Combat Mission Shock Force 2

Combat Mission Shock Force 2

 This topic has been pinned, so it's probably important
Thread in which beginners can ask their questions
Didn't see such a thread, and I have couple questions myself, so I decided to start one.
Pros and experienced players, you are welcome to share knowledge.

When I am doing recon in high density urban area by means of infantry, which type of movement I should use on the street and which one when I am entering the building?
How many buildings from themselves recon team can spot if there's enemy inside? (At day and at night)
When I am assaulting the building, in theory I know I need one unit to supress and assault force to enter the building. But how to do that on practice so my supress team don't blow up my assault team? And which type of movement should I use when I order to assault force to storm supressed building?
Last edited by rometotalfake; Sep 10, 2020 @ 6:14am
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Showing 1-15 of 111 comments
Icechuck Sep 9, 2020 @ 8:56am 
Originally posted by rometotalfake:
Didn't see such a thread, and I have couple questions myself, so I decided to start one.
Pros and experienced players, you are welcome to share knowledge.

When I am doing reckon in high density urban area by means of infantry, which type of movement I should use on the street and which one when I am entering the building?
How many buildings from themselves reckon team can spot if there's enemy inside? (At day and at night)
When I am assaulting the building, in theory I know I need one unit to supress and assault force to enter the building. But how to do that on practice so my supress team don't blow up my assault team? And which type of movement should I use when I order to assault force to storm supressed building?

When doing recon in high density urban environments, I like to use quick move when crossing the street, and either hunt or slow in buildings. I will use hunt when not aware of enemy locations, and slow if my building is being observed by the enemy.
The range at which you can detect units is hard to answer, as it depends on what unit you're using, their optics, their experience, the enemy units' experience, their stance, etc. Generally, you can reliably see hostiles across the street unless they're hiding, but past that it's rather unpredictable.
When assaulting, if you're trying to avoid the suppression team using heavy weapons like AT4s or RPGs, use "target light". This will force the team to only use small arms.
For movement, I use quick right before hitting the perimeter, than hunt up to the door, then hunt inside, and hunt upstairs. This will enable troops to actively search for enemies. Do not idle in the street though, quick to safety and hunt to engage.
rometotalfake Sep 9, 2020 @ 9:14am 
Thanks for your answers.
Originally posted by Icechuck:
When assaulting, if you're trying to avoid the suppression team using heavy weapons like AT4s or RPGs, use "target light". This will force the team to only use small arms.
For movement, I use quick right before hitting the perimeter, than hunt up to the door, then hunt inside, and hunt upstairs. This will enable troops to actively search for enemies. Do not idle in the street though, quick to safety and hunt to engage.
I had friendly fire accidents when I used target light with my mech unit as supressing force. What should I do in situation where I have mech unit supressing the enemy?
Harlequin Sep 9, 2020 @ 11:44am 
I've been playing the demo, and I've been having a lot of trouble on the fort defense mission because my soldiers keep panicing while under fire and running to the ground floor of the building where there are no windows to fire out of. Is there a way to tell them to hold their ground even if pinned, or do I really need to keep ordering them up to firing positions every three minutes?
Saint Mattis Sep 9, 2020 @ 12:31pm 
Originally posted by Anomaly:
I've been playing the demo, and I've been having a lot of trouble on the fort defense mission because my soldiers keep panicing while under fire and running to the ground floor of the building where there are no windows to fire out of. Is there a way to tell them to hold their ground even if pinned, or do I really need to keep ordering them up to firing positions every three minutes?
When suppressed the TacAI takes control and simulates human reactions, if you want to reduce the amount they run away having command elements close by keeps them slightly more motivated to follow orders, but you can't stop the suppression effect.
I would suggest suppressing the target or target area before they can suppress you, or if you are suppressed try to throw smoke and displace to a new location where you can hide your troops and ambush their advance.
Harlequin Sep 9, 2020 @ 1:10pm 
Originally posted by Saint Mattis of Quantico:
Originally posted by Anomaly:
I've been playing the demo, and I've been having a lot of trouble on the fort defense mission because my soldiers keep panicing while under fire and running to the ground floor of the building where there are no windows to fire out of. Is there a way to tell them to hold their ground even if pinned, or do I really need to keep ordering them up to firing positions every three minutes?
When suppressed the TacAI takes control and simulates human reactions, if you want to reduce the amount they run away having command elements close by keeps them slightly more motivated to follow orders, but you can't stop the suppression effect.
I would suggest suppressing the target or target area before they can suppress you, or if you are suppressed try to throw smoke and displace to a new location where you can hide your troops and ambush their advance.

Thanks for the tips, I will try it out. I get that they are trying to simulate panicing soldiers, it's just weird how I've had soldiers flee a hard building to go hang out in a crater in full view of the guns. Maybe it's just a bit buggy.
A Canadian Cat Sep 9, 2020 @ 1:24pm 
Originally posted by rometotalfake:
When I am doing reckon in high density urban area by means of infantry, which type of movement I should use on the street and which one when I am entering the building?
I like assault for entering buildings. One team goes in while the other watches. Then they switch. It also minimizes the temptation for other teams to run around to the front door when you want them go go in the back.

I use hunt a lot to go down the street or fast to cross the street or get to cover of some kind.

Originally posted by rometotalfake:
How many buildings from themselves reckon team can spot if there's enemy inside? (At day and at night)
That will vary a lot. At night if you guys don't have night vision they can practically trip over the enemy.

Either way your guys will spot better if they are still for a while. Move teams down a street with alternating pauses so one team is still while the other moves.

Originally posted by rometotalfake:
When I am assaulting the building, in theory I know I need one unit to supress and assault force to enter the building. But how to do that on practice so my supress team don't blow up my assault team?
You can only cause actual friendly fire casualties with .50cal and up but even small arms can suppress you own men which can be enough to mess up your plans. I uses pauses for the assault team. That way you can get some HE fired into the building using the target briefly command and then have the assault team run to the front and assault into the building. Have your support switch fire to nearby buildings you suspect might also have enemy in them. Meanwhile other infantry fire teams can target light into higher floors as the assault team enters. They will not effect the assault team to much but will help if there are enemies on the upper floors.
A Canadian Cat Sep 9, 2020 @ 1:26pm 
Originally posted by rometotalfake:
I had friendly fire accidents when I used target light with my mech unit as supressing force. What should I do in situation where I have mech unit supressing the enemy?

Have the IFV target briefly the building for 15s to 30s meanwhile have the assault team with a 10s to 20s pause and then move up and enter. You want them to get to the building just after the IFV is done firing HE.
Alchenar Sep 10, 2020 @ 3:25am 
Honestly the best solution is not to storm building you know contain enemies if you can absolutely help it. Close up on the building, suppress lots, and eventually the bad guys will break and run. This is particularly the case when fighting insurgents.


rometotalfake Sep 10, 2020 @ 6:12am 
A Canadian Cat Thanks for your response.
I have a question about assault movement order. When 1 team stops do they actually fire if they spot an enemy?
And one more question about spotting. Sometimes you don't need to overwatch position and just want to hop to the next one. So here's a question. How long it takes for recon team to actually observe sector (I mean that they will see nothing new if it's not there)? I know it depends from other factors, but let's take average recon team fully rested etc.
Roach407 Sep 10, 2020 @ 8:28am 
I was wondering how do you use the Stinger Infantry against Enemy Air support?

I do not see a command to "deploy" and I do not have exact visual of the aircraft just the incoming fire from it. I have them positioned on a roof as well, with clear line of sight.
rometotalfake Sep 10, 2020 @ 10:03am 
I remember in previous CM titles, when you inflicted massive casualties - enemy just surrenders. But in CMSF2 enemy had less than 5 percent of troops left and still not surrendered. Is this function still in the game?
Actionjackson Sep 10, 2020 @ 11:21am 
Originally posted by rometotalfake:
I remember in previous CM titles, when you inflicted massive casualties - enemy just surrenders. But in CMSF2 enemy had less than 5 percent of troops left and still not surrendered. Is this function still in the game?

Try play "Factory Outlet" mission, they surrender after you clear half the map. Sometimes they just surrender too early. It depends on their condition i think mostly, if they are all rattled and broken and their morale is crushed they surrender. But in some scenarios designer use techniques to get around that.

@Roach407

you do not need to deploy stinger, just have it somewhere where the enemy can not see it, it will fire on the air support if it can.
Jesse Sep 10, 2020 @ 11:26am 
Originally posted by Anomaly:
I've been playing the demo, and I've been having a lot of trouble on the fort defense mission because my soldiers keep panicing while under fire and running to the ground floor of the building where there are no windows to fire out of. Is there a way to tell them to hold their ground even if pinned, or do I really need to keep ordering them up to firing positions every three minutes?

You can give your units the PAUSE command and they won't retreat to bottom floors. If they don't break, they'll stand their ground, but if they do break (when their icon dims out) then they'll run away.

The PAUSE command is also useful for IFVs as well. When they see a tank, their TacAI will (understandably) want to run away from the tank but if you want them to hold their ground, use the PAUSE command and they'll stay put.
jsem Sep 10, 2020 @ 12:35pm 
Slow- use when you want to be stealthy or want to move while under fire. It will tire you out so use for only shot distance.

Move- use when you are in no danger. The move order has them at marching speed and standing up.

Hunt- This is careful cover to cover movement. They will spot enemy quicker. Keep in mind, that when you order a squad to hunt, he will stop moving and engage enemy that is in his target zone.

Assault- This is best used when under fire and you want to move and shoot, or if you are expecting contact soon. And for entering buildings. If you can't use assault then use hunt.

Quick- Faster then move but it's risky.

Fast- Only use if you really need to get the hell out of there.

Here is a tip:

Target arcs are very important. If you have a squad with a small target arc, he will ignore contacts that are far away. He will only engage targets that are inside the target arc. This is very useful when moving in HUNT. Otherwise, your units will stop every time a hostile is spotted far away.
A Canadian Cat Sep 10, 2020 @ 12:45pm 
Originally posted by rometotalfake:
I have a question about assault movement order. When 1 team stops do they actually fire if they spot an enemy?
Yes, absolutely.

Originally posted by rometotalfake:
And one more question about spotting. Sometimes you don't need to overwatch position and just want to hop to the next one. So here's a question. How long it takes for recon team to actually observe sector (I mean that they will see nothing new if it's not there)? I know it depends from other factors, but let's take average recon team fully rested etc.
You cannot be sure after any amount of time that all enemy in side the line of sight are spotted. If it is dark or foggy lots can be missed. If conditions are good you can still not see every enemy if they are good concealment or hiding. After a while you will get a feel for how well your scouts can spot the enemy.
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