Well thare are reports that t 34s groups were shot at and only the 1 targeted noticed Ww2 production t 34s didn't have very good optics due to how factories cut corners to meet production numbers
My impression is that the NLAW is a lot like an AT4 (single shot, disposable AT weapon, with multiple carried on each squad) with the range of a Dragon and the lethality of a Javelin. It actually seems to me like it would be the perfect AT4 replacement and an excellent complement to the Javelin.
That's a pretty accurate sum-up. It's also (I believe, haven't tried) very simple to operate. The fact that you can dole these out to individual riflemen means that a platoon can easily mangle a tank company if it gets too close
@@usuallyhapless9481 Yeah, since you don't need to adjust for drop it's literally point and shoot from what i can tell. The mode it has for moving vehicles seems like it would take a bit of getting used to, but is still simple enough that just getting someone some time with a simple simulator would do the trick.
Yeah, from what I've seen it reminds me of using the Abrams FCS in Steel Beasts- track the target and the system works out the lead. The kind of thing making it's way to infantry rifles.
@@usuallyhapless9481I don't know about that last part, since such things either work with a laser rangefinder or a thermal sight. Both of which are heavy, and scanning a moving vehicle before it moves back in cover, is quite different from doing the same thing with a darting soldier. Especially since you are doing it from the shoulder, not from a stable tripod or similar. Just look at the problems that the OICW had. Considering the focus on weight and light cartridges (I.E. a high rate of fire), I don't see it happening.
I just finished watching this entire series. THANK YOU! I know how to play but sometimes I take a break and forget little things here and there and don't want to go through the written tutorial in the manual again. Until BF creates an ingame tutorial your videos will be my goto source. There are still little things I need reminders and will need to go through parts of the written tutorial again but it won't take as long. Thanks again.
Hmm, I kind of get it. However, I think I need to run this exact test with a copy of Professional Edition to really understand. E-begging aside I might use this method to find out just how many Black Sea AT4s are needed to hit something. Anything. Ever.
Honestly, it's a flip of a coin if it's going to be a firing line of muskets like accuracy where none hit or like I just witness, a sniper pixeltruppen nailing the AT4 shot on a BTR 300m out
Hey Hap, thanks for the great video as always. I'm still struggling with something in the Combat Mission series and was wondering if you or anyone else had any advice. The issue is with the utilization of machine guns teams, mainly medium MGs (M240, PKM/PKP, etc.), on the offensive. When using them, I tend to: - 1. Wait for the team to get in position and set up. This slows down the cadence of my entire push, but at least then I have some decent support. And it does give my fellas some time to rest up every now and then. The main problem with this becomes obvious in urban environments where they'll need to relocate often and there just isn't enough time to keep waiting. A common occurrence is by the time the MG team gets into position and set up, the firefight is already over. - 2. Use them like standard infantry, but try to keep them on the flanks and away from the bulk of enemies. The issue here is probably obvious to everyone - the small teams are so easily overpowered they often get pinned and end up taking a nap until they are saved or take a permanent nap. I tried stacking them with split infantry rifle teams so they can't be overwhelmed as easily, and this works okay but if you've played Black Sea, you know it's not wise to stack up infantry when there are RPGs and thermobaric rockets on every corner. The MG teams also run slower and tire faster, which is #1 all over again! - 3. Keep them far in the back with the best position you can find. And keep moving up to the next best position, hoping it can spot enemies and be of some help. This is basically what I ended up doing in the US Black Sea campaign. Maybe it's the right choice, but in my campaign they ended being idle most of the time. A surviving M240 team scored a total of 0 casualties on the final score screen. I know to not expect to rack up kills with a machine gun team, but come on! They survived, and probably even pinned a few guys, but they were definitely underutilized. Of course, whenever possible I use a transport to move the team(s) up into position, but that isn't always possible or plausible. And transports can often just fill the role of the team without as much hassle, and often to better effect with an M2A1 or M129. *TL;DR:* What's the best way to utilize medium machine gun teams when you're on the offensive? Does anyone else struggle with this as much as I do? Thanks in advance, -A R T
So when I'm positioning units I try to do it by formation, so my machine gun teams are with the rest of the company, dispersed to provide support to multiple squads at a time, so when assaulting a position as say the soviets in cold war, I'd have a scouts forward to collect Intel on what's in front of me, with the rest of their squad a lil behind them, my other two squads will be a lil ways behind that group with the machine guns, when the scouts make contact their squad immiedly engages, the rest of the platoon will advance into positions to destroy whatever enemy we've found, or if it's too strong a force they'll pull back for support or try a new approach, the whole time I position machine-gun teams dynamically to provide the most support of the longest period what my current goal is, if I have to move them I do, but if they can still provide good fire to one or more if the platoon from where they are I leave them there, in an urban environment your best use for them is security, shut down road crossings, out them looking down streets with sorta L shaped sight lines, and just leave them there until a good picture of the situation is developed. And then reposition them to box in enemy forces
One more thing, in urban enviorments with medium machine guns don't bother setting up, it'll take longer to do, and the effect is only really helpful at longer ranges, in complex terrain like buildings you actually want that slightly larger spread and to get rounds out faster, and a side not is RPG teams are incredibly effective in urban terrain, so if you hit a tough position instead suppressing with machine gun fire, hit them with AT, it'll cause high casualties, and can even bring down their walls leaving them exposed
One of the problems I find with MMG teams in the modern titles is that there's usually a vehicle around that can do their job much better. There's a similar issue with the Soviet Forward Security Elements in Cold War- they have a whole MG platoon which looks incredibly weird and pointless on the offensive... but if you think in terms of using them to secure areas you've taken (or providing security at night) then they start to make a lot more sense. Of course, in a Combat Mission context counter-attacks and overnight security aren't really situations that come up very often...
@@christiandelao2547 Awesome! Thanks a bunch for the reply. I think your plan of using them as security in an urban environment seems like a great idea - I'll try this the next time I get back into CMBS
@@christiandelao2547 It never dawned on me to not set them up - it's like muscle memory now when giving mg teams orders to set them up. I'll need to force myself to stop that! Thanks again!
Just finished watching all of your tutorial videos. Bravo sir. I am a long-time wargamer but was always put off by the complexity and poor graphics of the CM series. By viewing your videos, I overcame the complexity objection and the depth of the game made me overlook the poor graphics. I'm now the proud owner of all the games, but will look for some sales for the DLCs. Subscribed!
What is this weird combat mission professional? I never hear of the Pirtunian or Donovan army's. Thank you for the video I was wondering how to do this literally yesterday.
Hi ye so i have some problem with infantry being dum and laying down in grass making them basically blind even if not under fire is there a way to force crouch/stand ? its getting unplayably annoying since every time i place them anywhere near grass they aren't able to see a tank even if its right in front of them if nothing else if you have some way/tactic to use infantry in a field anyways love your content keep it up !
There isn't any means to force infantry into specific stances. They do favour certain positions in certain terrains- in open terrain they prefer to go prone because they have this thing about not getting shot.
Very useful! Now I can get accurate results on how blind my T-34s are! 😂
IIRC, the answer is "yes"
T-34 crews as an entire German Army group walked past them: " Must've been the wind"
Well thare are reports that t 34s groups were shot at and only the 1 targeted noticed
Ww2 production t 34s didn't have very good optics due to how factories cut corners to meet production numbers
My impression is that the NLAW is a lot like an AT4 (single shot, disposable AT weapon, with multiple carried on each squad) with the range of a Dragon and the lethality of a Javelin. It actually seems to me like it would be the perfect AT4 replacement and an excellent complement to the Javelin.
Apparently some were very skeptical of it before Ukraine, but as we found out, it was a damn good combo.
That's a pretty accurate sum-up. It's also (I believe, haven't tried) very simple to operate. The fact that you can dole these out to individual riflemen means that a platoon can easily mangle a tank company if it gets too close
@@usuallyhapless9481 Yeah, since you don't need to adjust for drop it's literally point and shoot from what i can tell.
The mode it has for moving vehicles seems like it would take a bit of getting used to, but is still simple enough that just getting someone some time with a simple simulator would do the trick.
Yeah, from what I've seen it reminds me of using the Abrams FCS in Steel Beasts- track the target and the system works out the lead. The kind of thing making it's way to infantry rifles.
@@usuallyhapless9481I don't know about that last part, since such things either work with a laser rangefinder or a thermal sight. Both of which are heavy, and scanning a moving vehicle before it moves back in cover, is quite different from doing the same thing with a darting soldier. Especially since you are doing it from the shoulder, not from a stable tripod or similar. Just look at the problems that the OICW had.
Considering the focus on weight and light cartridges (I.E. a high rate of fire), I don't see it happening.
I love when your YTshort clips of these show up on my feed
😮 Combat Mission Professional? NLAWs? This vid gave me a serious case of Combat Mission envy.
I know. It always feels a bit cruel to show off CM:Pro
@@usuallyhapless9481 Well, if any civilian deserves a copy, it’s you.
I just finished watching this entire series. THANK YOU! I know how to play but sometimes I take a break and forget little things here and there and don't want to go through the written tutorial in the manual again. Until BF creates an ingame tutorial your videos will be my goto source. There are still little things I need reminders and will need to go through parts of the written tutorial again but it won't take as long. Thanks again.
Hmm, I kind of get it. However, I think I need to run this exact test with a copy of Professional Edition to really understand.
E-begging aside I might use this method to find out just how many Black Sea AT4s are needed to hit something. Anything. Ever.
Honestly, it's a flip of a coin if it's going to be a firing line of muskets like accuracy where none hit or like I just witness, a sniper pixeltruppen nailing the AT4 shot on a BTR 300m out
Hey Hap, thanks for the great video as always. I'm still struggling with something in the Combat Mission series and was wondering if you or anyone else had any advice. The issue is with the utilization of machine guns teams, mainly medium MGs (M240, PKM/PKP, etc.), on the offensive.
When using them, I tend to:
- 1. Wait for the team to get in position and set up. This slows down the cadence of my entire push, but at least then I have some decent support. And it does give my fellas some time to rest up every now and then. The main problem with this becomes obvious in urban environments where they'll need to relocate often and there just isn't enough time to keep waiting. A common occurrence is by the time the MG team gets into position and set up, the firefight is already over.
- 2. Use them like standard infantry, but try to keep them on the flanks and away from the bulk of enemies. The issue here is probably obvious to everyone - the small teams are so easily overpowered they often get pinned and end up taking a nap until they are saved or take a permanent nap. I tried stacking them with split infantry rifle teams so they can't be overwhelmed as easily, and this works okay but if you've played Black Sea, you know it's not wise to stack up infantry when there are RPGs and thermobaric rockets on every corner. The MG teams also run slower and tire faster, which is #1 all over again!
- 3. Keep them far in the back with the best position you can find. And keep moving up to the next best position, hoping it can spot enemies and be of some help. This is basically what I ended up doing in the US Black Sea campaign. Maybe it's the right choice, but in my campaign they ended being idle most of the time. A surviving M240 team scored a total of 0 casualties on the final score screen. I know to not expect to rack up kills with a machine gun team, but come on! They survived, and probably even pinned a few guys, but they were definitely underutilized.
Of course, whenever possible I use a transport to move the team(s) up into position, but that isn't always possible or plausible. And transports can often just fill the role of the team without as much hassle, and often to better effect with an M2A1 or M129.
*TL;DR:* What's the best way to utilize medium machine gun teams when you're on the offensive? Does anyone else struggle with this as much as I do?
Thanks in advance,
-A R T
So when I'm positioning units I try to do it by formation, so my machine gun teams are with the rest of the company, dispersed to provide support to multiple squads at a time, so when assaulting a position as say the soviets in cold war, I'd have a scouts forward to collect Intel on what's in front of me, with the rest of their squad a lil behind them, my other two squads will be a lil ways behind that group with the machine guns, when the scouts make contact their squad immiedly engages, the rest of the platoon will advance into positions to destroy whatever enemy we've found, or if it's too strong a force they'll pull back for support or try a new approach, the whole time I position machine-gun teams dynamically to provide the most support of the longest period what my current goal is, if I have to move them I do, but if they can still provide good fire to one or more if the platoon from where they are I leave them there, in an urban environment your best use for them is security, shut down road crossings, out them looking down streets with sorta L shaped sight lines, and just leave them there until a good picture of the situation is developed. And then reposition them to box in enemy forces
One more thing, in urban enviorments with medium machine guns don't bother setting up, it'll take longer to do, and the effect is only really helpful at longer ranges, in complex terrain like buildings you actually want that slightly larger spread and to get rounds out faster, and a side not is RPG teams are incredibly effective in urban terrain, so if you hit a tough position instead suppressing with machine gun fire, hit them with AT, it'll cause high casualties, and can even bring down their walls leaving them exposed
One of the problems I find with MMG teams in the modern titles is that there's usually a vehicle around that can do their job much better.
There's a similar issue with the Soviet Forward Security Elements in Cold War- they have a whole MG platoon which looks incredibly weird and pointless on the offensive... but if you think in terms of using them to secure areas you've taken (or providing security at night) then they start to make a lot more sense.
Of course, in a Combat Mission context counter-attacks and overnight security aren't really situations that come up very often...
@@christiandelao2547 Awesome! Thanks a bunch for the reply. I think your plan of using them as security in an urban environment seems like a great idea - I'll try this the next time I get back into CMBS
@@christiandelao2547 It never dawned on me to not set them up - it's like muscle memory now when giving mg teams orders to set them up. I'll need to force myself to stop that! Thanks again!
Just finished watching all of your tutorial videos. Bravo sir. I am a long-time wargamer but was always put off by the complexity and poor graphics of the CM series. By viewing your videos, I overcame the complexity objection and the depth of the game made me overlook the poor graphics. I'm now the proud owner of all the games, but will look for some sales for the DLCs. Subscribed!
Thank you very much! Glad it all helped!
Love your contents. Keep it up!
Thank you for the amazing videos!
Thank you so much man! Hope it helps!
love your content sadly not many people upload CM content anymore
Yeah, CM content has a pretty high bar and it's tough to keep the ball rolling
Awesome. I always wonder how to do this. TQ
Hi. What button do I press to start the battle when you're done with everything in the editor?
You have to save the mission to the scenarios folder, then go back to the main menu and play it as a standalone battle.
@@usuallyhapless9481 Yeah I just found it out, thanks though
What is this weird combat mission professional? I never hear of the Pirtunian or Donovan army's. Thank you for the video I was wondering how to do this literally yesterday.
"Donovia" and "Pirtunia" are two fictional countries invented so that NATO can conduct exercises without saying the words "Russia" and "Ukraine"
You can’t do this with the demo version, right?
Sadly not
How did you acquire Professional Edition?
www.fightclubinternational.org/
@@usuallyhapless9481Hey! You weren't supposed to talk about fight club.
You're thinking of a different Fight Club, if anything I should talk about this Fight Club more
Hi ye so i have some problem with infantry being dum and laying down in grass making them basically blind even if not under fire
is there a way to force crouch/stand ?
its getting unplayably annoying
since every time i place them anywhere near grass they aren't able to see a tank even if its right in front of them
if nothing else if you have some way/tactic to use infantry in a field
anyways love your content keep it up !
There isn't any means to force infantry into specific stances. They do favour certain positions in certain terrains- in open terrain they prefer to go prone because they have this thing about not getting shot.