with you that the spotting is flakey, id love to know how the game allows you to spot infantry in cover at 200+ meters but not in a house thats only 50 meteres from your position (or even less).

But, if the enemy is inside a building, waiting (a close in ambush) for you to walk through the door then there is no reason for you to see them untill your at the door at least.

Problem is that raises the question on why/how can the AI do some thing that we apparently can't.

Ps sorry for the off topic chat and @ Plugger that cant be the end of the AAR surely!!!

Link to comment
Share on other sites

Authors note: Unfortunately it looks like I’ll have to end this AAR prematurely as I’ve just upgraded to the 1.05 patch and managed – my own fault, I think – to do something to the save game file. The scenario still loads up but I’m getting some strange behaviour that effectively makes it unplayable.

Observations on the AAR

I’d like to make a couple of comments on various aspects of the game that arose out of the AAR, none of which relate to my military prowess or lack thereof.

Firstly the path finding cock-up that resulted in Frizz’s scout team moving across the rooftops of the farmhouse and subsequently being spotted and shot up.

I’ve read a lot of posts on the forum about bad path finding but I really can’t blame the game for this. In my experience the path finding in the game is pretty good and when it does go AWOL it is in pretty obvious situations where you would expect an AI to have difficulty.

In the above instance I ordered the team to move from one side of the farmhouse to the other using a quick move. That’s what the game AI did. Moved them the quickest route possible, across the roof tops. If I had been thinking clearly I would have put a waypoint down on the ground floor (ensuring they first went down the stairs and out of sight) before plonking another one down in the intended target building so as to cross via the concealed courtyard. My mistake and one I’ve done a few times, mostly in situations that are time critical.

This is interesting because I have the ability to pause the game at any point and think things through at my leisure but human nature being what it is, I don’t tend to do this when I’m under a bit of pressure.

When things are moving fast so am I which is probably a realistic portrayal of the command process in the heat of battle. The faster the pace of events the faster your decision-making tends to be with a proportional rise in mistakes.

Full credit to the game designers for coming up with a simulation that can get my head into that kind of mind-state.

.

.

.

.

The second and final thing I’d like to mention is related to the farmhouse incident above. The scenario designer cleverly left the farmhouse empty (luring me in…) but placed a squad of Syrians out of sight, directly behind it. Smart move. They opened up on the guys on the roof and then pinned them down in the western most room.

Well done George Mc (?). Sorry, I’ve forgotten the correct name of the bloke who made the scenario but I give him full marks for a great effort. If it’s the same George who’s posted in this thread already then, George, take a bow, as we applaud your hard work.

.

.

.

.

If I continued to play out the AAR (assuming I hadn’t stuffed up the patch upgrade) there are two things that I could assume, both of them bad, game wise.

(I’m climbing up on my soapbox now. You’ve been warned!)

The first is that the squad of Syrians behind the farmhouse will stay there, lined up like a row of brain-dead ten-pins until I figure out a way of eradicating them. Yes they might hit the deck if shot at and will fire upon anything that comes within their view but beyond that they will sit still and wait for their eventual demise.

The other assumption I could make with confidence is that Sergeant Frizzle and his shot up team are in no danger. Yep the Syrians behind the farmhouse will shoot them if they stand up but provided they lay low the only possibility of mortality they face is a grenade or RPG shot through the window. Nobody is going to come into the room they are in and waste them.

Both of these assumptions (even though I didn’t get to play further I’m basing them on my past experience with CM:SF) are a direct result of the AI’s inability to react to the player actions.

Is this a big deal in an otherwise excellent game/simulation? I think it is.

Let me mention another game I own. An old one, SWAT 3 which is a police tactical shooter. It features a training scenario which consists of a ramshackle building with many rooms and levels. It’s full of cardboard pop-up targets some of which have happy faces painted on them (civilians) and some which have angry red faces (bad guys). Additionally the bad guy pop-ups have the ability to shoot back at you (don’t ask).

All the pop-ups are static and some are concealed in dark areas. So what you do is carefully creep around till you find a bad guy pop-up, or two, and shoot it before it shoots you. Every time you play it’s a different placement of pop-ups.

In CM:SF you likewise carefully creep around until you find a bad guy. You then shoot him before he shoots you. Because of the lack of a reactive AI at no point does a bad guy do anything other than ‘pop-up’, shoot or get shot. In effect CM:SF is an elaborate version of an a FBI / SWAT training program.

To a large extent the problem is hidden because of the range and lethality of modern warfare and the predominately open terrain of the Syrian battlefield.

But give the following a try. Fire up the scenario editor and make a simple map with a handful of buildings in the centre surrounded by whatever terrain you can come up with in sixty seconds. Stick a few Syrians in one of the outer buildings and see if you can take it with a squad of Americans.

Note that at no point in the whole exercise will the Syrians do anything other than stay in their house. Nope, they’ll sit there like a bunch of wooden ducks until you finish them off. Once you get within spotting distance they’ll ‘pop up’ and at some point exchange fire with you.

Now consider how the same simple scenario would play if the guy who made the scenario (assuming for the moment it wasn’t you) had the ability to set a few ‘triggers’ or the like.

Yep, the Syrians would ‘pop-up’ just as before but once you closed your squad to within a certain distance they would relocate to another building forcing you into a very different tactical situation. When you got closer to that one, or if, for example, you tried to flank them to the right, they might then relocate to a third building, one that better counters your actions.

They would be ‘reacting’ to you. (And incidentally doing what in real life urban insurgents do in typical MOUT situations – stay mobile.)

Hang on minute, I hear you say, you can make the Syrians move from one building to another via the editor. Sure you can. But it is a preset scripted move that happens at a set time which may be totally out of context with what’s happening on the battlefield. It’s not reacting at all, it’s just robotically carrying out its orders regardless of the circumstances.

Just like the local council sprinkler system at the park down the road that switches on to water the grass at 1700 every evening regardless of whether it is in the middle of a drought or raining cats and dogs.

Time to climb down off my soapbox now.

.

.

.

.

Finally, I’ll add that CM:SF is a very good game deserving of our continual support and I’m confident that at some point, hopefully sooner rather than later, something will be done to address the point I’ve highlighted above.

Or somebody might tell me that I’m wrong.

Captain Kangaroo may yet ride again.

Cheers,

Plugger

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...