jonp Posted May 27, 2011 Share Posted May 27, 2011 All, Does anyone know a way to implement this with the current set of actions? Thx jonpfl 0 Quote Link to comment Share on other sites More sharing options...
Major.Pain Posted May 27, 2011 Share Posted May 27, 2011 Along the lines of set a target arc, move,pause and reverse? 0 Quote Link to comment Share on other sites More sharing options...
Chris Ferrous Posted May 27, 2011 Share Posted May 27, 2011 I'm no expert at CM2 yet but I'd suggest you try:- Hunt- Pause(5-10 seconds) -Reverse However, to be surer that your vehicle (presumably) gets to its intended shooting position you could use:- Move (or Slow) - Pause - Reverse You could add a bit of finesse by adding Pop Smoke after say 10 secs before it reverses. 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted May 27, 2011 Share Posted May 27, 2011 Don't use hunt, as it will cancel out all other movement orders if an enemy is spotted. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted May 27, 2011 Share Posted May 27, 2011 As above: HUNT = Move to Contact, then stop Did you know that at each waypoint you can select one of the Combat orders (under the "C" tab in the UI) for each waypoint? Imagine you've plotted a 5 waypoint movement order, a,b,c,d, and of course, e. Select the first segment, which ends at "a" and open your Combat orders. Perhaps choose TARGET. Next segment, ending at "b", select TARGET LIGHT For "c", how about TARGET ARC? "d" seems like it needs TARGET "e", the finish, would like a FACE If you move in an inverted V, start, mid, end; Go FAST, at the mid pause for, oh, 20 seconds with a COVERED ARC, then REVERSE back to the end. Move, shoot, reverse. Etc. Ken 0 Quote Link to comment Share on other sites More sharing options...
jonp Posted May 27, 2011 Author Share Posted May 27, 2011 As above: HUNT = Move to Contact, then stop Did you know that at each waypoint you can select one of the Combat orders (under the "C" tab in the UI) for each waypoint? Imagine you've plotted a 5 waypoint movement order, a,b,c,d, and of course, e. Select the first segment, which ends at "a" and open your Combat orders. Perhaps choose TARGET. Next segment, ending at "b", select TARGET LIGHT For "c", how about TARGET ARC? "d" seems like it needs TARGET "e", the finish, would like a FACE If you move in an inverted V, start, mid, end; Go FAST, at the mid pause for, oh, 20 seconds with a COVERED ARC, then REVERSE back to the end. Move, shoot, reverse. Etc. Ken Wow, thanks I didn't realize this was all possible!! 0 Quote Link to comment Share on other sites More sharing options...
Erwin.Rommel Posted May 27, 2011 Share Posted May 27, 2011 As above: HUNT = Move to Contact, then stop Did you know that at each waypoint you can select one of the Combat orders (under the "C" tab in the UI) for each waypoint? Imagine you've plotted a 5 waypoint movement order, a,b,c,d, and of course, e. Select the first segment, which ends at "a" and open your Combat orders. Perhaps choose TARGET. Next segment, ending at "b", select TARGET LIGHT For "c", how about TARGET ARC? "d" seems like it needs TARGET "e", the finish, would like a FACE If you move in an inverted V, start, mid, end; Go FAST, at the mid pause for, oh, 20 seconds with a COVERED ARC, then REVERSE back to the end. Move, shoot, reverse. Etc. Ken just a similar question,how can I issue an order to an immobiled vehicle that make it fire a few rounds then stop and look at another direction under wego mode,thank you! 0 Quote Link to comment Share on other sites More sharing options...
Sgt Joch Posted May 27, 2011 Share Posted May 27, 2011 yes C3K answered, quick or fast is the best to minimise arrival time, covered arc so your AFV is already looking in the right direction. The pause time is dictated by spotting times and whether you want it to shoot 1 or 2 shells, (which depends on the AFV/crew/etc.) then get the hell out. There are endless possibilities. One thing you have to be careful of when using shoot and scoot is that everything else being equal, a non-moving AFV will spot a moving AFV first.. 0 Quote Link to comment Share on other sites More sharing options...
hoolaman Posted May 27, 2011 Share Posted May 27, 2011 just a similar question,how can I issue an order to an immobiled vehicle that make it fire a few rounds then stop and look at another direction under wego mode,thank you! You cannot because the fire orders have to be tied to move orders. 0 Quote Link to comment Share on other sites More sharing options...
Waaarg Posted May 27, 2011 Share Posted May 27, 2011 Wow, thanks I didn't realize this was all possible!! Some of the tactic threads in Shock Force Tactics subforum might be beneficial to read just to get an idea of what you can do in this sense. 0 Quote Link to comment Share on other sites More sharing options...
user38 Posted May 28, 2011 Share Posted May 28, 2011 Some of the tactic threads in Shock Force Tactics subforum might be beneficial to read just to get an idea of what you can do in this sense. I think you are talking about this one: You can make the plan much more elaborate if you wish, even adding pop smoke. If you add more waypoints you can do any number of things. "Deathblossom" my favorite. 0 Quote Link to comment Share on other sites More sharing options...
Waaarg Posted May 28, 2011 Share Posted May 28, 2011 There are quite a few shock force threads that new players would find useful, but that was the one I was thinking of that illustrated what you could do with waypoints really well. 0 Quote Link to comment Share on other sites More sharing options...
winkelried Posted May 28, 2011 Share Posted May 28, 2011 Be careful with backing out in a different direction than the one you advanced (like it is done with the M1 in the CMSF example). the WW2 tanks take awfully long time to turn and they do this after the pause has elapsed so you stay there exposed and turning. in my experience move in Quick (rarely Normal - just too slow), cover arc very narrow on the potential target. 5-10 sec pause and then get the hell out of there. if the enemy tank gun is already points approximately in your direction it's probably better to stay only 5 seconds there. often suppressive fire by an LMG or HMG on the enemy can distract the guy. Additionally I try to have some infantry (preferably an officer) already in my firing position watching to be sure that there will be no ugly surprises (the eyes on the enemy). When appropriate I bail out the tank platoon leader and put him there to guide his tanks in. We definitively would need some telephone wire here :-) 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted May 28, 2011 Share Posted May 28, 2011 A minor point: the combat order given at a waypoint only takes effect upon reaching that waypoint. It seems obvious, but it can be confusing. The result of this rule is that the vehicle will follow that combat order until it receives a new combat order. In the linked images, above, the M1 Abrams using the shoot-and-scoot methodology is a good example. At start, it has no combat orders. It will move QUICK to the first waypoint. At that waypoint it will TARGET the building downrange. As it reverses, it will CONTINUE to TARGET the building downrange. It will NOT adapt the COVERED ARC command until it reaches the waypoint at the end of the reverse. In effect, the combat action for a movement path is determined by the combat command at the waypoint BEHIND the vehicle. Make sense? Ken 0 Quote Link to comment Share on other sites More sharing options...
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