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TGIF: scenario list, discussion, and house rules
MisterCommander replied to Volcano's topic in Multiplayer Engagements
Excellent point, sir. -
TGIF: scenario list, discussion, and house rules
MisterCommander replied to Volcano's topic in Multiplayer Engagements
Is there a TGIF tonight, July 3rd? -
TGIF: scenario list, discussion, and house rules
MisterCommander replied to Volcano's topic in Multiplayer Engagements
So what are the conditions now? -
Why won't my infantry shoot the obvious enemy infantry?
MisterCommander replied to MisterCommander's topic in Support
Thanks for all of the suggestions. Wanted to make sure that I was doing everything I could to make it go right. The last time I played the scenario I finished it in 4 hours and had 26% troop losses and 13% vehicle losses. That is much improvement over the total 95% loss I had the first time played it and then quit early because I did not have enough force remaining to do anything useful. The worst challenge that I have found is that some of the buildings have opaque windows so I cannot see if they are occupied and neither can my troops. However, if they do see fire coming from the building they will fire on it, but rarely hit the target inside. I have had entire platoons run out of ammo doing this. That was another hard lesson learned. I couldn't figure out why they would not fire, but it was because they were out of ammo. I mounted them to reload and put them back in place and they immediately started guns ablazing. A sweet ah-ha moment. I have not tried the "Suppress here" option yet, so I will try that next. Lesson's Learned: I have to give the rifle teams a good target and they will fire, but I cannot fire for them. With the LMG team I can get behind the gun and aim and fire when needed. Keep track of the unit's ammo quantity and vehicle mount them to resupply. This also means that I have to properly manage their mounting vehicle's location for quick resupply. If the building has opaque windows, then blow it up, just to be on the safe side. The one you don't blow up will be the one to kill you. Experience says it may take 4 or 5 rounds to dispatch all enemies inside. Just because a building has fire coming out of the windows does not mean an enemy is not sitting in said window ready to kill you. (Don't ask me how I know.) Apparently I have Satan himself in my scenario. (hehe) My troops will not enter a burning building no matter how many times I mistakenly tell them too. For some reason troops will enter the building next door to the one you told them to enter. I assume this is because it has better refreshments or a buffet, or it could be because they think they can see better from the other building for the direction I have the engagement-view pointing. Troops will change their location on a floor in the building based upon their set viewing direction. This is critical to know when needing to see around the edge of another building to acquire a target or to avoid being seen and killed. Clear the viewing area at each floor before going to the higher floor. Floor level plays a critical role in seeing a target and being the target. And the odd quirk of a troop will be able to only see the edge of an enemy's sleeve at long distance and kill him, but seeing one fully, prone, with a load of RPGs on his back at 200 meters? Nah. He's fine. Probably just out catching some rays and vitamin D while fully dressed head to foot. And troop skills, that is elite vs "weekend warrior", can affect performance. Thanks again, guys. I think I am getting the hang of it. -
Why won't my infantry shoot the obvious enemy infantry?
MisterCommander replied to MisterCommander's topic in Support
Second question in regards to infantry, is there a way to enter a building that has an enemy in it and kill him while inside? Maybe that is not the real M.O. for this software. It is like they run in, ignore the enemy, or stare at him and wait to get shot. I have stopped entering building that I know have enemy in them. HEAT rounds from a tank are gloriously fun though. -
Why won't my infantry shoot the obvious enemy infantry?
MisterCommander replied to MisterCommander's topic in Support
Yes, it is government action sce. I am using this sce as a training for building clearing and troop management. Many challenges. So much micromanaging and stay tactics. Map updates are on and I have difficulty and realism set to low. It might not be clear from the pic but both of those bad guys had rifles. Also after 53 minutes, I think all of the civies have left town by then. I looked at an AAR and they all seem to leave or literally just disappear from town after about 10 minutes. Did not check the civ actions to see if it was planned that way or if it just happens for some reason. Although I could be mistaken and they could be civs. Will check the report when I finally quit. But other times the AI surprises me. They report, I look and see nothing even remotely resembling a target, they fire, but they are all about it. Then the target is dispatched, and I never saw anything distinguishable while looking right down the gun barrel. Computers! Such a hoot. Thanks. -
SB Pro PE 4.167 F7, and then N for binoculars. This is what I see in the attached image. I do not think this pic needs red circles to spot the bad guys, but somehow my guy cannot detect them. I originally found them through observer view and switched to commander. He did not mark them on the map, would not shoot at them on his own. As you can see he has plenty of ammo. Also these guys are in his cone of interests and in range. The range was about 200 meters, says the map. Unit is set to "Fire at will" and no range limit. They were visible like that for at least 10 minutes. I then selected "Fire at unit..." and selected the guy on the left. Still nothing. Then I switched to Observer view and waited. Still nothing. Although I did not wait long; 5 seconds. Then I went back into F7, F2 aimed and fired and got my two kills without needing to reload. This inability to see and take action on the obvious is happening frequently. What am I doing wrong?
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That is what I was afraid of. I will keep playing it. It will certainly be a good exercise to see what works and what does not. I think I will approach from multiple sides and plink in from the outside slowly closing in deeper and deeper. The sce has some mortars and 3 arty tubes, but my experience is that arty has a kill rate of about 10% against infantry. At least mine does anyway. Great for smoke though.
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Not sure if this is the correct forum for this question, but here goes... I am playing the Government Action v3C scenario and the objective is to secure the bridge from the the reds. For someone who has only been playing for a year, that is not enough detailed instruction for me, so my question is, how? There is no button that says "click here to secure/take bridge", so what do I have to do specifically, or what conditions do I have to create for me to have "secured the bridge"? The bridge is at the edge of a town which is loaded with reds who will shoot at you if you go on the bridge or go into the town, so just parking a tank on the bridge did not work in any sense. Do I have to literally wipe the town clean of all reds, or is there something specific that I need to do for the bridge to be taken/secured?
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t-55 Two possible bugs in Pro PE 4.167
MisterCommander replied to MisterCommander's topic in Support
Thanks for all of the tips. Now that I know what to expect I can do better. As a former software developer and project manager, I understand about the "functioning as designed" situation.- 8 replies
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t-55 Two possible bugs in Pro PE 4.167
MisterCommander replied to MisterCommander's topic in Support
Thanks for the workaround on #2. Number 2 working as designed, but I disagree with this design. I would expect the vehicle to follow the last order given, not the first, when I turn my back. I am not in the military, so perhaps this is military protocol that I am not familiar with, but it does not operate as expected, which is different than design. Thanks again.- 8 replies
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- override
- palmswich
- multicrew
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1. In the Bradley, after I have fired some APDS rounds, (the ammo you get when you press the Insert key), and then I choose Reload All from the Vehicle drop down menu it says "Prepare to load missile", even though missiles are already fully loaded. The turret turns to almost the missile loading position but not completely. It does not load a missile, but on the screen it says that it is loading APDS rounds, but it is not loading anything. I wait too long for it load, and then I did Accelerate Time and still nothing loaded. I stopped reloading and then selected for it to specifically load APDS and the turret turned to the correct position and loaded APDS rounds as expected. 2. In the Bradley, set a route, embark on route. Some distance later I command vehicle to stop while in route. I switch to another unit using Alt F10. Vehicle resumes route even though it was not told to do so. The route was either Engage or March, but I cannot remember which. In case it matters, this happened in the "Tanks!" scenario for the M3A2.
- 8 replies
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- maybe you can come if you are self isolated / locked down
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Yep. That's it. Thanks. It would have been helpful if it told me that when I tried to turn it on.
- 2 replies
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Doing Tanks! scenario, T-72. Damage report: left wheel, right wheel, and suspension. Pressing F12 key or selecting Accel. time from the system menu will not enable 10x time. After several presses of F12 it turns on for half a second, then off. What do?
- 2 replies
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TGIF: scenario list, discussion, and house rules
MisterCommander replied to Volcano's topic in Multiplayer Engagements
Downloading now. Hope I get it all down and installed before game time... -
TGIF: scenario list, discussion, and house rules
MisterCommander replied to Volcano's topic in Multiplayer Engagements
Do I also need the "SB Pro Map Package Transfer Manager v31" updated as well in order to play tonight, or can I get by with just the 4.167 release of SB? -
TGIF: scenario list, discussion, and house rules
MisterCommander replied to Volcano's topic in Multiplayer Engagements
Is this available anywhere for download for map review. I'd like to review the map before hand if possible. -
t-55 Where is the T-72B1 gunner's sight?
MisterCommander replied to MisterCommander's topic in General Discussion
Thanks, Volcano. I have seen that before. A whole lot of words on that page. I am sure the answer to my question is in there somewhere, but finding is a bit tedious for me. Thanks again.- 9 replies
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t-55 Where is the T-72B1 gunner's sight?
MisterCommander replied to MisterCommander's topic in General Discussion
Thanks, Stormrider. It took me a few minutes to put all of the pieces together, but I got it. That drawing was key. I can clearly see the issue now. My guess, as an American so the metric system is not native to me, is that the gunner's sight is about 20 to 25 cm higher than the horizontal line of the main gun. If the gun is pointed down at all, then the difference and hence the error is greater even, since the length of the barrel will multiply this difference way out at the tip.- 9 replies
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Where is the gunner's sight located in reference to the main gun on the T-72? Also, where is it located outside of the tank? It seems that it is higher than the main gun. I had a situation where I could easily see the enemy tank through the gunner's sight, but when I fired the TC immediately reported short when I know my range was correct. I think I was hitting the hill directly in front of me instead of shooting over it like the sight showed. There was a gap between the top of the hill and the bottom of the target, so it looked to me like was clear of the top of the hill.
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- bg anzac
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