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AAR's for the Tournament

SlySniper

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There is for sure 2 and 12's in cm dice rolling with how the game mechanics react at times.
I have found no answer for that other than I never count on 1to1, or 2 to 1 odds giving me a result I am hoping for.
I just look to get the odds advantage so one sided that is spotting and other stuff fails me, That hopefully attrition does not and I walk away from every fire fight at least not losing more than I have taken.
 

Artkin

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I do feel like CMCW is the odd one out. The spotting for the BMP-1, and T-64A is absolutely horrible (They use the same gunner optics). Unacceptable even. The imbalance with this armor is unlike any of the other games, which in my opinion makes CMCW gameplay unique. I don't really enjoy this honestly. T-64BV vs T-72B3 is a much closer fight. The T-64A's just feel completely useless to me. Of course you can just area target the shit out of everything, but then we are escaping the simulation part of the game.
 

JTimo

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The spotting for the BMP-1, and T-64A is absolutely horrible
I think spotting, in general, is a head-scratcher.

Having said that, it's hard to complain about vehicle spotting since crews are in restricted spaces with limited visibility to the outside world. Couple that with crew responsibilities where one member might be driving, and another loading the next round, and it becomes obvious that 2 and 3 man vehicles can be somewhat short sighted. Also, it is easy to understand that in a battlefield environment spotting will be far from absolute.

There are a number of scenarios where I do have complaints, but I'd rather not hijack this thread.
 

Shady Side

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There is for sure 2 and 12's in cm dice rolling with how the game mechanics react at times.
I have found no answer for that other than I never count on 1to1, or 2 to 1 odds giving me a result I am hoping for.
I just look to get the odds advantage so one sided that is spotting and other stuff fails me, That hopefully attrition does not and I walk away from every fire fight at least not losing more than I have taken.
 

Shady Side

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I think spotting for vehicles is less of an issue than inconsistent behavior of ATGM teams. Sometimes you can get them to target any ole problem on the battlefield you think a missile might solve even if it is not the preferred solution.... and at other times if it aint armored then they aint shooting no matter how many times you order them to..... and then there are times where on their own they decide an enemy infantry team needs to be blown up....funny how that last one ocures most often when your short on A.T. assets knowing there is a platoon of tanks coming at u .....

Jtimo is right if we give the game the benefit of the doubt on some spotting issuing and chalk it up to an overworked, distracted, tunnel visioned crew. Just one of the 1000s of small details that affect how any complicated situation played out..... seems like ordering an ATGM crew to target something should be an order they would always carry out
 

Lethaface

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The die? I didn't know I was supposed to roll dice! That's probably why I did so bad. Actually, if dice were involved I could have blame it on some unlucky rolls rather than my bad play. Generally speaking, I suck at the modern titles, not to mention larger games.

@SlySniper sounds like my opponent played it right. He stayed back off the ridges, didn't ignore the wooded path(s), and I might add he did a nice job of coordinating fields of fire. Seems that every time I plotted moves against a known threat, he had a well positioned counter. Well played!

For my part, I searched for the week points, but took way too long in the recce phase. By the time I figured out what I was looking at, there was too little time left for conducting a coordinated attack. My use of smoke did help me move up, but a better use would have been to separate his overwatch from the more forward ridge defenders. Defeating the forward defenders would have allowed me to get to the hull down positions along the ridge where I might have had more success against his deeper positions.

It's all part of the learning experience. I need to do a better job of time management, and figure out some good mech tactics.
Thanks!
The terrain sure was interesting on this one and gives a lot of options for the defender imo. Your current attack on the town is featuring an impressive amount of heavy metal, will be interesting to see how it goes the last few minutes.
Anyway I feel that this attack combined with your right flank push and the mortars, focussed on one axis it would be hard for me to withstand.
 

Lethaface

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I do feel like CMCW is the odd one out. The spotting for the BMP-1, and T-64A is absolutely horrible (They use the same gunner optics). Unacceptable even. The imbalance with this armor is unlike any of the other games, which in my opinion makes CMCW gameplay unique. I don't really enjoy this honestly. T-64BV vs T-72B3 is a much closer fight. The T-64A's just feel completely useless to me. Of course you can just area target the shit out of everything, but then we are escaping the simulation part of the game.
Agreed that BMP-1 and most T-type tanks suck at spotting especially compared to Blue forces. Unbuttoning (if far from enemy infantry) is key imo, as well as keeping good C2 in place. FWIW in this game most enemy tanks (T-72s) have been taken out by my BMP-1s.
I didn't try T-64A vs T-72 in any other CMCW game yet, but in this game I didn't notice the T-72 being much better at spotting.

Overall I think the spotting in CM is a great feature, it's one of the reasons I still play CMx2 games after getting CMSF in 2007.
Over the years I've sure had my gripes with it, but I've come to accept it's outcomes and deal with it.
It sure isn't perfect but I can 'explain' the 'glitches' insofar as that in real life people can also be blind at times. So never rely on a single pair of eyes/optics to spot something you really need spotting.

And it's the same for everyone; sometimes the CM gods give, sometimes they taketh from you. :D
 

Artkin

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Jtimo is right if we give the game the benefit of the doubt on some spotting issuing and chalk it up to an overworked, distracted, tunnel visioned crew. Just one of the 1000s of small details that affect how any complicated situation played out..... seems like ordering an ATGM crew to target something should be an order they would always carry out

The problem is the T-64A. The crew could be distracted, but they would probably be just as distracted in a different tank as well. Multiple people have complained about the T-64A strangely. It feels around a T-34/76 in spotting.

I didn't try T-64A vs T-72 in any other CMCW game yet, but in this game I didn't notice the T-72 being much better at spotting.

Overall I think the spotting in CM is a great feature, it's one of the reasons I still play CMx2 games after getting CMSF in 2007.
Over the years I've sure had my gripes with it, but I've come to accept it's outcomes and deal with it.
It sure isn't perfect but I can 'explain' the 'glitches' insofar as that in real life people can also be blind at times. So never rely on a single pair of eyes/optics to spot something you really need spotting.

And it's the same for everyone; sometimes the CM gods give, sometimes they taketh from you. :D

I actually think the T-72 is a much better tank than the T-64A. The spotting feels faster and the armor is just as good. For some reason I prefer it.

Since I've been playing with conscripts lately I have seen many occurrences of blind tankers. Infantry feel liberated, and it's much nicer not being able to see through walls and kill everything in sight.
The gods have taken all the luck from my armor sadly. I've felt it this tournament and in previous games.
I prefer Soviet infantry for their robustness, so that always has to compensate. It's a good scenario when you have a lot of them
 

George MC

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Interesting reading the AARs. I was BLUE. Took up a reverse slope defence with tripwire outposts on the forward slopes including a FOO post. Kept some of my armour and most of my BMPs as a mobile reserve initally. In the opening part I fast moved a platoon of tanks into the village under cover of smoke. I fully recognised they were on a 'do or die' mission as ocne in they were not coming out. They did good - catching my opponents left flank (my right) attack side on with good effect. The small town in the BLUE centre just below the big hill became my Hougemount as it allowed me to shoot his stuff in the flank as it attempted to by-pass me.

Once I twigged where his attacks were heading for I reorged my defence to set-up kill zones into which the attackers went. it was not all one sided as i lost units (my infantry getting a kicking in several places) but they did their job and stopped several attacks. I'd started moving some of my reserve into positions which i thought were being threatened, again they did their job and killed more that they were killed. There was final finale which saw the last effort by my oppo end in burning vehicles before everything on the reverse slope of moine that was tracked with a gun started a general (cautious) advance forward at which point the game ended.

I really enjoyed this one as it posed lots of major macro and micro tactical challenges. This and the prisoner escape one were my two favourites I think, not juts because I did better at these I hasten to add!

Thanks @SlySniper for another brill tourney - I look forward to the next one :)
 

greyfox

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This is probably the wildest fight I've ever done in CM, a frigging bloodbath indeed, just balls to the wall cyka blyat rush B and somehow I found the seam and exploited it to a win.

I intended my main effort to be a push on my right to go for the corner objective, but my opponent stopped that cold. I actually thought I had lost the match at that point when three T-72s got popped.

I sent most of my left forces (5 tanks and a BMP platoon) on a long winding trek through the forest and I was shocked when they reached the rearmost objective without any contact. At that point I figured I'd just brutally use my surviving right hand forces as a punching bag to keep my opponent occupied, while using the smaller force in the rear to try to do some good.

I yolo'd a single BMP at the corner objective. Unknown to me, by some miracle my opponent had just vacated that position, which allowed the BMP to arrive and set up a hasty defense in the buildings. I sent two straggling tanks to support that squad on different axes, which defeated a counterattack by a platoon of BMPs.

In the final minutes of the fight I launched a desperate attack on the central village, just punting two waves of BMPs into it in a frontal attack. It was an ugly, ugly, ugly brawl and by some stroke of luck I managed to clear the village - the last enemy survivors scarpered out of the objective in the last turn.

In summary, after an initial bloodbath which did not go my way at all. I just said "to hell with it" and went with the yolo life and somehow it worked out.

I was badly dispersed and lacked any real effective support. I just lucked out that my opponent didn't have anything covering the woods.

Combat Mission Cold War Screenshot 2022.09.23 - 14.14.41.32.png
The results of the enemy counterattack at the corner objective.
Combat Mission Cold War Screenshot 2022.09.23 - 14.15.27.57.png
Final positions:
Combat Mission Cold War Screenshot 2022.09.23 - 14.16.44.90.png
 
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