The_Capt Posted September 8, 2007 Share Posted September 8, 2007 Based on some comments on the main board I think there may be some people out there who are frustrated with CMSF. Particularly the urban warfare aspect of the game. I think that this may be a result of the fact that CMSF is closer to a tactical simulator than a traditional wargame. There are abstractions, to be sure, but not only does the player need to use solid tactics but he then has to adapt them to the interface and rules of the game. This is a steep order, in short CMSF is the deep end of the wargame ocean. So in an effort to help out and perhaps make peoples enjoyment of the game richer...it does help to win now and again. I am going to write up a series of tutorials on urban warfare and CMSF. My background is military but I am going to tell you a little secret...tactics are the simplest things in the world..in short they are a series of rules designed to keep any idiot alive and deny the same to the other guy. This is not rocket science...if it was the 'ol Capt would have had to find another line of work. Tactics are actually quite simple..they have to be. Executing them in real combat is the hardest thing one can ever do...well I've never given birth but..well whatever. In combat your brain pretty much starts to shut down. The stress of the noise and confusion means that higher cognitive functions start to seriously degrade. Here is where heart of tactics come into play..drills. Drills are something you can do in your sleep...I can remember dreaming about getting an order and being half-way out of my hooch to execute before I realized it was the middle of the night and I was suppose to be sleeping. But before we get into the CMSF "drills" let's start with some fundementals of urban combat, The_Capt Commandments if you will; #1 Cover is King. I cannot stress this enough, keep your guys under cover at every opportunity. If you don't believe me set up a quick test with a squad in a building and one outside at close range..say no more than 50m. Let them go at it...the outside one will always get cut to pieces. #2 Firepower is currency. You need to make sure you have the worst exchange rate in the world. The other team hands you a dime..you give em back $20. This is key as a big part of urban warfare is also ensuring your troops and vehicles are placed in positions that will let them fire effectively. In every situation you need to ask yourself "how can I get more guns going at X" #3 Reckless movement equals dead. In the post on the main board I went on about this at great length. If you are moving troops up through secure lines sprint them til they puke. If you are advancing to contact, Hunt is just about the only movement you should be using. Move is not working as it should just yet so again I say "Hunt". This command will give your troops the best chance to spot an enemy and do something about it. In urban combat the side that is static and under cover will always kill the poor fella moving. #4 Urban warfare is a deliberate operation. I know the cult of speed is very big in modern militaries and I have even seen some of this on the forum. Let me assure you that urban warfare is a slow and deliberate process. You need to maintain the initative, limit OPFOR mobility wherever possible, but at the tactical level any dream you may have of running through a town like Delta's will quickly be shattered by a determined opponent. Speed and initative are more applicable to the operational level of warfare in this context. #5 Micromanage. Yup you heard me. Urban combat in CMSF is very complex. You are going to have to manage your troops very closely. The AI is really decent if your guys are not moving or covering a field of fire but when on the move you have to become the big brain of the operation. Ok lets open with the scenario molotov_billy gave us and work on our first drill ie the Blind Corner. The Blind Corner should be avoided at all costs. Cut through a building, get some eyes on the corner by moving troops another way..anything. But sometimes you wll be forced to send a squad around a bend that you cannot see around. In this case I highly recommend the "L". Ok maybe it isn't exactly an L but make up your own name for it then. Basically this move allows your squad..plse note is is covered by the Pl HQ in the rear...to move up quickly over the ground you know is safe and then kicks them into Hunt before the reach the sightline of the corner. The Hunt command is shifted close to the wall and then up to the corner. The reason for this is purely gamey. By hunting toward the wall you only expose your flanking couple of guys to fire. In the above picture we get the moment of contact. Here you can let your troops try and muddle through on their own but you can probably expect a couple casualties. If you hit the halt button and have them pull back with a hasty quick order you can get them out in one piece. I did it with only one "yellow" section member. So I walk away knowing where the enemy are and can still do something about it. So what to do now? Well the good news is that Pl HQ has the road covered, so I would recommend a quick flanking manoeuvre. You've got a couple choices: Or if you have troops with breaching charges: The worst case against a human opponent will be the enemy section pulling back to those buildings behind them. The next tutorial will walk you through how to handle that. For now lets go with the breaching team. Here you have to keep the Blast-Move endpoint tight to the wall about 3m should do it. If you push it out too far your section will try and go all the way around the wall. This is a bug and Charles is working on it. Once you have breach behind the enemy section..here AI who will stay put like Hindu Cows. Now don't get pissed out there and start another uproar, we didn't call the AI in CMx1 "Mom" for nothing. She will give you a moderate challenge but in the end she loves you and will let you win. Against a human it is another story. If your opponent has not been keeping up with The_Capt's tutorial he may leave those poor bastards in place after they have been found. If he is any good he will move em pronto. No matter from your point of view you have em spotted and more importantly they can only move back to the buildings. In the case of this scenario the enemy stayed put..bad for them. And here the beauty of the US infantry section firepower when you can get behind an opponent. End result 2 US casualties and one dead Syrian section. Ok there you have it. The Blind Corner beaten without you getting a section wiped out. I encourage you to practice until you can get the L just right. It won't be perfect everytime but once you figure it out it will save you much pain. Next issue we will go through the assault. an absolutely essential tool that will mean the difference between a dead US or Syrian section at the end of the day. 0 Quote Link to comment Share on other sites More sharing options...
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