NOOBS Need Not Apply
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Close Combat Series -> Close Combat Modern Tactics

#41: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Wed Jun 20, 2012 8:04 am
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Stwa's Precise CC Tactics - Advanced Rubber Banding Techniques

Learning how to effectively use the Rubber Band tool, is an essential task for all players. Here I will demonstrate how to use the tool to set up an ALL BALLS Rambo Tactic. Usually Rambo tactics are executed during a battle using several small teams or perhaps a single team.

Occassionally, it makes sense to employ greater force during a Rambo attempt, and Beach maps (like Uncle Red), are good candidates.

Use the tool to select every team in your force. Just drag the rectangle around everyone, until all units are highlighted in yellow. Once accomplished, you can right mouse select any team, and issue a MOVE FAST order to all units simulataneously. Direct this movement order about 50 meters beyond the seawall. You can simply ignore the barbed wire and the minefields. I can assure you that Multiplayers would never stoop to using such a crude (but effective) movement order.

To be honest, you can crawl, walk, run, sneak, deceptively or not, but everyone is probably gonna die on this beach one way or another. So we might as well make it look good (like in the movies).

Its funny, but the AI, seems to have a capable grasp of the situation when it comes to defending beaches, and calling in mortar and artillery strikes.

For more information on Rambo Tactics use the following link  Arrow

The HP Rambo Tactic

#42: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Tue Jul 17, 2012 1:26 pm
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HP Defender - AI Zombie Attacker

Zombies have been an important part of the CC experience since TT took his CC4/CC5 Vetmods to a new level.

That's right, Vetmods are usually just Zombie mods.

Zombie mods, are mods that alter CC data to provide super human(oids) and vehicles. Most of the time, players let the AI use the Zombies. The usual pretense, is that the Human Player is much more clever than the lowly AI . [cough, cough].

Over the years, modders have discovered some amazing methods, for creating Zombies. Exagerated morale and experience are the usual baseline enhancements, but modders now days go way beyond those attributes.

To be fair, Vetmods usually always include Zombies, but sometimes they include other modifications, such as terrain elements, that would affect the Human Player as well, but somehow seem to benefit the Zombies.

This game mode is for the Single Player, who doesn't mind being humilated by a TOTAL FANTASY AI. For most people, it is a tough sell, because every AI soldier (and maybe the vehicles too), have their fighting capabilities goosed to the max.

Common sense tactics recalls to mind the old adage of fighting fire with fire, or in this case fighting Zombies with Zombies. Occasionally, sneaky Human Players will take the Zombies and really give it to the AI. Its my personal favorite mode of play.

#43: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Sat Aug 04, 2012 9:10 pm
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HP Attacker - AI Hopeless Defender

Before the advent of modern weapon systems, like automatic rifles and propelled explosives, it was generally held, when the weapon systems of the attackers and defenders were the same, the defenders held the advantage on the battlefield.

And so, if modern forces both possess automatic rifles, machine guns, propelled explosives, you can, in general, assume the defenders will have the advantage.

This is not so true with CC, since it is a squad or team level game, with few combatants on each side, so superior weapon systems become paramount in determining which side has the true advantage.

Nevertheless, the defenders, can remain concealed, while the attackers are forced to reveal their positions during their advance to the victory locations, and this provides a large advantage to the defenders.

This game mode is for the Single Player that likes attacking the AI with overwhelming force. The trick, is to use all 30 teams, and still be able to give the Attackers a surperior force, that might not take any casualties at all. Sometimes this means adding vechicles, off map artillery support, or fixed wing and helo close air support.

In addition to the forces, you can impose or constrain victory conditions. For instance, defeat for the attackers could be defined as simply having one vehicle destroyed, or having 10 or more casualties (KIA, IIA).

Common sense tells you that in this game mode, you cannot afford to make sloppy movements, especially if you impose restrictive victory conditions. Focus on shorter movements, where your infantry are not likely to be observed. Make sure any approaches to victory locations are sufficiently scouted. The last thing you want is to be ambushed, and have an entire team taken out.

Generally, just a few tanks will create the advantage necessary for the attackers to win a convincing victory. But, be sure the tanks are used to full effect, without exposing the infantry to undo risk.

#44: Re: NOOBS Need Not Apply Author: chessmasterLocation: Antwerp and Ghent PostPosted: Sun Aug 05, 2012 4:37 am
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STWA you're the Funniest member on the whole FORUM Smile thanks for the thread, enjoyed it very much

#45: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Fri Aug 17, 2012 11:55 am
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chessmaster wrote (View Post):
STWA you're the Funniest member on the whole FORUM Smile thanks for the thread, enjoyed it very much


Why thank you, I will take that as a compliment ... I think ...  Laughing

#46: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Fri Aug 17, 2012 12:33 pm
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Stwa's Precise CC Tactics - Artillery Barrage Mechanics And Cost/Benefit Analysis

To give the HP a real advantage over AI defenders, why not give the HP a serious rolling artillery barrage. In the case presented here, the AI has its forces dug in on a rugged desert mountain.

Attacking the AI force with infantry and Humvees would be time consuming and costly in human lives.

When designing your mission, first determine the number of barrages you think you will need to do the job. In our example, I have decided that 20 barrages are necessary. Now, if your game system does not allow for multiple barrages, you are going to have to pretend.

In CCMT, each barrage will consist of 6 to 18 155mm rounds delivered in 1 to 3 groupings. So on average, we will just say 12 rounds.

Each round costs ARMY about 1,000 dollars. So, each barrage, on average should cost 12,000 dollars.

So, during the game, if I use all 20 barrages, the total cost to ARMY should be 240,000 dollars. About the cost of a cheap house in Pakistan.

Now, during the battle, determine the Victory Location you think will have the greatest amount of enemy soldiers deployed nearby.

Then, determine an imaginary line that runs from the base of the mountain to the top and through the Victory location to a point about 100 meters beyond.

Start the barrage at the base of the mountain, and walk the barrage along this imaginary line.

Be sure to use ALL the allotted barages. Distribute the barrages in a way so you cover the entire area.

Do not run out of barrages before you get to the VL.

If your rolling barrage is succesfull, you can use the same imaginary line to advance your infantry teams to the VL.

In the example barrage below, we wasted 8 OPFOR solders. So, about 30,000 dollars per raghead. Not bad for a days work, eh.  Shocked  Question

#47: Re: NOOBS Need Not Apply Author: Dima PostPosted: Fri Aug 17, 2012 2:22 pm
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Stwa,

1 of 3 Humvee should have Mk19 Wink.

#48: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Sun Sep 29, 2013 5:33 am
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Stwa's Precise CC Tactics - Advanced Air Strike Techniques

Learning how to effectively use Air Strikes, is an essential task for all players. Here I will demonstrate how to use total Air Superiority against one of the most dreadful weapon sysetm in the game; - Heavy Tanks. Whether tanks are deployed in a town, city, or forest, is of little consequnce, since even in multiplayer the tanks must stop at some point, and then they can be destroyed.

When dealing with heavy tanks, it is important to realize that one or two strikes may not be sufficient. It is imperative, that you commit an entire squadron (16 birds minimum), to the battle. It may take several strikes to destroy a heavy tank, and sometimes a direct bomb hit may have no effect whatsoever. And, you never know when one or two tanks may in fact turn out to be several tank squads or even an entire platoon of tanks.

Tanks almost always employ the Rambo Tactic when trying to capture a Victory Location. But, after the Victory Location is captured, they tend to mill around in a gaggle. This is the time when they are most vulnerable.

Striking a tank gaggle conserves bombs for the entire squadron. Sometimes a bomb may wildly miss its target, but stirke and adjacent tank instead. Aftershock explosions from damaged or destroyed tanks, might cause a nearby tank to explode as well.

Don't panic during a tank attack. Entire tank squads or platoons, can easily be destroyed. Simply strike one tank after another until the job is complete. Then retake any Vicotry Locations using your infantry squads. Be careful, because the surviving crew members might still be hiding near their destroyed tank.  

Use Air Superiority during multiplayer or singleplayer games. It is most effective during multiplayer games, where your opponent is sure to become totally demoralized.

I hardly see anyone use this tactic, which is strange, since many historians agree, that Air Power was the predominant force in WW2.

#49: Re: NOOBS Need Not Apply Author: Dima PostPosted: Sun Sep 29, 2013 10:24 am
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Stwa,

Quote:
I hardly see anyone use this tactic, which is strange, since many historians agree, that Air Power was the predominant force in WW2.

not in terms of dealing with tanks.
F.e. at Kursk the Lufwaffe accounted for 3-5% of all Soviet tanks lost, in Normandy USAF and RAF accounted for 8-10% of all German tanks lost.
The main problem was the lack of suitable armament for aircrafts during WW2.

#50: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Sun Sep 29, 2013 11:08 am
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Hi Dima,

Ya, I am sure you are right.  Idea

I think I meant that somewhat in a general sense, and also because I am probably the only user to ever stage such "simulation".  Wink  

#51: Re: NOOBS Need Not Apply Author: Ivan_Zaitzev PostPosted: Sun Sep 29, 2013 5:14 pm
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Dima wrote (View Post):
Stwa,

Quote:
I hardly see anyone use this tactic, which is strange, since many historians agree, that Air Power was the predominant force in WW2.

not in terms of dealing with tanks.
F.e. at Kursk the Lufwaffe accounted for 3-5% of all Soviet tanks lost, in Normandy USAF and RAF accounted for 8-10% of all German tanks lost.
The main problem was the lack of suitable armament for aircrafts during WW2.


Well, most accounts say that for the Germans, traveling by day in Normandy was suicidal, so at least they helped in restricting their movements.

#52: Re: NOOBS Need Not Apply Author: Dima PostPosted: Sun Sep 29, 2013 5:50 pm
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Ivan,

Quote:
Well, most accounts say that for the Germans, traveling by day in Normandy was suicidal, so at least they helped in restricting their movements.

that's a myth, there is not a single evidence of the German armored column beeing destroyed by air power in Normandy. Although many traveled several hundreds of kilometers from their assembly areas to Normandy. Don't forget that AVFs were very hard targets for the WW2 fighter-bombers and they were most always covered by mobile armored flaks.

The real problem air attacks caused were delays due to lack of fuel and ammo, as supply trucks were quite easy targets to air attacks.

#53: Re: NOOBS Need Not Apply Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sun Sep 29, 2013 6:48 pm
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A Panzer unit on travelling in the day would be attacked, but it would not be a long line of tanks. It would also have trucks, halftracks and light vehicles vulnerable to mg fire as well.
An air strike which destroys a units ammunition or fuel supply would be devastating, so they travelled at night.

#54: Re: NOOBS Need Not Apply Author: Dima PostPosted: Sun Sep 29, 2013 6:57 pm
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Quote:
A Panzer unit on travelling in the day would be attacked, but it would not be a long line of tanks. It would also have trucks, halftracks and light vehicles vulnerable to mg fire as well.
An air strike which destroys a units ammunition or fuel supply would be devastating, so they travelled at night.

yes, supply trucks travelled at night.
tanks and other combat vehicles travelled at day time no problem and even attacked.

#55: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Thu Oct 03, 2013 12:47 pm
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Stwa's Precise CC Tactics - Air Superiority

In any CC campaign, Air Superiority is vital. Achieving this goal should be the top priority for every player who wants to take his or her gameplay to the next level. Total Air Superiorty should be established as soon as possible in every campaign, and once attained, it confers a decided tactical advantage in every engagement thereafter.

The best way to accomplish Air Superiority on most CC platforms, is to simply destroy the enemy's aircraft while they are on the ground. As with any mission involving Air Strikes against ground targets, it is imperative, that you commit an entire squadron (16 birds minimum), to the battle. It may take several strikes to destroy an aircraft on a runway or taxiway, and sometimes a direct bomb hit may have no effect whatsoever. It is almost impossible to predict just how many enemy aircraft will still be on the ground at the target airport or airfield.

Air Superiority secures the unequivical advantage of morale for your forces, while totally demoralizng your opponent. This effect is usually more pronounced in Multiplayer campaigns.

#56: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Thu Oct 03, 2013 5:39 pm
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Laughing  Arrow

#57: Re: NOOBS Need Not Apply Author: Antony_nz PostPosted: Fri Oct 04, 2013 2:06 am
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So its official your joking. Cover blown. Hahaha

Imagine if in future Close Combats there was something like that?

I always thought that taking airfields in CC5 should have had some sort of Strategic affect.

#58: Re: NOOBS Need Not Apply Author: Stwa PostPosted: Fri Oct 04, 2013 6:10 am
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Hi,

I agree with you. Perhaps, if your airfield gets captured, then no more On-Call Air Support.

Same way with On-Call Artillery Support. For instance, in Bloody Omaha if Point-du-Hoc or Maisy is captured by the Allies, then no more Artillery Support for the Germans.

These were pretty easy to set up, and yes the ground aircraft are totally functional, except for the fact that they cant actually take off and fly. You can taxi down the runways, fire thier wepons, and they can have crew (like a pilot).  Laughing

First make a copy of aircraft tex file (in tanks.azp) and your aircraft shadow spr file (in shadows.azp), and rename both to a new name that you can recognize as a "grounded" aircraft. I just added a "G" to the file name for my stuff.

Then use the CC shadow edit thingy to modify the hotpoints for the aircraft shadow and move it closer to the aircraft. Then repack the tank and shadow azp files.

Then add the new "vehicle" to the vehicle data file by cloning the original aircraft row and creating a new row at the end of the file. Be sure to indicate that it is a vehicle, not an airplane.

Then add an entry to the team database. (I used Red Teams, the one for OPFOR), and be sure it points to the new vehicle ID, you just created in the step above.



Close Combat Series -> Close Combat Modern Tactics


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