May 20, 200719 yr Thanks to a very generous surprise I played my first TacOps battle just now. The Joint Chiefs would do well do send me to command school or leave me out on the Blue Water Harpoon Ops! Victory was mine but at an inordinate cost. Thanks to Artillery and Air Support (and using my M1 takes fairly intelligently) my forces were successful in taking the objective and eliminating the OpFor. If I hadn't already committed to some Harpoon playing today surely I'd be refining my technique, learning what the controls actually mean, etc! Note how I lost all of my APCs Time Left: 9 minutes Mission results: Blue - Mission accomplished Red - Mission failure Point results: Blue Attrition Points - 180 Red Attrition Points - 305 ----------------------------------------------------------------- Blue Status: UNIT START NOW ELIM EXITED Tank M1A1D...................... 4 4 0 0 APC LAV25 IFV................... 3 0 3 0 Inf Team........................ 3 2 1 0 APC AAVP7....................... 3 0 3 0 Inf Squad....................... 3 3 0 0 Inf MG 7.62mm Team.............. 2 2 0 0 Inf SMAW Team................... 2 2 0 0 ATGM Javelin Team............... 3 3 0 0 Force Lethality Value, Start: 1096 Force Lethality Value, Now: 791 Casualty percentage: 27 Force Lethality Ratio, Start: 6.1:1 Force Lethality Ratio, Now: 791:0 ----------------------------------------------------------------- Red Status: UNIT START NOW ELIM EXITED Tank T80U....................... 1 0 1 0 APC BMP2 IFV.................... 1 0 1 0 Inf Squad....................... 1 0 1 0 Force Lethality Value, Start: 180 Force Lethality Value, Now: 0 Casualty percentage: 100 Force Lethality Ratio, Start: 1:6.1 Force Lethality Ratio, Now: 0:791
May 20, 200719 yr Welcome aboard squidly. Ensure that you either go to battlefront.com or gamesquad tacops folder to install the most up to date version which is 4.0.6[AH] TacOps Update. Also, try Team MCMains, then perhaps we could try a live network game. Enjoy. [Edit] Forgot about the Basic Training Scenario. Get comfortable with the interface first. The "TF" scenarios are the battalion task force sized. The "Team" denotes company sized. Team McMains is a small, very nice, company level scenario.
May 23, 200719 yr Author Cracked open the PDF manual this evening to learn what the different items in the Unit Orders Window are, took the training scenario for a few more tries while learning the commands. Surprisingly my attempts at the scenario tonight ended more poorly for me than that first try when I had little clue what I was doing. My third try tonight was starting to look better but the time ran out before I had eliminated the red threat. Yes, I understand the facing icon now to orient the units to the threat. I look forward to trying a different battle towards the end of the week, then chasing Pete down for a beating!
May 23, 200719 yr Facing is extremely important as it relates to armor/penetration. Also important is the "hull down" orders button which is akin to a "]" or "}" in the unit orders dialogue, and the "delay" (for lack of a better descriptive title) button - it looks something like a wristwatch. The 1min combat turn is broken down into 4x 15sec pulses. Each left-click on that button will insert a 15 second delay in the execution of the next order. Example, if you two units next to each other. Give one unit three movement waypoints, then give the other two left-clicks of delay then one waypoint. The first unit will move a full minutes worth of movement, while the second will only move 30sec of movement. All good to synchronize your battlefield ballet.
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